I love all these weapons from various mods but (with all due respect to the creators) prefer to use the original soldiers and specialists in their original garb. Is there and easy way to hoard the weapons into a PERSONAL (only i would use but would share with anyone interested) mod? Thanks.
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using ONLY the weapons from various mods
#2
Posted 25 November 2007 - 12:35 PM
Yes it can be done. Open Igor in your GR directory>go to file>select mod
>a new window opens>press new> name your mod and save to your GR/mods folder.
This sets up your mod folder with the now empty folders for the files you can copy and paste into the correct folders in your mod folder.
A heads up:
For your own use it is ok to make such a mod without permission from members that have made the content.
Uploading your mod for public release requires you to gain permission from the author or maker.
Files that came with the game are free to use in a mod release. Permissions are only necesssary for user made content.
Here are some guidlines I collected using the search function:
If you haven't done it before, it requires allot of time to get the hang of it. I'd start with getting one weapon to appear and work properly in the game.
>a new window opens>press new> name your mod and save to your GR/mods folder.
This sets up your mod folder with the now empty folders for the files you can copy and paste into the correct folders in your mod folder.
A heads up:
For your own use it is ok to make such a mod without permission from members that have made the content.
Uploading your mod for public release requires you to gain permission from the author or maker.
Files that came with the game are free to use in a mod release. Permissions are only necesssary for user made content.
Here are some guidlines I collected using the search function:
Quote
General guidelines for getting custom weapons to work in game
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. -ogre_h
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
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
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. -ogre_h
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
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
If you haven't done it before, it requires allot of time to get the hang of it. I'd start with getting one weapon to appear and work properly in the game.
#3
Posted 26 November 2007 - 10:46 AM
Thanks alot- i did figure igor was the key- only that it takes so long to load given i've had to give up 1gb on ram and am reduced to 512mb til i can load up this weekend. Out of respect for the authors I will not upload the mods i will perform.
This post has been edited by epabella: 26 November 2007 - 10:54 AM
#4
Posted 27 November 2007 - 12:28 AM
If you just want to use the default ghosts, and keep the mod's weapons, why not simpy remove the actors from the mod?
Couldn't he simply remove these folders:
rifleman
sniper
demolitions
heavy-weapons
The game would then use the default soldiers, as there are no more overwriting files for them.
You would have a few leftover files that would cause no issues, like models, attatchments, and some character files, but they simply wouldn't be used. Clean those up as you see fit, or just leave 'em in there.
You would also need to make sure your mod kits too are named same as the defaults:
rifleman
sniper
demolitions
heavy-weapons
because some mods have altered folder names, i.e. "seal-sniper", things like that.
Couldn't he simply remove these folders:
rifleman
sniper
demolitions
heavy-weapons
The game would then use the default soldiers, as there are no more overwriting files for them.
You would have a few leftover files that would cause no issues, like models, attatchments, and some character files, but they simply wouldn't be used. Clean those up as you see fit, or just leave 'em in there.
You would also need to make sure your mod kits too are named same as the defaults:
rifleman
sniper
demolitions
heavy-weapons
because some mods have altered folder names, i.e. "seal-sniper", things like that.
This post has been edited by doubletap: 27 November 2007 - 12:36 AM

core2 E8500 / 8800GTS (G92)512mb / 4gb DDR2 800 / OCZ 600W
#5
Posted 15 January 2008 - 04:24 AM
here's an example: full mod
\mods
\somebody's mod
\actor <---------------delete
\attachments <-------delete
\equip
\kits
\character <----------delete
\map <----------------delete
\mission <------------delete
\model
\shell
\sound
\modscont.text
________________________
Now you have this:
\mods
\somebody's mod
\equip
\kits (kit folder names same as default: rifleman, sniper, demolitions, heavy-weapons)
\model
\shell
\sound
\modscont.text
Done in 60 seconds.
\mods
\somebody's mod
\actor <---------------delete
\attachments <-------delete
\equip
\kits
\character <----------delete
\map <----------------delete
\mission <------------delete
\model
\shell
\sound
\modscont.text
________________________
Now you have this:
\mods
\somebody's mod
\equip
\kits (kit folder names same as default: rifleman, sniper, demolitions, heavy-weapons)
\model
\shell
\sound
\modscont.text
Done in 60 seconds.
This post has been edited by doubletap: 15 January 2008 - 04:30 AM
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