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  1. Ghost Recon: Over

    General Discussion of the next Ghost Recon game, expected 2025.

  2. Ghost Recon: Breakpoint

    All chat about Ghost Recon Breakpoint

  3. Ghost Recon: Wildlands

    Show off your fantastic Wildlands Screenshots here!

  4. GR: Advanced Warfighter 2

    Post here for technical assistance with INSTALLING and RUNNING GR:AW 2

    Post in here to arrange games with other forum members.
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    GR:AW 2 - Xbox 360

    • 3.4k posts

    Discussion of GR:AW 2 for the Xbox 360

  5. GR: Advanced Warfighter

    Post in here for technical assistance with INSTALLING and RUNNING GR:AW.

    GR:AW - Game Zone

    • 329 posts

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    GR:AW - Xbox 360

    • 7.6k posts

    Discussion of GR:AW for the Xbox 360

    GR:AW - Xbox/PS2

    • 171 posts

    Discussion of GR:AW for the Xbox & PS2

  6. Ghost Recon: Future Soldier

    GR:FS Game Zone

    • 238 posts

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    GR:FS - Xbox 360

    • 3.5k posts

    Discussion on the Xbox 360 version of Ghost Recon: Future Soldier

    Discussion on the PS3 version of Ghost Recon: Future Soldier

    Discussion on the PC version of Ghost Recon: Future Soldier

    Post here for technical assistance with INSTALLING and RUNNING GR:FS

    For discussion on the 2011 GR titles for Handheld Gaming Systems (Includes "Shadow Wars" on the Nintendo 3DS, "GR Predator" on the PlayStation Portable) and also for Ghost Recon on the Wii

  7. Ghost Recon

    GR - Game Zone

    • 12.2k posts

    Post in here to arrange games with other forum members,
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    All discussions regarding console versions of Ghost Recon.

  8. Ghost Recon 2

    Discussion of Ghost Recon 2 for Consoles.

    GR2 PC - [Cancelled]

    • 11.6k posts

    a READ ONLY record of discussion on the now cancelled PC version of GR2.

  9. Ghost Recon: Commander

    New "companion gaming" title for Facebook & Mobiles that links to the upcoming Future Soldier & GR:Online titles.

  10. Ghost Recon Phantoms

    GR: Phantoms (PC)

    • 867 posts

    Forum for the Free-to-Play PC version of this title.

    Forum for the Wii U version of this new title.

  11. Ghost Recon: Frontline

    All chat about Ghost Recon Frontline

  12. Other Gaming

    For general and NON-TITLE specific, discussion on video gaming & It's Industry.

    PC Gaming Software

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    For discussion about software that is used to aid/enhance the gaming experience.

    Console Corner

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    Discuss Console, games and hardware in here.

  13. Ghost Recon.net the Website

    Suggestions, support or otherwise, anything about these forums + website.

