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BigLloyde

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  1. Speaking of [GR], obviously the same things that most of the regulars here have already stated, but a few important things. 1: Awesome clan co-op tactical gameplay..........was that mentioned already... 2: [GR] with all the understated stuff created a lot of intensity without all of the over the top and phony crap in most other games, like excessive and annoying voice overs, radio communications, and shaking/rolling world from every small explosion, etc..... Many of the [GR] players are older/more mature, or whatever, and don't seem to need these console type gimmicks to be entertained. 3. Stability......rarely a crash, even with all the mods that were frequently in use. Our clan played both of the GRAWs quite a bit, but quit because of the constant crashing. Nothing more frustrating than having the server go down just before finishing a mission.
  2. I'm sure I'm not the first to notice, but has anyone gone and read the briefing for the first campaign mission in Ghost Recon. It's pretty eerie how accurately it describes the current conflict in Russia/Georgia/South Ossetia, even down to the date.....only a few months off. Now if we send soldiers to the region, the story will be complete...............
  3. I was having the same problem RipFire and finally discovered what you just did so the mod runs now and I can join. The problem is, the mod doesn't run correctly on the dedicated.....it's been tested and works fine on an in-game server. What happens is at the kit selection screen ([GR] coop mode) all the modded kits/ mp content/ hud_avr shows up fine, but in game it reverts to stock kits. If anyone has any suggestions I would be grateful.
  4. I know most of the .dds texture files are saved in DXT 5 format including the character textures. The camo textures for the characters are DXT 1 ........if I'm not mistaken. I've saved the camos both ways and didn't see any difference so if in doubt I'd just use DXT 5.
  5. Thanks for that... Been messing with it all day, seems to work really well. One thing though, seems to work best when picking your color to go a little darker than you want, then do the conversion and give it a try. The game seems to brighten it a little too much if you try to go for the exact color.
  6. Here's a easy formula for getting the base colors you want. First use your paint programs color picker or whatever to find a color you like and write down the RGB values. Then take each value and enter them into this formula to get the decimal equivalent. Multiply your RGB value by 2 then divide by 255. for example...a nice sky blue color.........RGB 105, 153, 248 2 x 105 = 210 divided by 255 = 0.8392 2 x 153 = 306 divided by 255 = 1.2000 2 x 248 = 496 divided by 255 = 1.9451 There you have your base color values.....0.8392, 1.2000, 1.95451........shure, sky blue looks a little gae with the rest of the uniform, but you'll get used to it... Remember Lancer's info from a previous post.......all the xmls from the lib/managers/xml/ folder have to remain in the mod or this won't show in game.....at least that has been my experience. I haven't tested this extensively, but so far has worked well, should save some
  7. Thanks for sharing that breakthrough with us all Lancer. There's been way too much going on with regards to skinning. I guess it is as simple as it looks......as long as you know the trick. Maybe you all already use this site, but if it's any help, here's a good place for camo swatches. http://www.battlefront.com/resources/poc/camo_index.html
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