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Warrior

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Posts posted by Warrior

  1. Hello all.

    Well, Philkilla, as far as sounds I got a great set of sounds from Thales100 that I plan to browse through further and see what I can mix up for sound. That will have to wait for the time being though till I can get other issues sorted out.

    Far as prone/not prone/prone only, Thales100. I don't know if you can restrict the player in GRAW to a prone only position or not. It would make sence to fire the xm109 that way. But I fear we might have to wait till we can decompile the dxe files for that. I don't think Nemon has his decompiler ready as yet that I know of.

    Noquarter, the damage for the XM-109 might not be all that different from the M-107 untill (as stated above) I can decompile the dxe files. I think a lot of what does what are in those files and I can't make the class of the XM-109 anything other then a BulletWeapon as yet. I am still testing and playing around but for now its going to pretty much be a shorter version of the M-107 far as damage ability. Vissual effects however I can most likely create new effects for the XM-109 and make it seem as if it does more then it is actually doing.

    Ok here are some shots of the XM-109 in game with a basic test texture applied. Oh and I figured out how to center the weapons in the select screen better too.

    xm109ingame00.jpeg

    xm109ingame01.jpeg

    And below are two videos of the XM-109 ingame.

    Close up of animations

    XM-109 prone position

  2. Hello all you fine folk once again.

    Ok here is the latest update on the barrett mods. After 3 keyboards (due to my fustration) I finaly got the models in the game. I still have much work to do as in textures, alignments, animations, and well a lot of stuff hahaha.

    Anyways here is a pic of the weapon select screen showing the 107. It is a longer gun than the m99 so you can't see the end of the barrel here unless you rotate the gun.

    107ingame.jpeg

    Below are some ingame video of this beast in action with default sniper scope. Watch close and you can see the bipods and even the finger rings for the locking pins animate during fire. (Note these files are in MPEG2 standard format. Give them a minute to connect)

    M-107 run in and fire

    M-107 prone position

    P.S. Also have done some testing with the poly count. Even with the extremly high count and detail, I noticed no real impact on performance even with all the ghosts carrying the gun. Even more I used the detailed model for all 3 lods. My system isn't super either. (AMD 64 +3000, 6600 256meg video, audigy sound.)

    However I am still working on dropping the poly count a bit and will of course in the final mod have lower counts for the lodb and lodc.

  3. I think you may have run into a conflict with the multiplayer. Possible that if other folk do not have the same mod as you it might cause a problem. Long as you use it single play it works fine. I could be wrong here as I havn't played GRAW multiplay very much at all.

    BTW Where do I find some multiplayer action? LOL

  4. Yes it is the original default barrett. I was only using it as a test to see if I could even get the bipods to animate. My models aren't far enough along for me to get into the game as yet.

    But now that I know I can animate them, it will give me more to work with on the models to make them realistic as possible.

    Oh and if any of you are interested in the default barrett with the animated bipod let me know and I will see if I can figure out how to get it uploaded for DL's. Only way I can get it for you as I had to edit the sample max files. They never even animated them in the model file. It will come with new textures you see in the clip I posted.

  5. Hello Pritzl.

    Ok first Nutlink is very much right, you do not need to extract the entire bundle though you will want to preserve the directory for your new mod.

    I will start with the ammo amount. The following is the path of the first file you will need to edit.

    Data/sb_templates/sb_invetory_data.xml

    Now for what to edit in this file.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------

    <!-- AMMO FOR SINGLEPLAYER AND COOP -->

    <var name="ammo_max_556" type="number" default="10"/>

    <var name="ammo_max_556_saw" type="number" default="4"/>

    <var name="ammo_max_crye" type="number" default="10"/>

    <var name="ammo_max_9mm" type="number" default="4"/>

    <var name="ammo_max_762" type="number" default="10"/>

    <var name="ammo_max_40mm" type="number" default="4"/>

    <var name="ammo_max_127" type="number" default="20"/> <(--- Change this number. It will determine the max number of bullets you will carry for the Barrett M-99.