  14. Other Topics

    Real World Military

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  • Posts

    • Hi!   Still alive, out of spite, if nothing else.    Saw news of a tornado hitting Asheville, North Carolina. Hope you’re good, Zjj. And everyone else, too. 
    • We played a few more online missions today.  We played the original Ghost Recon 2001 missions. And also some mods. Screenshots of our latest games will be posted later!    
    • I have been reading about the next installment by Ubisoft on GR. From what I have read, it looks very good. I am very glad the game will return to a "first person view". Sorry, but it lost me when it went 3rd view.  Will stop by often to get the latest info.  Everyone take care, Kingkat
    • Detailed How-To guide Ok, now to a more detailed guide. Still, this tutorial kind of assumes you are already familiar with texturing as well as basic modding for Ghost Recon. Requirements: -Ghost Recon -Image editor software/setup for editing & creating custom RSB textures. (Photoshop (CS2 - 5 I believe) with rsb plugin installed) -Mike Schell's Skinner Utility v1.1   How to create custom track textures: 0-1. Download gr_tutorial_custom_tank_treads.7z *I will provide the files later!* This archive will contain custom track textures I made you can use for this tutorial, as well a finished sample of how the end product should look like. 0-2. Create a new "mod". "Mod" in Ghost Recon is a folder containing "modscont.txt", with or without any other contents. This folder must be inside Ghost Recon's "Mods" folder. You can create a mod through IGOR or by copy-pasting modscont.txt from Origmiss and renaming the name of the mod. Note: text inside modscont.txt must follow a specofoc format, else it won't be recognized, and might cause crash. For this tutorial, let's name both the folder and name (inside modscont) Custom Treads. Then create another folder inside Custom Treads, and name it Textures. Once you are done, open Ghost Recon and see if this mod shows up in the Available Mods list. If it does, it's a success.  1. Create a set of custom tread textures and export them as RSB. You'll need a set of 4. (There's one exception)      For this tutorial, use "custom tred t72" png images in the 7zip archive provided below. (There's one exception) Use vanilla tread textures as the basis for size and placement of each element: tracks, roadwheel and sprockett/idler wheel. Default size is 128*128. If you want to go bigger, remember that it must be a power of 2. (I don't know the number, but I believe there's a max size limit, so I recommend you go with 128 or 256.)  2. Choose (just choose) which vanilla track textures to replace. For this tutorial, let's use the following textures: iv_howitzer.rsb iv_howitzer_01.rsb iv_howitzer_02.rsb iv_howitzer_03.rsb These textures are used by Abrams, T-72, and Russian Self-Propelled Howitzer vehicle models. I'll list all the vanilla track textures that I know of later.  3. Copy the vanilla textures you chose and paste them into the Textures folder inside Custom Treads. If the new copies of the files have "read only" enabled in the file properties, disable it.  4. In your image editor (Photoshop etc), open the vanilla textures you copy-pasted.  5. Open the custom RSB textures you created in #1 in the image editor.  6. Inside the image editor, select all of the custom texture, then copy paste it to over to the corresponding vanilla texture you've opened in #5.  7. Save the vanilla texture (which now has your custom texture on top) as RSB. If you did everything right, the new texture should replace the vanilla texture you chose once you activate the Custom Treads mod.  8. See if the textures were exported right. Launch Ghost Recon, activate Custom Treads mod, and start Mission 10 "Fever Claw". (Other missions with moving M1 or T-72 work, but this is the best since you spawn next to a group of friendly M1s. Howitzer is hard to check, given that it moves only when it fires.)   Re-assigning Textures for vehicle model using Mike Schell's Skinner v1.1 There should be tutorials on how to use Mike Schell skinner on this site already, so please look for it.
    • This guide/tutorial aims to explain how to create custom, animated track (tread/wheel) textures for tanks, APCs and other tracked vehicles in Ghost Recon. It is possible to create a set of track textures that cycles with vehicle movement and thus animates, just like those on M1 Abrams or T-72 in the vanilla game. However, you must follow specific steps to do so, as far as I can tell at the moment. TLDR version: -Tread textures in vanilla GR seem to have some sort of hidden tag or attribute inside them, which is necessary for the game to cycle the textures and do the animation. Textures, custom or otherwise, without this "attribute" won't cycle and thus don't animate, even if they have the same name as the vanilla tread textures. BMP track textures in the Origmiss, for example, seem to lack this attribute, and therefore do not animate.* (They fixed this in Desert Siege.) (Edit: I was wrong here, Origmiss BMP tracks do seem to animate properly. I must had some error in my previous testing) -But you can create custom tread textures with this attribute by essentially creating "updated" versions of the existing track textures in the vanilla game. You can do this by creating copies of the vanilla textures, opening them in Photoshop etc., copy-pasting your custom textures on top of them, then overwrite-save the copies. Things to note: -DO NOT save the copies of vanilla textures as .psd files. Doing so seems to remove the unique attribute needed for animation. When you want to edit them or create new ones, you must open the RSB files and edit them again. -This is yet to be confirmed, but it seems that each set of vanilla track textures have unique attribute/tag each, and game reads only one texture file per tag. As such, you can have only as many custom tracks as the vanilla has (which I believe is 5). *Sidenote: I'm fairly confident that custom tracks on some tanks in P2/Frostbite didn't animate because of this. I plan to create and release a mini-patch in the future that fixes this. (I know this tutorial is 10, maybe 20 years late to the party, but what the hell, I know there's at least a few others who are modding this game still!)   List of vanilla track textures & vehicles that use them Mobile howitzer iv_howitzer.rsb, iv_howitzer_01.rsb. iv_howitzer_02.rsb, iv_howitzer_03.rsb Models - iv_tank_m1.pob    (Abrams tank) - iv_tank_t72.pob    (T-72 tank) - iv_howitzer.pob    (Russian mobile howitzer) Bradley iv_brad_00.rsb, iv_brad_01.rsb, iv_brad_02.rsb, iv_brad_03.rsb Models - iv_apc_bradley.pob    (Bradley IFV) - iv_t80u.pob                (T-80 tank) Bradley and Howitzer track textures are nearly identical minus some color difference.   BMP *Origmiss version may not animate; use Desert Siege (mp1) version as base instead. iv_apc_bmp_tred_00.rsb, iv_apc_bmp_tred_01.rsb, iv_apc_bmp_tred_02.rsb, iv_apc_bmp_tred_03.rsb Models - iv_apc_bmp.pob                      (BMP IFV) - desert_apc_bmp.pob (mp1)    (BMP in Desert Siege) - v_bmp.pob (mp2)                   (BMP in Island Thunder) - v_t62.pob (mp2)                     (T-62 tank in IT)   SA-13 This is a unique one that uses only three textures. iv_sa13_wheels_00.rsb, iv_sa13_wheels_01.rsb, iv_sa13_wheels_02.rsb Models - iv_SA13.pob                       (SA-13 SAM) - pow_SA13.pob (mp1)        (SA-13 in DS)   T-72 desert pow_tred_t72.rsb, pow_tred_t72_01.rsb, pow_tred_t72_02.rsb, pow_tred_t72_03.rsb Models - desert_tank_t72.pob        (T-72 in DS
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