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ace_coh

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About ace_coh

  • Birthday 30/04/1978

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    Stuttgart - Germany

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  1. I thought about that long time ago, a short time after deleting the mod from the servers. There are some problems about that: 1. The mod is a very huge and complex project. Removing the weapons (models), i have no permission from, would destroy the completeness. These models are "base" weapons, i don´t want to miss in the mod. 2. There are so many weapon models in the mod (750) , so it would be a very time intensive work, to find out all files, which have to be erased. And i don´t have so much time because of my job. You can download the weapon info document of my mod at: http://www.mediafire.com/view/?eslbu6ft6ddhj3i So you can see what i mean. ACE_COH
  2. The "Sharing is Caring" idea is really great. Perhaps some other mods were add to this list too, so i could give my "ACE WEAPON MOD" to the community. It is a huge mod over 1,5Gb i worked on the last 9 years. It contains about 700 weapons (variants) of all the great mods out there. But it is not only a compilation of them. There is a lot of new stuff in it (new HD textures,HQ-Sounds,HD-Reticules,...). The first time i gave it to the community was not successfull. Rocky had to remove it from the download section 3 days after uploading it because 1 mod author did not give me the permission. So i hope the "Sharing is Caring" project makes it possible that not only my friends and i have fun with the mod in LAN. When some time is elapsed and some permissions are still missing, i will give the files (which are made by me) seperatly to the community/modders ACE_COH
  3. I have spent a lot of time to find the right values for my mod. Tested - OK - Change Resolution - Not OK - Grrrrrrrr Tested - OK - Change Weapon Motion - Not OK - Grrrrrrr I put my founded values in Info files included in the "free to use" >ACE_COH Reticules (Version2)< Perhaps this can help too. ACE_COH
  4. Look for the WAV Codec. Not every wav file is made with the standard codec. I had the same problem a long time ago. I figured out there was one wav file which was not microsoft wav format. It was a other wav format (don´t know how it was called). Don´t know how to check it out with audacity - i have used cool edit in the past and there was a info area in the open menu which gave me that information. Hope i could help you. (when you send me the files or load it up on mediafire i could check it for you) Greetings from Germany ACE_COH
  5. Thanks for the awesome reticles!

