I created a Weapon using igor that came with my copy of GR and i want to use it in a multi player game but the weapon doesn't show up in any of the weapon choices how do i get it to play in multi player games?
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Help please
#2
Posted 20 June 2007 - 10:09 PM
You will have to make a mod that you and everyone on the server has d/l'ed and installed. And of course the server will have to activate it. Below is some useful info others have posted
General guidelines for getting custom weapons to work in game
-ogre_h wrote: well, now you need to locate the various files for the weapons needed.
take your time and be careful and you´ll get it right.
the files should be in these folders:
equip (.gun)
kits (possible kit files)
model (.qob , open up the qob file and see what .rsb files the weapon have)
shell/art/kit (.rsb , kit icons)
sound (weapon sound , also look up the data in the .xml file)
textures (.rsb , look in qob file for proper .rsb´s)
when all this is done you have to edit the .strings file and put in the
proper name for the weapons.
Original game only:C:\Program Files\Red Storm Entertainment\Ghost Recon\Data\Shell folder
MP1 and MP2: Shell folder of respective expansion
importing from gr mods:
locate the .gun file. look up the .wav file(s) it is referencing (under the Rate of Fire xml tags). simply copy them to your new mod, choosing to either a.) rename them if your adding weaps or b.) keep existing names if your overriding the sound files only.
importing sounds from other games and formats:
if you dont have the existing sound as a .wav file, you can record it as such using windows sound rec or soundforge. just turn your record line to be Wav input instead of the usual mic/line in. your new sound will be recorded as a .wav filename you specify when you save it. you will have to trim the edges up if you record manually, however, the sample itself will be entirely digital and without interference.
for sound fx: get the .wav file to 22khz/16-bit mono
for music: 8-44hkz/16-bit stereo will stream off the disk just fine -harntrox
There is a file called effects.xml in the sounds folder.
Basically it tells the game how to play back the sounds
You have to copy the sound settings from the source mod effects file to your private mods effects file. You can use notepad to edit it.
You then have to increase the COUNT variable at the top of the effects.xml file to reflect how many sound files
So if you have 50 sound files, your Count would be 50.
Hope this helps.
DWG wrote: The strings.txt file is quite simple, each entry consists of a pair of strings enclosed in quotes.
The first string is the text found in the <NameToken> tag in the gun file. The entries in .gun and strings.txt must match exactly, including in case.
The second string is what should appear on screen.
So for example an M203 .gun file might contain:
<NameToken>COLT_M203</NameToken>
and in strings.txt we would have
"COLT_M203" "M203"
If you have a problem with a weapon name not appearing, then open up the .gun file and open up the strings.txt and check the entries match, almost certainly they won't.
Dealing with Janie42's comments, the system works with all strings.txt files in all active mods, searching them in order of precedence and using the first match found. The number of spaces or tabs between the two strings is not significant. It's unclear what he means by numbers in the strings.txt file. -DWG
thales100 wrote: Everything starts with the .kit files, that contain the kit icon (.rsb) and the .gun. This file (.gun) contains the models (.qob), the sounds (.wav) and the reticles (.rsb). The models (.qob) contain the textures (.rsb).
So youll need : .kit in the kits folder (kits/sniper or kits/demolitions, for example), .gun (and if needed .prj, check below) in the equip folder, models (.qob) in the model folder, .wav in the sounds folder (including entries in the effects file, this considering youll use custom firing sounds, and you must reconciliate using IGOR), reticles (.rsb) in the shell/art folder, kit icons (.rsb) in the shell/art/kits folder, and the textures of the weapon (.rsb) in the textures folder.
In case any of the weapons use a .prj, youll also need the model of the projectile (.qob) in the model folder, and its textures in the textures folder.
You'll need to add the .kit files to the respective .kil MP restriction files, like "no_restrictions" or "no_sensors", to set multiplayer options correctly.
Put your mods .kil files in> C:\Program Files\Red Storm Entertainment\Ghost Recon\Mods\Your mod\kits
examples .kil files: C:\Program Files\Red Storm Entertainment\Ghost Recon\Mods\Origmiss\Kits
You can make your own with notepad or us the kit restriction editor in Igor. I made mine with notepad so I'm not familiar with it using Igor.
