<?xml version="1.0"?>
<rss version="2.0"><channel><title>GR:AW 2 - Map Modding Latest Topics</title><link>https://www.ghostrecon.net/forums/index.php?/forum/197-graw-2-map-modding/</link><description>GR:AW 2 - Map Modding Latest Topics</description><language>en</language><item><title>ghost recon launch command</title><link>https://www.ghostrecon.net/forums/index.php?/topic/64504-ghost-recon-launch-command/</link><description><![CDATA[<p>
	hey everyone I was wondering how to edit the launch command so I could us the Graw2 editor
</p>
]]></description><guid isPermaLink="false">64504</guid><pubDate>Tue, 28 Jun 2022 20:00:38 +0000</pubDate></item><item><title>Maps from WR5 factory</title><link>https://www.ghostrecon.net/forums/index.php?/topic/62078-maps-from-wr5-factory/</link><description><![CDATA[
<p>
	Hey folks,
</p>

<p>
	I'm made some new content just to refresh if I still remember doing it plus I finally managed to make proper material blending on meshes <img alt=";)" data-emoticon="" height="20" src="https://www.ghostrecon.net/forums/uploads/emoticons/default_wink.png" srcset="https://www.ghostrecon.net/forums/uploads/emoticons/wink@2x.png 2x" title=";)" width="20" /> 10 years to late <span><img alt=":D" data-emoticon="" height="20" src="https://www.ghostrecon.net/forums/uploads/emoticons/default_biggrin.png" srcset="https://www.ghostrecon.net/forums/uploads/emoticons/biggrin@2x.png 2x" title=":D" width="20" /></span>
</p>

<p>
	1. This one I called <strong>El Passo</strong>. Closed landscape with tunnels. With Nowhere vibe for sure, quick small map meant to be played on tdm and dm.
</p>

<p>
	<img alt="GQW11ae.png" class="ipsImage" height="562" src="https://i.imgur.com/GQW11ae.png" title="" width="1000" /></p>

<p>
	more screenshots: <a href="https://imgur.com/a/vynS9Mh" rel="external nofollow">https://imgur.com/a/vynS9Mh</a>
</p>

<p>
	2. This one<strong> </strong>just lame port of de_dust and de_dust2 textures, just to have some fun with it. So its Counter Strike 1.6 vibe, small map <strong>meant to be played</strong> on tdm or dm whatever <img alt=":D" data-emoticon="" height="20" src="https://www.ghostrecon.net/forums/uploads/emoticons/default_biggrin.png" srcset="https://www.ghostrecon.net/forums/uploads/emoticons/biggrin@2x.png 2x" title=":D" width="20" /></p>

<p>
	<img alt="CpQUvRk.png" class="ipsImage" height="562" src="https://i.imgur.com/CpQUvRk.png" title="" width="1000" /></p>

<p>
	more screenshots: <a href="https://imgur.com/a/F7mYxeW" rel="external nofollow">https://imgur.com/a/F7mYxeW</a>
</p>

<p>
	Cheers,
</p>

<p>
	WinteR5
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">62078</guid><pubDate>Wed, 10 Jul 2019 09:19:54 +0000</pubDate></item><item><title>editor crashes only on trying to add baddies</title><link>https://www.ghostrecon.net/forums/index.php?/topic/61368-editor-crashes-only-on-trying-to-add-baddies/</link><description><![CDATA[
<p>
	New windows 10 machine 16 gig ram etc
</p>

<p>
	trying to edit a map
</p>

<p>
	will work well in all areas except
</p>

<p>
	ANYTHING to do with humans
</p>

<p>
	crashes  when trying to access AI.humans
</p>

<p>
	Editing the same data file will work on other machines.
</p>

<p>
	Error below
</p>

<p>
	everything the same except for the Out of memory bytes<br />
	-----------------------------------------------------------------------------------
</p>

<p>
	Crash in application version: 30899.3048
</p>

<p>
	Out of memory allocating 11198608 bytes
</p>

<p>
	SCRIPT STACK:<br />
	    data\lib\units\extensions\groupunit.dsf(0)<br />
	    data\lib\utils\dev\editor\humanlayer.dsf(0)<br />
	    data\lib\utils\dev\editor\editor.dsf(0)<br />
	    data\lib\managers\genericstatemanager.dsf(0)<br />
	    data\lib\setups\setup.dsf(0)<br />
	    data\levels\editor\editor.dsf(0)
</p>

<p>
	Renderer: normal<br />
	Physics : normal
</p>

<p>
	-----------------------------------------------------------------------------------
</p>

