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Showing content with the highest reputation on 18/10/20 in Posts

  1. The first kit for the first 3 actors in each platoon is the default way the game handles it. For the mod stuff I do, I just use separate AI backup actors with a single kit for the first 3 actors in each platoon to make it super obvious what they are using.
    1 point
  2. Hi all, I'm releasing another update for both versions of the Xbox conversion. They include a few fixes, a few changes in sound and the HUD and the addition of Dossier Challenges. Given that the mod is getting close to the end of development (there's not much more that I can do besides porting over the Xbox missions) I've included an extras folder. This includes a developer's note from me, the videos used in the Xbox version that I cannot get to work on PC due to the file size and the Dossier Challenges for each version. Note, that the challenges will not actually unlock anything like it
    1 point
  3. I wonder what we could do to crack this. To my knowledge, the Xbox versions used the same engine for the most part during development. We've gotten as far as opening the structure of the map up with 3D Max but everything is just blank. I've reached out to Ubisoft's corporate office and requested the release of the SDK used to develop Ghost Recon. I might hear back from them on Monday.
    1 point
  4. Here some short Igor editor movie how to get dynamic weather conditions (rain direction change, fog reduced/increased, max spot distance inc/dcr) this should even more improve the game immersion https://drive.google.com/file/d/1tbhapnVkbFpQV8YqRsW5jFOE3yiSyd5o/view?usp=sharing dynamic_weather.txt
    1 point
  5. I hope he gives me one aswell.
    1 point
  6. More like normal map files, except normal means totaly different structure. Same for playstation version of the game. I mean that files (even with the same extension) for pc differs from console ones. There must be a reason for this (optimizations, new engine, console specific things, whatever), but once again it's just files with specific structure, 7zip or any other archiver can't help here.
    1 point
  7. If you need to change the settings on custom maps, there are only 2 settings to change in the environment files (.env) found in the map folders. Here is the caves env file: <EnvironmentFile> <VersionNumber>1.000000</VersionNumber> <MapFileName>m01_caves\m01_caves.map</MapFileName> <SkyboxFileName>m01_caves.pob</SkyboxFileName> <FarPlane>180</FarPlane> <MaxSpot>90</MaxSpot> <Fog Near = "10" Far = "180" Red = "249" Green = "239" Blue = "205" LayerRange = "90" LayerHeight = "20"/> <CMBitmap>m01_caves
    1 point
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