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How to Add a Weapon to GRAW |
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Written by Brettzies
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Tuesday, 08 May 2007 |
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Here's how I usually go about adding a weapon, in this case a pistol.
The best method I have found is this, but it will force you to get comfortable with the xmls to some degree.
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Written by Simon Viklund
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Friday, 02 March 2007 |
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Last Updated ( Friday, 02 March 2007 )
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Modding/Creating Custom Ambience Sounds |
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Written by Simon Viklund
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Friday, 02 March 2007 |
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In this example, I'm gonna edit the radio that can be heard in some maps, e.g. mission 2 in the SP campaign, or the Shanty Town MP map, and make it play your favourite music.
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Last Updated ( Saturday, 03 March 2007 )
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Written by Kenneth Johansson/GRIN
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Wednesday, 29 November 2006 |
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This tutorial is the missing character tutorial! When GRIN shipped modding tutorials with GRAW patches one of the guides was overwritten by mistake. Thanks to GRIN_Wille we now have this tutorial, as originally written by Kenneth Johansson of GRIN.
The guide shows in great depth how to mod your own character models into GR:AW.
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Last Updated ( Wednesday, 29 November 2006 )
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Scripting : Mission Objectives And The GUI |
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Written by Wolfsong
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Monday, 27 November 2006 |
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In the second of his scripting series Wolfsong shows how to code Mission Objectives and have them display in the user interface.
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Last Updated ( Monday, 27 November 2006 )
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Scripting : How To show triggered units. |
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Written by Wolfsong
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Friday, 24 November 2006 |
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This scripting tutorial by Wolfsong explains how to show units triggered by player in a zone using example XML code.
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Last Updated ( Saturday, 25 November 2006 )
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Complex UV mapping with 3dsmax |
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Written by element11
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Friday, 17 November 2006 |
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Through your travels in max you may come across objects that are difficult to texture. These times may require careful manipulation of the UVW Mapping modifier. This tutorial covers more advanced methods of manipulation of the UVW Mapping modifier. This tutorial can be used to effectively and quicky texture irregular shapes.
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Last Updated ( Friday, 17 November 2006 )
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Modding in more Save Points |
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Written by Rocky
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Tuesday, 24 October 2006 |
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One of the more commonly bemoaned aspects of Ghost Recon Advanced Warfighter is the lack of a quick save option. Coupled with an auto save feature that for some is far too infrequently implemented means that at some points in some levels, gamers are left frustrated at playing the same section over and over again because of one stumbling block 20 minutes down the line.
There is however one fairly simple way to modify the mission files so that instead of say 5 saves points throughout the mission, there are 10. This will cut down drastically on the amount of going over old ground that happens when you hit a difficult point in a mission.
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Last Updated ( Sunday, 05 November 2006 )
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Editing Existing SP Missions |
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Written by EricJ
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Friday, 20 October 2006 |
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Let’s face it, the missions in GRAW are pretty full of threats. Ambushes and maybe a swarm of troops. However, it is just kinda getting boring. Flank here, the same spots and the same and same. Here we’re going to add some more targets. Overall of course you know where they are, duh, but still it adds some more pressure to most missions.
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Last Updated ( Friday, 20 October 2006 )
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Scripting GRAW for OGR Coop Maps |
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Written by Evilducky
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Monday, 16 October 2006 |
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This scripting tutorial will provide basic scripts to get some things to work for your custom OGR-Coop maps. These will be what you need to get things to work. The areas will be basic and simple and I will explain where to put them.
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Last Updated ( Friday, 20 October 2006 )
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Design philosophies and guidelines regarding placing of environmental sounds |
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Written by Simon Viklund
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Sunday, 09 July 2006 |
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