<p>
	Any help would be gratefully welcome
</p>

<p>
	thanks
</p>
]]></description><guid isPermaLink="false">61368</guid><pubDate>Fri, 09 Dec 2016 13:48:36 +0000</pubDate></item><item><title>Tool for Draw over Command Maps ?</title><link>https://www.ghostrecon.net/forums/index.php?/topic/61052-tool-for-draw-over-command-maps/</link><description><![CDATA[
<p style="margin-top:0px;color:rgb(191,191,191);font-family:Tahoma, sans-serif;font-size:13px;line-height:26px;background-color:rgb(35,35,35);">Hi, any have url for download the tools for Draw over Command Maps ?</p><p style="color:rgb(191,191,191);font-family:Tahoma, sans-serif;font-size:13px;line-height:26px;background-color:rgb(35,35,35);">Thank you.</p><p style="color:rgb(191,191,191);font-family:Tahoma, sans-serif;font-size:13px;line-height:26px;background-color:rgb(35,35,35);"> </p><p style="color:rgb(191,191,191);font-family:Tahoma, sans-serif;font-size:13px;line-height:26px;background-color:rgb(35,35,35);">=LT=Vitoto Out.</p>

<p><a href="https://www.ghostrecon.net/forums/uploads/monthly_2016_02/IMG_5860.JPG.afd1138ac62b4193577a81e1958dce51.JPG" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="1019" src="https://www.ghostrecon.net/forums/uploads/monthly_2016_02/IMG_5860.thumb.JPG.755a0bc598414ecc09665e204611da64.JPG" class="ipsImage ipsImage_thumbnailed" alt="IMG_5860.JPG"></a></p>]]></description><guid isPermaLink="false">61052</guid><pubDate>Fri, 19 Feb 2016 14:50:22 +0000</pubDate></item><item><title>Extract 3D objects and maps?</title><link>https://www.ghostrecon.net/forums/index.php?/topic/61016-extract-3d-objects-and-maps/</link><description><![CDATA[
<p style="margin-top:0px;color:rgb(191,191,191);font-family:Tahoma, sans-serif;font-size:13px;line-height:26px;background-color:rgb(35,35,35);">Hi all <img alt=":)" title=":)" style="vertical-align:middle;border:0px;" src="https://www.ghostrecon.net/forums/uploads/emoticons/default_smile.png"> !</p><p style="color:rgb(191,191,191);font-family:Tahoma, sans-serif;font-size:13px;line-height:26px;background-color:rgb(35,35,35);">Is there any way to pick the 3D files of objects,maps,etc...  ? Maybe using a bundle extractor?</p><p style="color:rgb(191,191,191);font-family:Tahoma, sans-serif;font-size:13px;line-height:26px;background-color:rgb(35,35,35);">Thank you!</p><p style="color:rgb(191,191,191);font-family:Tahoma, sans-serif;font-size:13px;line-height:26px;background-color:rgb(35,35,35);">PS : Same for Graw1 ^^ </p>
]]></description><guid isPermaLink="false">61016</guid><pubDate>Thu, 31 Dec 2015 20:43:40 +0000</pubDate></item><item><title>error export model for land</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60904-error-export-model-for-land/</link><description><![CDATA[
<p>
Warnings:<br>
land1:<br>
Failed test vertices_per_tri(3) &lt; 2.9 - This mesh has a high vertex/tri ratio.<br>
Failed test nr_illegally_tiling_faces(32) == 0 - This mesh contains faces with uv faces tiling in a different direction than set by texture name.<br>
Comment: For materials: land1/channel 1<br></p>
<p><span><span>Why</span> <span>he does not like</span> <span>tiling</span><span>?</span></span></p>
]]></description><guid isPermaLink="false">60904</guid><pubDate>Wed, 29 Jul 2015 20:15:42 +0000</pubDate></item><item><title>Player team move</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60900-player-team-move/</link><description><![CDATA[
<p><span><span>What should be done</span> <span>to stake</span> <span>their</span> <span>routes</span><span>?</span></span></p>
<br><p>No job.</p>
<p><img src="https://pp.vk.me/c624726/v624726949/3c744/V4V2qUVgmdc.jpg" alt="V4V2qUVgmdc.jpg"></p>
]]></description><guid isPermaLink="false">60900</guid><pubDate>Sun, 26 Jul 2015 13:25:52 +0000</pubDate></item><item><title>map create</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60898-map-create/</link><description><![CDATA[
<p><span><span>How to make a</span> <span>day</span> <span>on the map</span> <span>in addition to</span> <span>the daytime sky</span> <span>and guidance</span> <span>day</span> <span>mission?</span><br><span>We need</span> <span>to make a map</span> <span>of the world?</span></span></p>
]]></description><guid isPermaLink="false">60898</guid><pubDate>Fri, 24 Jul 2015 15:51:09 +0000</pubDate></item><item><title>GRAW2 Props</title><link>https://www.ghostrecon.net/forums/index.php?/topic/58900-graw2-props/</link><description><![CDATA[
<p>Hey all,</p><p>
</p><p>