    <var name="ammo_max_m61" type="number" default="4"/>

    <var name="ammo_max_anm8" type="number" default="4"/>

    <var name="ammo_pack_556" type="number" default="6"/>

    <var name="ammo_pack_556_saw" type="number" default="4"/>

    <var name="ammo_pack_crye" type="number" default="6"/>

    <var name="ammo_pack_9mm" type="number" default="4"/>

    <var name="ammo_pack_762" type="number" default="6"/>

    <var name="ammo_pack_40mm" type="number" default="6"/>

    <var name="ammo_pack_127" type="number" default="15"/> <(--- Change this number. It will determine the max number of bullets for the extra ammo for the Barrett M-99.

    <var name="ammo_pack_50cal" type="number" default="0"/>

    <var name="ammo_pack_m61" type="number" default="6"/>

    <var name="ammo_pack_anm8" type="number" default="6"/>

    <!-- AMMO FOR DOMINATION -->

    <var name="ammo_max_domi_556" type="number" default="6"/>

    <var name="ammo_max_domi_556_saw" type="number" default="4"/>

    <var name="ammo_max_domi_crye" type="number" default="6"/>

    <var name="ammo_max_domi_9mm" type="number" default="4"/>

    <var name="ammo_max_domi_762" type="number" default="6"/>

    <var name="ammo_max_domi_40mm" type="number" default="4"/>

    <var name="ammo_max_domi_127" type="number" default="20"/> <(--- Change this number to do the same as above for other game types.

    <var name="ammo_max_domi_m61" type="number" default="4"/>

    <var name="ammo_max_domi_anm8" type="number" default="4"/>

    <var name="ammo_pack_domi_556" type="number" default="6"/>

    <var name="ammo_pack_domi_556_saw" type="number" default="4"/>

    <var name="ammo_pack_domi_crye" type="number" default="6"/>

    <var name="ammo_pack_domi_9mm" type="number" default="4"/>

    <var name="ammo_pack_domi_762" type="number" default="6"/>

    <var name="ammo_pack_domi_40mm" type="number" default="6"/>

    <var name="ammo_pack_domi_127" type="number" default="15"/> <(--- Change this number to do the same as above for other game types.

    <var name="ammo_pack_domi_50cal" type="number" default="0"/>

    <var name="ammo_pack_domi_m61" type="number" default="6"/>

    <var name="ammo_pack_domi_anm8" type="number" default="6"/>

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Keep in mind that for the other weapons those numbers effect the number of clips. If you wish to change the amount of bullets per clip then you need to make changes in the following. (Using scar_light as example)

    Data/Units/weapons/u_scar_light.xml

    Now for what to edit in this file.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------

    <?xml version="1.0" encoding="ISO-8859-1"?>

    <units>

    <xdefine name="scar_light( name_ext )">

    <unit type="weapon" name="scar_light$name_ext" slot="12">

    <model file="/weapons/scar_light/scar_light$name_ext.xml"/>

    <depends_on unit="scar_light_mag$name_ext"/>

    <depends_on unit="scar_ironsight$name_ext"/>

    <depends_on unit="scar_tactical_grip$name_ext"/>

    <depends_on unit="aimpoint$name_ext"/>

    <script_class name="base" class="BulletWeapon"/>

    <stats block="base_data"/>

    <stats block="weapon_data">

    <var name="ammo_type" value="556"/>

    <var name="length_from_root" value="60"/>

    <var name="clip_max" value="30"/> <(--- Change this number. It will determine the max bullets per clip.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Now for the number to show in the Hud durring weapon selection you need to change the following. Also you will change the weight in this same file so I will show you that as well.

    Data/lib/managers/xml/weapon_data.xml

    Now for what to change in this file. The numbers in red are what you need to change. Take note that you only need to change the number of rounds if you change the unit xml file. You won't need to make any change for the Barrett as it will always have 1 round per clip wich is in fact a bullet not a clip.

    Far as the Barrett weight goes I changed mine as well. After some tests I found 5 or 6 works well enough and allows me to carry a sub or frags.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------

    <?xml version="1.0" encoding="ISO-8859-1"?>

    <weapons_data>

    <weapon_data unit="barrett" name="barrett" weapon_id="1" inventory_slot="primary" gui_unit="barrett" price="800" damage="7" player_weapon="1" grenade="0" cal="127" wizby="5">

    <bar_stats accuracy="0.5" stability="1" weight="9" impact="0.8" />

    <stats caliber="12.7 x 99 mm" rpm="" velocity="850 m/s" firemodes="SS" capacity="1" info="info_barrett" />

