GRiN_Bumbi
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Posts posted by GRiN_Bumbi
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Thanks for the replies. I did come across for some fixes for 3ds max 9 which should allow it to run under vista which is why I got the 2008 version when I built my new system with vista, the 3dsmax 9 didnt work. hopefully the plugin will work with that version. if not I guess im stuck but thanks again for the responses.......
I'd say try it, earlier versions of max boasted of having full backwards compability with older plugins. Of course this is far from 100% true, but in many cases old plugins for max do work on newer versions. It all depends on if they have seriously rearranged the workings of those mechanics that the diesel exporter uses, if not then it should run fine.
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well then you've been to all the places I thought it could be at. Sorry, I'm just an artist altough a quite technical one so I only know the xml-part. I guess it's hardcoded somewhere in the gameplay programming then, I remeber that the grenades were a hassle to get in and get to work properly for some reasons.
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I do

They run from 1-16, not sure if they are actually used though. They were part of a feature that didn't make it to the finnish line
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I have no idea where the game reads the default or the "max" value from. I've tried placing "clip", "spare_clips", "gl_clip", "spare_gl_clips" etc in all sorts of places in different xml files but none of them worked. It seems as if the value is hard coded in the game. If you change the "clip_max" parameter in u_addons.xml, you do get more grenades, but shooting ten times with one grenade doesn't seem very realistic.

Try changing the values in weapon_data.xml in lib/managers/xml/ I think it's there that the maximum value is set, however I do remember that I was able to override it during production so I'm not sure it's the place that it's set but it's worth a try. Also you could check the individual weapon unit in units/weapons where some data for the weapon is set. But it could be hardcoded somewhere in the gameplay scripting files as well.
On a side note. Having lots of grenades was tested a lot during development and found not very fun to play. We chose a better gameplay in front of having a more realistic amount of grenades available.
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Best idea would be to write or use a program that will run through all xml files in graw 1 like this:
rename every unit_xml name in graw1 from xxx to graw_1_xxx
rename every unit name tag in graw1 from xxx to graw_1_xxx
rewrite every file link from /objects/world/... to /graw_1/objects/world/...
That should do most of the work...
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I'm here now and then, mostly in modding and trying to help out where I can, but perople are usually faster than me to it

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Just add it to the kits, it's in the tutorials and not that hard to do, just chagne a "scar_light" to "m32".
Or you can make a custom map where you spawn it on the ground.
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Just looked at it, I see what you're saying now; They don't give you a definition menu like they do with the Visibility.xml.
Can you get us one Wolfsong, to determine what color line goes to what HUD element?
That's not how it works. It's a setting towards all colors used, so you can change all the blue colors to red or grey. You can't change different parts with the settings file, that has to be modded.
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I was going and trying to change the camos for the ghosts and other players. I went into mul_camo_xy and check the format they were in and the size. So, I went and got a marpat texture, changed it to 256 by 256 and took the alpha off camo_acu_test_xy_df,saved as dxt 1. Put it in game, texture came out black *gag*. So, I dont know what to do here, maybe not have any alpha at all or what? I use DXT bmp for saving to format and the gimp for the actual skinning.
Help?
Dxt 1 does not support alpha. But the shader does not use the alpha anyway, that's why it's dxt1. The alpha should therefore not be the issue, but try with dxt 5 and see if it gets better.
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Ok Bumbi, thanks for that. One last question. I figured out the base color for the suits, the helmets/gloves/glasses (RGB). But for the extra gear, like the waist packs and holsters, I can't get their base color to change. I've changed the ACU base color definition at the top of the ghost_template.xml and for each character. I noticed there's a separate gear diffuse dds. How do I make the base color change for that? Thanks for the help.
It _should_ change both materials in the same tag. The material="camo" tag in the group manager looks for any material with that has the prefix camo, goes to the texture="self_illumination" and changes file="xxx" to something else. It can be used to change any value at all the materails named camo_xxx for the character in one go.
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@Bumbi- Thanks for the prompt reply, sir. My problem is now that I can't seem to figure out what's what as far HOW the base color is applied. Apparently the gloves and helmet use all three color channels, so you can apply color directly that way. Some straps, buckles, etc have the base color masked to em, while some of em don't. Hopefully you know something about how this works cuz I don't

@Lancer- Do you think your woes may have something to do with your unbundling of the quick.archive? I gave my skin to my platoon-mate Dewey (who has NOT unbundled anything) for testing and he had no problems seeing it at all.
There are several shaders used and different parts have different shaders. Some are full RGB, not tintable/camo and works as any other texture. As you said some parts are full RGB and some are using the camoshader.
The base color is alawys applied with a mask separating what shall recieve a color (the base_color value) and what shall recieve the camo pattern. At the mexicans it's made with vertex color, the mask i applied in the mesh itself. On the ghost it's done with the red channel in the texture. Use channels in photoshop to easily work with the masks for camo-work. Green is the value (greyscale) for the texture, Blue channel is unused.
I hope this clarifies a bit, or maybe it gets more confusing. Sorry, it's not simple, but it gives a lot of freedom when it's working.
I got a bit busy during the weekend, a pretty girl was in town for a visit
, but I'll have another go at this as soon as I can. 
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Erh... you've been working on another project some time now.

Define them in "mp_templates.xml". There is no "mp_kits.xml" there.