Some of us are working on new missions for GRAW2 and it can be very challenging to keep missions interesting for players. </p><p>
</p><p>
One way of making maps more interesting for people is to make new props. Either to 'beautify' the map or linking them to objectives (for example: Proximity Laser by JohnTC02). Eventhough we already came up with several ideas, we would like to ask players (= you  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_thumbsup.gif" alt=":thumbsup:">  ) to post some ideas!  </p><p>
</p><p>
If you have any thoughts on this, just post them here (if an explanation is needed, just send that in a PM to keep the list nice and tidy)</p><p>
</p><p>
Please copy/paste the previous ideas in your reply, so we end up with one list of ideas.  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_thumbsup.gif" alt=":thumbsup:"></p>
]]></description><guid isPermaLink="false">58900</guid><pubDate>Sun, 03 Jun 2012 19:20:27 +0000</pubDate></item><item><title>New Map: OGR_Quarry-Papa6V2</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60732-new-map-ogr_quarry-papa6v2/</link><description><![CDATA[
<p> download link soon!</p>
<p> </p>
<p>The mission is the stock mission from GRIN. (Credit given where due) bundling the map was done by MexicanBob (thanks MexicanBob)</p>
<p> </p>
<p>I couldn't get into the quarry area because I sucked. I added trees and other items from the static and dynamic layers within the editor. I basically did cosmetics to the map (watch out for the snipers!) the trees hide the snipers well. Although none were added by me, they are tough to see through the trees  <img src="https://www.ghostrecon.net/forums/uploads/whack.gif" alt=":whack:"> . I added a gate to the opening to the greater quarry area. the enemy placements stayed the same. Tanks: stayed the same. I added two resupply mules (one pictured below). the other is in the open greater quarry area. I added fencing and walls for cover and concealment and some for cosmetics. Enjoy!</p>
<p> </p>
<p><img src="http://i57.tinypic.com/33blr0p.jpg" alt="33blr0p.jpg"></p>
]]></description><guid isPermaLink="false">60732</guid><pubDate>Mon, 05 Jan 2015 03:33:21 +0000</pubDate></item><item><title>link the diesel file to stock atlas texture</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60473-link-the-diesel-file-to-stock-atlas-texture/</link><description><![CDATA[
<p>so i download  mexbob's mission called "bulldog" made with graw1 assets<br><br>
thanks (really thanks) to this hard work is possible make a custom urban  landscape with graw1 editor for graw2<br><br>
so i work on graw1 editor, then i copy all units on world.xml and paste on graw2's world.xml of my mission et voilà!<br><br>
so i have now ( for me)  another problem, i read somewhere in this forum, that for the performance, especially on multiplayer, is better don't use more than 2 atlas texture sets.<br><br>
i want to use the his_walls stairs/ and tunnels/ that have the custom remade atlas.<br><br>
the question is:<br>
Is it possible link the HIS_xxxxx  category of assets to city building atlas texture?<br><br>
if yes how?<br><br>
sorry for the dumb question but i'm lost about the texture atlas, and i don't want reinventing the wheel<br></p>
]]></description><guid isPermaLink="false">60473</guid><pubDate>Sat, 28 Dec 2013 14:58:43 +0000</pubDate></item><item><title>google sketchup 6 maps tools</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60471-google-sketchup-6-maps-tools/</link><description><![CDATA[
<p>i'm wondering if possible to make a entire map with google sketchup 6 (free) then open it  with 3ds max and export it like a landscape.......</p>
]]></description><guid isPermaLink="false">60471</guid><pubDate>Sun, 22 Dec 2013 14:05:26 +0000</pubDate></item><item><title>Rain</title><link>https://www.ghostrecon.net/forums/index.php?/topic/49866-rain/</link><description><![CDATA[
<p><a href="http://files.filefront.com/carar/;10076967;/fileinfo.html" rel="external nofollow">http://files.filefront.com/carar/;10076967;/fileinfo.html</a></p><p>
</p><p>
Calavera with a new environment and rain effect.</p><p>
</p><p>
It's only an example and can be expanded by add lightning and custom sound.</p><p>
</p><p>
Bye</p>
]]></description><guid isPermaLink="false">49866</guid><pubDate>Fri, 25 Apr 2008 14:39:25 +0000</pubDate></item><item><title>Remake of Farm_Day</title><link>https://www.ghostrecon.net/forums/index.php?/topic/59737-remake-of-farm_day/</link><description><![CDATA[