    <mods front="false" top="true" bottom="false">

    <mod mod_id="1" default="1" />

    <!--<mod mod_id="2" />-->

    </mods>

    </weapon_data>

    <weapon_data unit="scar_light" name="scar_light" weapon_id="12" inventory_slot="primary" gui_unit="scar_l" weight="3.5" length="80" stability="1" price="120" damage="2" player_weapon="1" grenade="0" cal="556" wizby="2">

    <stats caliber="5.56 x 45 mm" rpm="750" velocity="870 m/s" firemodes="SA FA" capacity="30" info="info_scar_light" />

    <bar_stats accuracy="0.6" stability="0.6" weight="3.5" impact="0.6" />

    <mods front="true" top="true" bottom="true">

    <mod mod_id="12" default="1" />

    <mod mod_id="11" />

    <mod mod_id="8" />

    <mod mod_id="14" />

    <mod mod_id="13" />

    </mods>

    </weapon_data>

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------

    There you go. I hope this helps you out and anyone else who reads this that might have a simular question. Be sure to check your patch bundle first though and make sure these files have not been updated. If they have then edit the ones from the patch.

  6. Hello again folk.

    Ok, first I would just like to say thank you for all the kind input about my new upcoming mod. ScOpE and SnowFella, you both were great with the links. The pics helped out a lot. In fact they helped out so much that I was inspired and decided to add one more weapon.

    Below is the lates pic of the models.

    Mod_00.jpeg

    As you can see they are very detailed, in fact you can literaly look right down the barrels of these beasts. They are nearly finished up. I just have a few more tid bits to work on.

    Here are some links to other pics that show a little more of the detail in these models.

    Beracus model view 1

    Beracus model view 2

    Beracus model view 3

    Beracus model view 4

    Beracus model view 5

    Beracus model view 6

    Beracus model view 7

    Beracus model view 8

    Beracus model view 9

    I intend to include in this mod pack the following:

    -Barrett M-107

    -Barrett XM-109

    -2 new scopes

    -Iron sights

    -Bipod and Mono pods up or down (unless I can figure out how to animate them.)

    -New muzzleflash and smoke effects

    -New sounds for both the 107 and 109

    -Selection of muzzlebrake or supressor ( This one might not happen if I can't figure a way to add a 3rd supressor in wich case the muzzlbrake will be fixed to the barrels.)

    -2 sets of gun textures to choose from

    -And finaly a set of low polly models for those who run slow with the detailed models (Note that I may not get these out till sometime after the first release.)

    I will try to have these done by or before Xmas, but please bare with me. I am not a pro modeler and I am slow. It took me nearly 4 days to get these to where they are now and I still need to model the new scopes and mags. Also please forgive anything that is not accurate in the models. I didn't have any 3 view plans and had to basicaly look at pics and free hand it in max.

    I am open to sugestions and will take any I can get. If you see something not correct in the models please still feel free to tell me and I will see what I can do. I want these to be as close to the real thing as I can get them. Just keep in mind some details will be textured in rather then modeled.

    One other thing. If you have any talents with modeling, texturing, effects, or anything that can contribute to this mod please let me know. I won't promise I will ask but I might need some help with some areas and it will be nice to know if you have an interest in helping out. Besides one thing fun about mods is folk working together to make a realy super mod.

    P.S. If you have a weapon you would realy like to see in GRAW post it here if you like. I will pick one and it will be my next project to start once my current is completed.

  7. Hey Scope, I too thought the recoil was a bit off and did some adjustments myself. You can do it with the unit xml's easy enough. I reset most of my weapons to something like 0.1 unscoped and 0.2 scoped.

    Keep in mind size of the round each weapon fires too, You might for realism sake go 0.15 and o.25 for the scar h for example since it fires a larger round. Also keep in mind that the rate of fire (time between bullets fired also located in the same unit files) will effect the recoil. Faster rate of fire the more the barrel climb.

  8. Hi folk, Just got registered and I really hope I fit in ok with the rest of you fine folk.

    To start off I love the Ghost Recon games and love doing mods as much as playing.

    I am currently working on a new weapon, the Barrett M-107.

    M107_Prog_01.jpeg

    Sorry this isn't a more recent pic. The actual model is a bit further along then what you see here.

    Anyways, I plan to read your many posts but will certainly take any mod advise I can get to make this new weapon mod the best it can be. I am starting to run into some minor problems with alginments and not completely sure of the naming conventions if any.

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