I meant that, I made those files and now don't know the name of them by heart... I'm a shadow of the man I used to be.
The files mp_templates, coop_templates, extra_groups and recon_vs_assault_templates are all xincluded into the group_manager so they are read by the script as one file (if they were in the same it would have been 4500 lines or something) so a addition of a template (<soldier>) anywhere in those files are added to the available kit's to be read by the ranks files.
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Yes you can do it of course, but it's more tricky since it's set up the way it is.
What you then do is that you create a clone of ghost_team.xml, call it ghost_team_sawtooth.xml where you change the pointer to materails.xml to a new materials_sawtooth.xml, in that file you exchange all the references of camo_newghost_df to your new camo_newghost_sawtooth_df and then finally you point brown's unit towards the ghost_team_sawtooth instead of ghost_team.
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[GR] kits are the same as mpkits.
You can define new kits in the mp_kits.xml in lib/managers/xml and then add them to a new ranks file in levels/common/ranks and then point out that new ranks file (like mp_ranks) in the mission script.
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I do not know exactly what is wrong Lancer, but somehow it looks like your changes are not read in the game. I'll have a go myself trying to mod my own game during the weekend and I'll see if I can find a cause and maybe a solution

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Can someone please let me know the format that the bump files are saved as? I have treated them as normal DDS, as per the skins, but they save to half the size that the origonals are.
Check this topic:
http://www.ghostrecon.net/forums/index.php?showtopic=45054
As for bump maps, I don't know if any shaders in the game supports black/white bumps. We only use normal maps, which is what is referred to as bump or bm inside GRAW2.
You can convert b/w bumps to normals with Nvidias free photoshop plugin (and numerous other tools) but the result is of course not as neat as a meshgenerated normalmap which we have used for every normal map in the game
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All you can do at the moment is changing the texture and it's shared between the characters at the moment to keep down texture allocation and engine drawcalls. So if you change one boot in the texture you change them all.
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hi all, im not a skin modder, but if any1 has oblivion with quarl's retexture mod that makes the terrain an everything look better, you'd know what im talkin about, i would like to know which files to edit to make the skins and faces of the charactors in graw2 look..well better, any info is appreciated!
I had a quick google on quarl's retexture, and he's bacisally replacing textures with higher resolution ones. Since he is just working with tiling world textures it's easy to match, chracters however are a bit harder.
What you can do is double the resolution of the textures in photoshop and then go in and manually repaint everything to get use of the new pixels. It's a lot of work to get done but of course it can be done. They are at a reasonable size (2k*1k) in order to get a good framrate for everyone but if you have the graphics card to handle it you can increase them to 4k*2k , be aware that no graphics cards support higher resolutions than 4k textures at the moment.
If I was a modder i would start with the world textures, and then maybe go for the characters. Just rembember that all that work will only be visible when you are close up and miped out pretty fast.
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I've searching around and was able to get my own (blue) camo into the standard ACU. But I want to turn the rest of the suit (straps, shoes, packs, etc) into a nice deep blue to go with everything.
Standard-ACU-camo
<texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/>
<color_switch material="camo" color="base_color" value="0.83 0.95 1.011"/>
I assume that editing "value" is how to do it, but I don't know what the min and max values on RGB are.
It's a rgb value but on a scale of 0 to 1. However, the overlaid detail texture applied afterwards is doubled. That means that you also have to double the value to match it, so if you set them all to 0 0 0 then you will have black, 1 1 1 will be grey and 2 2 2 will be white.
But try something around 0,345 0,42 0,545 - could be a nice starting point
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Yes, agent smith is on the right track. Actually, the red channel is the mask of where the camo is applied versus where the secondary color is applied, the green channel is added on top of that and the blue channel is actually not used for the moment in the shader.
So the easiest way to "reskin" would be to change the camos. To do so go in and play with these lines in the xdefines of the characters in data\lib\managers\xml\ghost_templates.xml:
<texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/>
change the path to another camo, and change the value to adjust the secondary color (I have provided some alternative settings higher up in the file, haven't tried all combinations though...) Then load up a SP mission to see the change. Have fun.
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Those sceenshots looks to much GRAW1-like to me. I wonder why it is called GRAW2 instead of GRAW1 expansion pack ?

here we go again...
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(they allow private ownership of assault rifles over there?)
Would you want to face a polar bear empty handed??? Didn't think so.
Of course we are allowed to have guns.
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That's correct, but to be precise it's my SG551LB, which I keep around the office so I can look at my coworkers through crosshairs once in a while.

The scary thing: It's all true

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I must say that the guess (as well as the whole post) from Peace is the most correct understanding of what will happen to GRAW2 that I've read here so I just had to comment:
What road GRIN has chosen, I'd guess, is totally depending on timeframe, cost, directives from UBI, and GRIN's and UBI's overall goal with AW 2I must also say that I was not aiming to discredit Maltgoblin, but more to confirm that we do read your discussions and to encourage you all to keep posting. We still take those bits of constructive critisim much seriously, and do our best to in one form or another give you all as much as possible of what you want in the game.
That is not done in any state of despair - rather done in hope that you will appreciate all that is put in there; but then there of course are some limitations to what we can do, and the factors that decides them are again all in that quote. But if everyone can keep this in mind when judging GRAW2, I think it will recieve a good and fair jugdement in the end.
And again - Thanks for all the input and support.

more friendly AI
in GR:AW 2 - General Modding Topics
Posted
One more thing you should do. There are two slots for the units, slot 2 is for US-forces, 5 is for Max forces. So in order for the hostile marines to recognize you as a enemy you need to change them into slot 5 and set the tag that designates which slot is the enemy to 2.