<p>Five years has passed since I did the remake of castle_day for GRAW2 and it's still not a decent small scale tactical shooter on the market that can replace the original Ghost Recon. GRAW2 was a descent attempt from GRIN, but they failed on some of the basic things that made Ghost Recon magic for many of us. GRAW2 is still a very good game to mod and it does surprise me how few really good quality maps, weapons and characthers that has been made for it.</p><p>
After the crap called GRFS hit the market for PC I really wanted to get back into the mod game and it had to be GRAW2.</p><p>
</p><p>
With this map I have some few goals I really want to achive to bring back the true OGR feeling:</p><p>
</p><p>
- Create an open map with long viewrange.</p><p>
- Create new and good looking vegetation.</p><p>
- Increase the draw distance on props, characthers and dynamic shadows.</p><p>
- Improve my knowledge in 3ds Max, Mudbox and Photoshop.</p><p>
- Bring the some inspiration back into GR modding to keep the community alive.</p><p>
- Continue to support and upgrade the mod with new content.</p><p>
</p><p>
I have no idea when this map will be done as I'm still learing new things as I go along, but I feel it's time to show off some teasers and create some inspiration here on the forum.</p><p>
All geometry except some few props from GRAW2 have been created from scratch in 3dmax, only using the geometry from the original GR as a template.</p><p>
</p><p>
I will write up a small and basic tutorial for how I have remade the terrain, so maybe we'll see another nice remake.</p><p>
</p><p>
Enjoy!</p><p>
</p><p>
Biro</p><p>
</p><p>
</p><p>
<em>Open woodlands, just like OGR</em>!</p><p>
<img src="http://imageshack.us/a/img442/8649/graw2terrain.jpg" alt="graw2terrain.jpg"></p><p>
</p><p>
</p><p>
</p><p>
<em>Garage and Farmhouse</em> - Still need some more details.</p><p>
<img src="http://imageshack.us/a/img7/7225/graw2house.jpg" alt="graw2house.jpg"></p><p>
</p><p>
</p><p>
</p><p>
The Barn - Sniper, second floor! <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_gun.gif" alt=":gun:"></p><p>
<img src="http://img195.imageshack.us/img195/1294/graw2barn.jpg" alt="graw2barn.jpg"></p>
]]></description><guid isPermaLink="false">59737</guid><pubDate>Sun, 04 Nov 2012 21:08:12 +0000</pubDate></item><item><title>Terrain tutorial - From OGR to GRAW2</title><link>https://www.ghostrecon.net/forums/index.php?/topic/59741-terrain-tutorial-from-ogr-to-graw2/</link><description><![CDATA[
<p>In this tutorial I will cover how a terrain from OGR can be ported into GRAW2. This is the method I used when recreating farm_day but it's for sure not the only way to do it. There's probably faster methods I'm not avare of as my knowledge in 3d max is limited. This is not some magic method to recreate all maps in an evening. This is hard work, but a terrain can be done on a couple of evenings!</p><p>
</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline">Programs used in this tutorial:</span></p><p>
</p><p>
Autodesk 3d Studio Max 8 (<a href="http://usa.autodesk.com/" rel="external nofollow">http://usa.autodesk.com/</a>)</p><p>
Autodesk Mudbox (<a href="http://usa.autodesk.com/" rel="external nofollow">http://usa.autodesk.com/</a>)</p><p>
Photoshop (<a href="http://www.adobe.com/" rel="external nofollow">http://www.adobe.com/</a>)</p><p>
3d RipperDX (<a href="http://www.deep-shadows.com/hax/3DRipperDX.htm" rel="external nofollow">http://www.deep-shad.../3DRipperDX.htm</a>)</p><p>
Polyboost (<a href="http://www.polyboost.com/" rel="external nofollow">http://www.polyboost.com/</a>)</p><p>
World Machine 2 (<a href="http://www.world-machine.com/" rel="external nofollow">http://www.world-machine.com/</a>)</p><p>
XML Marker (<a href="http://xml-marker.en.softonic.com/" rel="external nofollow">http://xml-marker.en.softonic.com/</a>)</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline">Backdrop</span></p><p>
</p><p>
The backdrop or the horizon is used to simulate a bigger world then what's the actual case. A program that's really good for creating such backdrops is WorldMachine 2. Dice @Battlefield 3 for example uses this for their terrain layout. (<a href="http://blogs.battlefield.com/2012/08/inside-dice-alborz/" rel="external nofollow">http://blogs.battlef...de-dice-alborz/</a>)</p><p>
</p><p>