You can make the kit icons using photoshop and the rsb plugin, check this tutorial http://www.ghostreco...oncustomkit.htm . -thales100
Get crackin' tiger.
General guidelines for getting custom weapons to work in game
-ogre_h wrote: well, now you need to locate the various files for the weapons needed.
take your time and be careful and you´ll get it right.
the files should be in these folders:
equip (.gun)
kits (possible kit files)
model (.qob , open up the qob file and see what .rsb files the weapon have)
shell/art/kit (.rsb , kit icons)
sound (weapon sound , also look up the data in the .xml file)
textures (.rsb , look in qob file for proper .rsb´s)
when all this is done you have to edit the .strings file and put in the
proper name for the weapons.
Original game only:C:\Program Files\Red Storm Entertainment\Ghost Recon\Data\Shell folder
MP1 and MP2: Shell folder of respective expansion
importing from gr mods:
locate the .gun file. look up the .wav file(s) it is referencing (under the Rate of Fire xml tags). simply copy them to your new mod, choosing to either a.) rename them if your adding weaps or b.) keep existing names if your overriding the sound files only.
importing sounds from other games and formats:
if you dont have the existing sound as a .wav file, you can record it as such using windows sound rec or soundforge. just turn your record line to be Wav input instead of the usual mic/line in. your new sound will be recorded as a .wav filename you specify when you save it. you will have to trim the edges up if you record manually, however, the sample itself will be entirely digital and without interference.
for sound fx: get the .wav file to 22khz/16-bit mono
for music: 8-44hkz/16-bit stereo will stream off the disk just fine -harntrox
There is a file called effects.xml in the sounds folder.
Basically it tells the game how to play back the sounds
You have to copy the sound settings from the source mod effects file to your private mods effects file. You can use notepad to edit it.
You then have to increase the COUNT variable at the top of the effects.xml file to reflect how many sound files
So if you have 50 sound files, your Count would be 50.
Hope this helps.
DWG wrote: The strings.txt file is quite simple, each entry consists of a pair of strings enclosed in quotes.
The first string is the text found in the <NameToken> tag in the gun file. The entries in .gun and strings.txt must match exactly, including in case.
The second string is what should appear on screen.
So for example an M203 .gun file might contain:
<NameToken>COLT_M203</NameToken>
and in strings.txt we would have
"COLT_M203" "M203"
If you have a problem with a weapon name not appearing, then open up the .gun file and open up the strings.txt and check the entries match, almost certainly they won't.
Dealing with Janie42's comments, the system works with all strings.txt files in all active mods, searching them in order of precedence and using the first match found. The number of spaces or tabs between the two strings is not significant. It's unclear what he means by numbers in the strings.txt file. -DWG
thales100 wrote: Everything starts with the .kit files, that contain the kit icon (.rsb) and the .gun. This file (.gun) contains the models (.qob), the sounds (.wav) and the reticles (.rsb). The models (.qob) contain the textures (.rsb).
So youll need : .kit in the kits folder (kits/sniper or kits/demolitions, for example), .gun (and if needed .prj, check below) in the equip folder, models (.qob) in the model folder, .wav in the sounds folder (including entries in the effects file, this considering youll use custom firing sounds, and you must reconciliate using IGOR), reticles (.rsb) in the shell/art folder, kit icons (.rsb) in the shell/art/kits folder, and the textures of the weapon (.rsb) in the textures folder.
In case any of the weapons use a .prj, youll also need the model of the projectile (.qob) in the model folder, and its textures in the textures folder.
You'll need to add the .kit files to the respective .kil MP restriction files, like "no_restrictions" or "no_sensors", to set multiplayer options correctly.
Put your mods .kil files in> C:\Program Files\Red Storm Entertainment\Ghost Recon\Mods\Your mod\kits
examples .kil files: C:\Program Files\Red Storm Entertainment\Ghost Recon\Mods\Origmiss\Kits
You can make your own with notepad or us the kit restriction editor in Igor. I made mine with notepad so I'm not familiar with it using Igor.
You can make the kit icons using photoshop and the rsb plugin, check this tutorial http://www.ghostreco...oncustomkit.htm . -thales100
Get crackin' tiger.
I was lucky in the order, but I've always been lucky when it comes to killin' folks.
-William Munny
-William Munny
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