This tool allows you to edit the base value for "ambient" light in a map. This lighting effects the following objects:
* TGA textures (transparencies)
* Doors & Windows
* Trees and Foliage
* Characters and Vehicles* (haven't tested vehicles)
No other geometery is affected by the ambient lighting that is edited with this util (additional map geometry is effected by the darkmap textures)
Instructions
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1) Run the utility.
2) Choose "File->Open Map File" from the drop down menu and navigate to the Map file you will be editing.
3) Once the model has been opened you will be able to click the "Pick Color" button. Click the button and choose a new color. Verify that the color you select appears in the utility's swatch and is represented by a RGB value (under swatch).
4) Select "File->Save Map File" from the drop down menu and select a loaction and file name for you new MAP file (or you can overwrite the old one).
This tool allows you to copy the tagging from a GR MAP texture into your own RSB texture. The map textures in GR contain extra data for transparency, penetration (grenade/bullet), and animation. As such, once a texture has been convered to BMP/TGA/RS RSB and then edited, the tagging is lost (and the textures will default to bullet/grenade proof, non-transparent, non-animated textures in-game). This utility allows you to copy the tagging from one of GR's default textures into your own edited/new RSB texture (so that it appears correctly in your map).
Instructions
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1) Run the utility.
2) Using the top (source) folder & file windows, navigate to the original GR Map texture that you will be copying the tagging from (this texture should be the unedited one you used as the base for your own, or at least a texture that contains the same properties in-game that your own textures should mimic). Highlight (select) the desired file from the list.
3) Using the bottom (destination) folder & file windows, navigate to your own edited/new RSB texture that you wish to tag. Again, highlight (select) the desired file from the list.
4) Click "Tag RSB File" button to copy the tagging from the source file into your destination file. The texture should now work correctly in-game.
* The "Get Destination/Source Folder" buttons can be used to match the window your currently browsing to the destination/source folder.