I'm not gonna go too deep into WM2, but my basic workflow was to sculpt up some very basic shapes in Mudbox where I wanted the mountains to be, then extract a displacement map. I then used this in WM2 and set up the different nodes and such to give me some better looking mountains with erosion effects. Check the screenshots below to see how I set it up and the result. It's possible to extract both a mesh and a displacement map from WM2 and it can be taken directly into 3d max from here or you can bring it into mudbox to give it further details. It's alot of possibilities here and it's just to start playing around with the different nodes and settings to see the results.</p><p>
</p><p>
<img src="http://imageshack.us/a/img687/7483/wm22.jpg" alt="wm22.jpg"></p><p>
</p><p>
<img src="http://imageshack.us/a/img526/8053/wm21.jpg" alt="wm21.jpg"></p><p>
</p><p>
<span style="text-decoration:underline">Landscape</span></p><p>
</p><p>
To recreate the terrain of farm_day I used 3dRipperDX. This program lets you capture the visible geometry on the map and import it into 3dMax. One important thing here is that I used a fogless version of the farm to capture the whole map at once. It's a mod floating around here somewhere that atleast has the DS/IT maps made fogless and this is also possible to setup in IGOR.</p><p>
</p><p>
Now I have all the geometry from our OGR map in 3d Max and I delete all unnecessary objects so I'm only left with the terrain. It's ofc possible to just use this terrain in GRAW2, but it will lack details and vertex paiting will be hard aswell. Running a meshsmooth on it will give some weird results aswell so I figured it was better to recreate a new terrain over the old one.</p><p>
</p><p>
Now the trick is to have Polyboost installed. This is a small addon with some really great tools for max 8. (I think maybe some of the tools here have been included in newer versions of max, but as I only use max 8/9 I can't say for sure yet.) Polyboost lets you create a new mesh on another surface, check the screenshot below from 3d Max and you can see I have the terrain from OGR selected as a surface I'm drawing on. Try to use quads only when modelling shapes like this. Now it's just to lay out the basic shapes of the terrain. Use more quads where needed and take into consideration that you will apply atleast 1 meshsmooth modifier when it's all laid out.</p><p>
</p><p>
<img src="http://imageshack.us/a/img59/267/3dmax1h.jpg" alt="3dmax1h.jpg"></p><p>
</p><p>
Next I did was to bring the terrain into mudbox and I started sculpting more details into it. Not gonna go too deep into how I did this, but looking at the screenshots I'm sure you will get the idea. More details is better, but think about the polycount!</p><p>
</p><p>
<img src="http://img689.imageshack.us/img689/2108/mudboxterrain2.jpg" alt="mudboxterrain2.jpg"></p><p>
</p><p>
When I was satisfied with the terrain I brought it back into max for texturing and vertex painting. When working on steep mountains or curves it can be a good idea to use pelt mapping in 3dmax 8, but try to hide the seams as good as possible.</p><p>
Because I had a high polycount after I was done with the landscape I had to break it up into 4 parts as the GRAW2 engine only allows for 65k vertices if I'm not wrong.</p><p>
</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline">Importing into GRAW2</span></p><p>
I think this is where people imagine GRAW2 is soooo difficult to mod for. <em>It's not!</em></p><p>
There probably has been tutorials on this earlier, but I gonna repeat it for the sake of how easy it actually is. Use XML Marker 1.1 for the xml files. This will help you avoid the basic mistakes as forgetting an " for example.</p><p>
</p><p>
Then we need three XML files for the terrain.</p><p>
1. Unit file</p><p>
2. Model file</p><p>
3. Material file</p><p>
</p><p>
In addition we need to to setup the textures in "tdb_texture_set" files. 1 for diffuse and 1 for bumpmaps.</p><p>
</p><p>
<em>1. Unit file</em></p><p>
The important thing here is where it's pointing to the model file. This need to be the correct path, if not the engine ain't going to find the model file.</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote"><div><p>
&lt;unit type="static" name="farm_day_terrain" slot="35"&gt;</p><p>
	&lt;model file="world\landscapes\farm_day\farm_day.xml"/&gt;</p><p>
	&lt;script_class name="base" class="Base"/&gt;</p><p>
	&lt;script_class name="editor" class="Editor"/&gt;</p><p>
	&lt;stats block="base_data"&gt;</p><p>