  6. @ rileyfletcher_01 You know it is possible to use old style reticles/sights/scopes and realistic reticles/sights/scopes (in the same mod) which can be changed by the gamer, as he/she like to play? I used this method in my mod. ACE_COH
  7. Recoil is the intensity how much the gun accuracy goes away on each single shot. (The intensity how much the pips are going away from each other). The Recoil belongs to the stabilizationsime too. With a long stabilizationsime it takes a long time for the pips to come together. At Full Auto you will see the recoil is adding with every shot. Sorry about my terrible english. ACE_COH
  8. ACE High Resolution Reticles (Version 2) Version 2 ready for download http://www.ghostrecon.net/files2/index.php?act=view&id=1280 ACE_COH
  9. Hello modders I need some help. I want to make new iron sights for GR. So i want to use the graphics from BF3. Does everyone want to help me and spend some time for this ? (I am only LVL 4 so i don´t have unlocked all weapons). I need screenshots with following conditions: high display resolution gamedetails on high weapon in zoomed mode looking at undetailed background (standing near at a undetailed wall,or looking at blue sky) all details of the weapon should be visible (no very dark shadows or bloom effects on the weapon) Greetings ACE_COH
  10. 2) Copy > ..\ GR Folder \ Data \ Shell \ Art \ main_menu-01.rsb < to > ..\ GR Folder \ mods \ YOUR MOD \ Shell \ Art \ main_menu-01.rsb < and edit the picture. same with main_menu-02.rsb , main_menu-03.rsb , main_menu-04.rsb , main_menu-05.rsb 1) Edit the Kit file <KitTexture>kit_yournewweapon_bomb.rsb</KitTexture> to match the new kit picture copy a existing kit picture in your > ..\ GR Folder \ mods \ YOUR MOD \ Shell \ Art \ kit \ < folder and rename it. the kit picture is a alpha channel layer in the rsb file. (black transparent - white visible) open a side view pic of your weapon. mark the outline of the weapon. create a new layer. fill the mark whith white color. create a new layer under the white layer. fill it complete black. merge the black and white layer. resize the black / white layer to match 54x18 pixel. copy this small layer. paste it in the alpha channel layer of your kit picture. hint : take a picture browser ( which is able to handle the rsb plugin) and have a look into the original gr folders / mods. you will see the many picture files and you will see soon how the gr structure is build together. Very easy for modding. Greetings ACE_COH
  11. <ReticuleTextureName>xreticle_g36k.tga</ReticuleTextureName> name of the reticule picture (.rsb file with alpha channel) <ReticulePipLeft>493</ReticulePipLeft> pip - moving element of the reticule (depending on movement and recoil) <ReticulePipTop>1</ReticulePipTop> values for the area of the reticule picture which is used for pip <ReticulePipRight>511</ReticulePipRight> <ReticulePipBottom>4</ReticulePipBottom> <ReticuleBaseLeft>19</ReticuleBaseLeft> base - static element of the reticule (for example the scope or iron sight) <ReticuleBaseTop>0</ReticuleBaseTop> values for the area of the reticule picture which is used for base <ReticuleBaseRight>491</ReticuleBaseRight> <ReticuleBaseBottom>510</ReticuleBaseBottom> <ReticulePipBaseOffset>5</ReticulePipBaseOffset> the value how near the pip-pics come together at most accurate state of the weapon <ReticulePipMaxOffset>240</ReticulePipMaxOffset> maximum of the pip (strong recoil / fast movement) ACE_COH For the gun damage parameters - use the information you get from the other modders. (Using the formula or tools for calculating these values for each weapon is a hard work.) or In my opinion it is nice to have realistic values for weapon kill damage - but is it so important when the kill damage is not used realistic at the enemy actor. (kill enemies which a leg shot?) My hint : download some of the great mods out there. play them and use the parameter of a mod you think the weapon damage seems realistic. ACE_COH
  12. Example for Barrett XM109 from my >ACE Weapon Mod< XM109 **************************************************************************************************************************** <GunFile> <VersionNumber>1.000000</VersionNumber> <ModelFileName>sr-xm109.qob</ModelFileName> <NameToken>WPN_XM109</NameToken> <Weight>15.100000</Weight> <MagazineCapacity>5</MagazineCapacity> <MagazineWeight>1.355</MagazineWeight> <MaxRange>2000.000000</MaxRange> <VelocityCoefficient0>960.8</VelocityCoefficient0> <VelocityCoefficient1>-0.767</VelocityCoefficient1> <VelocityCoefficient2>0.00035</VelocityCoefficient2> <KillCoefficient1>8.8</KillCoefficient1> <KillCoefficient2>0.00001</KillCoefficient2> <ReticuleTextureName>xreticle_m82.rsb</ReticuleTextureName> <ReticulePipLeft>493</ReticulePipLeft> <ReticulePipTop>1</ReticulePipTop> <ReticulePipRight>511</ReticulePipRight> <ReticulePipBottom>4</ReticulePipBottom> <ReticuleBaseLeft>19</ReticuleBaseLeft> <ReticuleBaseTop>0</ReticuleBaseTop> <ReticuleBaseRight>491</ReticuleBaseRight> <ReticuleBaseBottom>510</ReticuleBaseBottom> <ReticulePipBaseOffset>3</ReticulePipBaseOffset> <ReticulePipMaxOffset>240</ReticulePipMaxOffset> <Selective> <SelectiveOption RateOfFire = "300" RoundsPerPull = "1" StartSound = "sr_xm109_ss.wav"/> </Selective> <Recoil>588</Recoil> <RunStandAccuracy>2200</RunStandAccuracy> <RunCrouchAccuracy>2500</RunCrouchAccuracy> <RunProneAccuracy>1400</RunProneAccuracy> <WalkStandAccuracy>350</WalkStandAccuracy> <WalkCrouchAccuracy>500</WalkCrouchAccuracy> <WalkProneAccuracy>600</WalkProneAccuracy> <ShuffleStandAccuracy>136</ShuffleStandAccuracy> <ShuffleCrouchAccuracy>153</ShuffleCrouchAccuracy> <ShuffleProneAccuracy>171</ShuffleProneAccuracy> <StationaryStandAccuracy>10.8</StationaryStandAccuracy> <StationaryCrouchAccuracy>5.8</StationaryCrouchAccuracy> <StationaryProneAccuracy>1.6</StationaryProneAccuracy> <TurnBandVelocity1>0.1</TurnBandVelocity1> <TurnBandMultiplier1>1</TurnBandMultiplier1> <TurnBandVelocity2>0.75</TurnBandVelocity2> <TurnBandMultiplier2>10</TurnBandMultiplier2> <TurnBandVelocity3>2</TurnBandVelocity3> <TurnBandMultiplier3>30</TurnBandMultiplier3> <TurnBandVelocity4>3</TurnBandVelocity4> <TurnBandMultiplier4>60</TurnBandMultiplier4> <TurnBandVelocity5>100000</TurnBandVelocity5> <TurnBandMultiplier5>100</TurnBandMultiplier5> <StabilizationTime>0.536</StabilizationTime> <WeaponMotionType>4</WeaponMotionType> <HasUnderbarrelWeapon>0</HasUnderbarrelWeapon> <Silenced>0</Silenced> <ZoomSettings> <Zoom>1</Zoom> <Zoom>12</Zoom> </ZoomSettings> <ProjectileFileName>25mmglgrenade.prj</ProjectileFileName> <MuzzleFlashScale>4</MuzzleFlashScale> <TracerFrequency>0</TracerFrequency> </GunFile> **************************************************************************************************************************** 25mm projectile **************************************************************************************************************************** <ProjectileFile> <VersionNumber>2.1</VersionNumber> <Type>0</Type> <NameToken/> <ModelFileName>25mm_projectile.qob</ModelFileName> <Weight>0.105</Weight> <AirResistanceConstant>0.01</AirResistanceConstant> <DetonateOnImpact>1</DetonateOnImpact> <DelayTime>5</DelayTime> <InitialVelocity>790</InitialVelocity> <ExplosionDataVersion>1</ExplosionDataVersion> <VisualExplosionType>2</VisualExplosionType> <IsDirectional>FALSE</IsDirectional> <DamageThroughWalls>1.750000</DamageThroughWalls> <BlastRadius>1.000000</BlastRadius> <CombatCoefficient> <CombatCoefficientIndex>0</CombatCoefficientIndex> <CombatCoefficientV0>3000.639893</CombatCoefficientV0> <CombatCoefficientV1>37.767899</CombatCoefficientV1> <CombatCoefficientV2>-12.276800</CombatCoefficientV2> <CombatCoefficientK1>1.000000</CombatCoefficientK1> <CombatCoefficientK2>1.500000</CombatCoefficientK2> </CombatCoefficient> </ProjectileFile> **************************************************************************************************************************** Perhaps this information could help you Greetings from Germany ACE_COH
  13. For a Projectile which can destroy tanks just copy the rpg.prj from the original GR Folder and modify it like you want (with the IGOR Editor). For a Rifle which can destroy tanks you have to give this weapon the <WeaponMotionType>4</WeaponMotionType> parameter (rocket launcher/semi). Hope i could help you
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