	  &lt;var name="lightmap" value="true"/&gt;</p><p>
	  &lt;var name="no_silhouette" value="true"/&gt;</p><p>
	  &lt;var name="ambient_points" value="150"/&gt;</p><p>
	&lt;/stats&gt;</p><p>
  &lt;/unit&gt;</p><p>
</p></div></blockquote><p>
</p><p>
</p><p>
<em>2. Model file</em></p><p>
The important thing here is again where it points to the material and the diesel engine file we extract from 3d max. You can see I have split my terrain up in 4 and the backdrop is called farm_day_05. These names needs to be identical in the model file and in 3d max.</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote"><div><p>
&lt;dynamic_object xmlns:xi="x"&gt;</p><p>
</p><p>
</p><p>
</p><p>
  &lt;diesel file="Data\objects\world\landscapes\farm_day\farm_day.diesel" orientation_object="root_point" materials="Data\objects\world\landscapes\farm_day\materials.xml" viewports="default|crosscom"/&gt;</p><p>
</p><p>
</p><p>
  &lt;body fixed="true" name="farm_day" template="static_ground" max_walk_angle="35"&gt;</p><p>
	&lt;object name="root_point"/&gt;</p><p>
	&lt;object name="farm_day_01" collision_type="mesh_mopp" hidden="false"/&gt;</p><p>
	&lt;object name="farm_day_02" collision_type="mesh_mopp" hidden="false"/&gt;</p><p>
	&lt;object name="farm_day_03" collision_type="mesh_mopp" hidden="false"/&gt;</p><p>
	&lt;object name="farm_day_04" collision_type="mesh_mopp" hidden="false"/&gt;</p><p>
	&lt;object name="farm_day_05" collision_type="mesh_mopp" hidden="false"/&gt;</p><p>
	&lt;object name="TheRiver" collision_type="mesh_mopp" hidden="false"/&gt;</p><p>
	&lt;/body&gt;</p><p>
</p><p>
</p><p>
	 &lt;editor_marker_manager&gt;</p><p>
	&lt;marker name="farm_day"&gt;</p><p>
	  &lt;offset x="0" y="0"/&gt;</p><p>
	&lt;/marker&gt;</p><p>
  &lt;/editor_marker_manager&gt;</p><p>
</p><p>
</p><p>
&lt;decal_surfaces static="true"&gt;</p><p>
	   &lt;ds_mesh object="farm_day_01"/&gt;</p><p>
	   &lt;ds_mesh object="farm_day_02"/&gt;</p><p>
	   &lt;ds_mesh object="farm_day_04"/&gt;</p><p>
	   &lt;ds_mesh object="farm_day_05"/&gt;</p><p>
	&lt;ds_mesh object="TheRiver"/&gt;  </p><p>
&lt;/decal_surfaces&gt;</p><p>
</p><p>
</p><p>
&lt;lightmap&gt;</p><p>
	&lt;object name="farm_day_01" height="256" width="256"/&gt;</p><p>
	&lt;object name="farm_day_02" height="256" width="256"/&gt;</p><p>
	&lt;object name="farm_day_03" height="256" width="256"/&gt;</p><p>
	&lt;object name="farm_day_04" height="256" width="256"/&gt;</p><p>
	&lt;object name="farm_day_05" height="256" width="256"/&gt;</p><p>
&lt;/lightmap&gt;</p><p>
</p><p>
</p><p>
&lt;/dynamic_object&gt;</p><p>
</p></div></blockquote><p>
</p><p>
</p><p>
</p><p>
</p><p>
<em>3. Material file</em></p><p>
I'm not gonna post my whole material file here, but only for 2 materials. The material name needs to be the same in 3d max as it's in the material file. The diffuse and the bump texture will be shown where I have vertex painted on the landscape. It can be a good idea to use the same texture as a blender in several materials as this will make them blend together nicely. In the example below I have an acre texture and a grass texture together with a texture I called fd_blender.</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote"><div><p>
</p><p>
&lt;materials&gt;</p><p>
</p><p>
</p><p>
&lt;material name="fd_acre" src="landscape" decal_material="grass"&gt;</p><p>
&lt;diffuse_texture file="fd_blender_df"/&gt;														</p><p>
&lt;bump_normal_texture file="fd_blender_bm"/&gt;</p><p>
&lt;self_illumination_texture file="fd_acre_df"/&gt;										</p><p>
&lt;distorsion_texture file="fd_acre_bm"/&gt;</p><p>
&lt;/material&gt;</p><p>
</p><p>
</p><p>
&lt;material name="fd_grass01" src="landscape" decal_material="grass"&gt;</p><p>
&lt;diffuse_texture file="fd_blender_df"/&gt;														</p><p>
&lt;bump_normal_texture file="fd_blender_bm"/&gt;</p><p>
&lt;self_illumination_texture file="fd_grass01_df"/&gt;										</p><p>
&lt;distorsion_texture file="fd_grass01_bm"/&gt;</p><p>
&lt;/material&gt;</p><p>
</p><p>
&lt;/materials&gt;</p><p>
</p></div></blockquote><p>
</p><p>
The "tdb_texture_set" files is done for all textures in GRAW2 so I'm not gonna go into this one.</p><p>
</p><p>
Now it should only be left to scale the terrain up to the right size in 3d max. I use a command map from OGR for this as I know it's 400*400 meters and scale my terrain up to fit this one. Link the terrain to a helper called root_point, add alot of ambient points for correct lighting and it's all set.</p><p>
</p><p>
Don't hesitate on asking questions!</p><p>
Good luck!</p><p>
</p><p>
Biro</p>
]]></description><guid isPermaLink="false">59741</guid><pubDate>Mon, 05 Nov 2012 22:31:15 +0000</pubDate></item><item><title>Mexicobob [looking for an Afghan style map]</title><link>https://www.ghostrecon.net/forums/index.php?/topic/59867-mexicobob-looking-for-an-afghan-style-map/</link><description><![CDATA[
<p>Seems that you're the man with the plan... I brought this topic up in mission design, but I'm looking for a Afghan style map, with some missions in mind.  I'm aiming for single-player and not a plethora of enemies (I don't care about co-op but you know...) at least for the SP missions.  Can you help?</p>
]]></description><guid isPermaLink="false">59867</guid><pubDate>Sun, 23 Dec 2012 05:34:32 +0000</pubDate></item><item><title>rvsa map</title><link>https://www.ghostrecon.net/forums/index.php?/topic/59808-rvsa-map/</link><description><![CDATA[
<p>can anyone make new one or or redo coop to rvsa</p>
]]></description><guid isPermaLink="false">59808</guid><pubDate>Tue, 27 Nov 2012 21:32:38 +0000</pubDate></item><item><title>[anyone making] New Maps [?]</title><link>https://www.ghostrecon.net/forums/index.php?/topic/59703-anyone-making-new-maps/</link><description><![CDATA[
<p>Just curious, but is anyone else out there going to release any new maps other then JohnTC02 ?</p><p>
</p><p>
I know you were working on something Spike, but what on earth happened to all those previous map makers that kept it alive too ?</p><p>
</p><p>
Daro48 has released several also, but where has everyone else gone ?</p><p>
</p><p>
Have they lost heart with the game.....I hope not as GRFS was a big disappointment.</p><p>
</p><p>
Until GROUND BRANCH comes out (if it ever does !) then this is the nearest thing to playing a decent game alongside comrades in arms.</p><p>
</p><p>
Just seems to me that without support it will die and GRAW 2 has had so much fantastic support from the fans that this would be a real shame.</p><p>
</p><p>
If I could make maps, I would but Im too thick and gave up with it as it looks way too complicated.</p><p>
</p><p>
Anyway, heres hoping that you were just on holiday and will flood this site with endless decent maps to keep this great game alive for a long time to come.</p><p>
</p><p>
 <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_wink.png" alt=";)"></p>
]]></description><guid isPermaLink="false">59703</guid><pubDate>Sat, 27 Oct 2012 06:05:39 +0000</pubDate></item><item><title>how to change the map so player dont lose foothold</title><link>https://www.ghostrecon.net/forums/index.php?/topic/59304-how-to-change-the-map-so-player-dont-lose-foothold/</link><description><![CDATA[
<p>There is a minor difference in "the long run" map and all other maps, that you can have foothold on the surrounding mountain area. Since maps created in 3Dstudio or whatever are stored in XML, maybe someone has discovered the switch that turns an area from solid to permissive.</p><p>
</p><p>
Hope that someone could help me on this one.</p>
]]></description><guid isPermaLink="false">59304</guid><pubDate>Thu, 26 Jul 2012 10:30:00 +0000</pubDate></item><item><title>Just when you have a gimmick-prop for GRAW2...</title><link>https://www.ghostrecon.net/forums/index.php?/topic/58945-just-when-you-have-a-gimmick-prop-for-graw2/</link><description><![CDATA[
<p>Just when you think you've made a funny 'homage' prop to use in a future mission for GRAW2, Rocky goes and changes the GR.net website!</p><p>
</p><p>
I mean...######!   <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_tongue.png" alt=":P"></p><p>
</p><p>
</p><p>
<img src="http://dl.dropbox.com/u/5716223/GR.net%20Ipad.jpg" alt="GR.net%20Ipad.jpg"></p>
]]></description><guid isPermaLink="false">58945</guid><pubDate>Wed, 06 Jun 2012 19:35:59 +0000</pubDate></item><item><title>Problems with making TDM Maps</title><link>https://www.ghostrecon.net/forums/index.php?/topic/58421-problems-with-making-tdm-maps/</link><description><![CDATA[
<p>I've got a few problems with my TDM map making. I thought it was going to be fairly simple compared to coop but for some reason I can't see the map when I am in-game. I downloaded other custom TDM maps and opened them to see what I need to write in the xml files etc.</p><p>
Now I completed everything, I think, except for the minimap (I will make one later). But I really wanna get this to work. Can anyone help?</p>
]]></description><guid isPermaLink="false">58421</guid><pubDate>Thu, 12 Apr 2012 11:56:39 +0000</pubDate></item><item><title>Generating silhouettes in the editor</title><link>https://www.ghostrecon.net/forums/index.php?/topic/54631-generating-silhouettes-in-the-editor/</link><description><![CDATA[
<p>As some of you will know I have been changing the maps in GRAW2 to suit my needs for my missions, in all this time I've never been able to generate the silhouettes.</p><p>
</p><p>
After running the lightmaps I press Alt and Backspace to generate the silhouettes but nothing happens.</p><p>
</p><p>
All of the maps that I have used have got silhouettes but I am unable to generate them again when I have added the extra buildings.</p><p>
</p><p>
I have almost finished making a map from scratch but I am still unable to make the silhouettes, I would have thought it should work on a new map but no joy.</p><p>
</p><p>
Just wondered if anyone else has had this problem.</p><p>
</p><p>
Thanks,</p><p>
John</p>
]]></description><guid isPermaLink="false">54631</guid><pubDate>Wed, 31 Mar 2010 23:42:15 +0000</pubDate></item><item><title>*.xmb files</title><link>https://www.ghostrecon.net/forums/index.php?/topic/58207-xmb-files/</link><description><![CDATA[
<p>Hi,</p><p>
</p><p>
maybe it is not something new but i have found a way to create xmb files.</p><p>
</p><p>
What xmb has inside? Those files have nothing more like just hexadecimal description of xml files, I think the game makers did it to enhance game performance, but i'm not sure. </p><p>
</p><p>
When I was creating my last map, i created xmb files and removed all xml (well almost all world_info stay where it was). I was really surprised when the map started without any problem  <img src="https://www.ghostrecon.net/forums/uploads/blink.gif" alt=":blink:"><img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_wacko.png" alt=":wacko:"></p><p>
</p><p>
But i didn't noticed any changes in mission speed.</p><p>
</p><p>
The bad thinkg is that someone, who will have a pressure to look inside map scripts, will see only 00 ad a1 00 bb and that kind of things.</p><p>
</p><p>
How to gnerate those:</p><p>
</p><p>
Inside:</p><p>
</p><p>
C:\Program Files\UBISOFT\Ghost Recon Advanced Warfighter 2</p><p>
</p><p>
is a file called:</p><p>
context-editor.xml</p><p>
</p><p>
inside this file is code:</p><p>
</p><p>
&lt;!-- Set all compile flags to false when running bundled version --&gt;</p><p>
	&lt;compile xml="false" scripts="false" mopps="false" texture_db="false"/&gt;</p><p>
&lt;/context&gt;</p><p>
</p><p>
do exactly contrary to description (set all on true) and you will have texture_db - which you will have to remove because it will generate filename issue at game start, you will have props xmb files generated automatically - which you will have to remove because of game crashing (at_mine f. ex. after detonate a mine my game crashed)</p><p>
</p><p>
and all xml files converted to xmb xD</p><p>
</p><p>
I don't think if someone of you will use it, but i think it is interesting to post here  <img src="https://www.ghostrecon.net/forums/uploads/unsure.gif" alt=":unsure:"></p><p>
</p><p>
Cheers,</p><p>
Daro</p>
]]></description><guid isPermaLink="false">58207</guid><pubDate>Thu, 01 Mar 2012 19:13:56 +0000</pubDate></item><item><title>Campaign Guerrero</title><link>https://www.ghostrecon.net/forums/index.php?/topic/58071-campaign-guerrero/</link><description><![CDATA[
<p>I have begun creating a new map from stock landscapes.</p><p>
</p><p>
One of the landscapes -- the name escapes me at the moment -- includes an industrial plant next to a river.  Across the river is a fence which stretches the length of the map.</p><p>
</p><p>
Is there some way to remove the fence programmatically, or is that feature something I have to work around.</p><p>
</p><p>
Thanks in advance if you reply.</p>
]]></description><guid isPermaLink="false">58071</guid><pubDate>Sat, 28 Jan 2012 15:46:20 +0000</pubDate></item><item><title>Port cod4 custom map to Graw2</title><link>https://www.ghostrecon.net/forums/index.php?/topic/57880-port-cod4-custom-map-to-graw2/</link><description><![CDATA[
<p>i thought that is possible to port the cod4's custom maps in Graw2 like a landscapes.</p><p>
</p><p>
but the entire surface becomes  terrain?</p>
]]></description><guid isPermaLink="false">57880</guid><pubDate>Thu, 22 Dec 2011 13:37:02 +0000</pubDate></item></channel></rss>
