Jump to content
Ghost Recon.net Forums


  • Content Count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About Ronin

  • Rank
    Recruit - 3rd Class
  1. I downloaded the xprextract program. It works fine. But I need to find a way to create XPR files. So far, I haven't been able to find any information about creating them. They seem to be just compression wrappers for DDS files. But I can't really confirm that. The RSB files for GR contain much more than just a DD surface file. They contain animations and alpha blending and test information as well as material data. I'm looking at how the additional information in an RSB file is setup for GR2. It appears to be significantly different from GR1. I may try to get a look at the GR1 XB
  2. Thanks for the respect. I like to think it's earned and I intend to make good on it. Second, what reservations could you have? I'm a firm believer in open source but the potential for stealing other people's work will mean that the source for this program will not be released to the public nor will I create a program that creates OBJ or 3DS files from the existing [GR] game data. If people want to build on others' work, they can ask for the Max/Maya files from the author(s). I also have no intention of making it easier for anyone to use the game data from this game in another game.
  3. Does this guy knows who he is speaking about? Ghost Troop, this is a discussion board. The fact that someone has a different opinion than yours doesn't mean he is not allowed to post here. BTW I don't like it as well, you don't care, someone do. What don't you like? That I'm trying to make it easier for people to make objects and maps for Ghost Recon? I have no intention of making it possible for people to extract "source" data from maps, QOBs or POBs. I wrote this program (and am still working on it) to be sure that I understand the data well enough to be able to CREATE maps,
  4. Here's a software tool that does it, at least to the best of my knowledge. The page that's on has a boatload of tools, and if you are somewhat familiar, should be of more use to you than I. Thanks! I'll check that out.
  5. Just so you know, GR2 is quite different from GR1. In my view GR1 is the better game. GR2 is more arcade like and is more attuned to "run 'n gun" than GR1. Also, if you have a PC you should be able to play the game on your PC. The PC version with Desert Siege and Island Thunder can be had for about $10, now. If you can play with a keyboard and mouse, I think you'll like the PC version better. There isn't much "recon" in Ghost _Recon_ 2. But you might like that better. It's great if you do. But, at least go read some reviews before you grab it. No sense wasting money. They have
  6. This sounds pretty interesting. I'd like to know how someone extracted the XPR files since they are compressed. The XQOB files are the game models. It's quite similar to Ghost Recon 1 in that regard. I do wish Microsoft would loosen up the grip on the old XBox since the 360 is out and the original XBox is basically unsupported, now. I can't even find Live cards for mine. My XBox is modded, too. I've looked at the data from GR2. I've been working on figuring out all the data for GR1. That might carry over to GR2 (it looks like it might). My ultimate goal is to create map/object/ch
  7. The lighting data is stored in external RSB files as well as the final exported version. After the map is exported from max it is raw without lighting information. The creator must load the map into the dark map maker. In this tool the lights are added and the map is exported again to create the final version. Best of luck with your project. Thanks, OSO. If you run the program, you'll see what I mean. The first frame rendered has the textures rendered much brighter than any frame after that. I don't know what's causing that. It uses the same textures on every frame. I just don'
  8. I'm downloading the newest revision of Maya PLE. The one I have is a couple of years old. (I think I downloaded it when I got UT2004). I don't think the dev kit is part of Maya PLE. I think you have to buy Maya Complete in order to get the SDK. I'm looking into that, now. If the SDK comes with Maya PLE, then I think we're golden because I really like Maya. I don't know MEL. But I didn't know 'C' 23 years ago, either... I do know that Maya also has a C++ toolkit (SDK) that allows for major customizations of the program. That might be necessary to do what needs to be done for a workin
  9. I believe the guy you're talking about is Mike Schell. He has been helping me with identifying some of the data from the [GR] maps. Mike wrote some code a few years ago to export some of the geometry and material data from the [GR] maps (and possibly Rogue Spear). Mike's a good guy. Without his help, I would probably still be working on figuring out the geometry. I'd like to see some votes for another 3D modeler to use for building the maps. It has to have an available and (preferably) free SDK for building plugins. It also has to be able to support (fairly basic) animations and mul
  10. I wrote this program to aid me in interpreting the data in Ghost Recon maps. My ultimate goal is to create one or more map exporting plugins for a 3D modeling program other 3DS Max. 3DS Max is just far too expensive. I think if I can create a map making exporter for another modeler (Blender for example) then more people would be able to try their hand at map making. The purpose here is NOT to allow people to extract maps or parts of them for their own maps. If people want to try that, they can ask the map author for the geometry files. And, yeah, I enjoy doing this sort of thing, too.
  11. I have been working fairly consistently on the program to decipher the Ghost Recon maps. Right now I'm only focusing on Version 4 maps (this leaves out Rogue Spear maps). I have a viewer program wrapped around my map classes so that I use it to verify whether my interpretation of the classes is correct. This program is called "GhostView". It seems to work on the RSE Ghost Recon maps. I have not tried it on maps generated with the RSE Max plugins. It may not work on those because I believe they use somewhat different versions of some of the data and possibly the entire map. The lates
  12. Or, how about using a giant teapot as a hotel!?!? People could get pretty ridiculous, that's for sure. But they could do that now, with Max. And having a Ferrarri in a map wouldn't be so out of place. Or limousines, or other cars for that matter. Making [GR] maps shouldn't be a club exclusive to people who have access to or can afford 3DS Max. There are people out there that just can't afford Max but who could makes maps every bit as good as people who have access to it. Their only recourse to this point has been to steal Max or just watch from the sidelines. Now, sending the G
  13. Deffered lighting is a part of the draw distance if I remember correctly Also a lot of players, I would say the majority, care a lot about graphics and if the 360 version looks way better than the PC version, which it will do if the PC version don't use deffered lighting (or something tha has the same result) then people will complain bigtime. A lot of people want to be able to shoot badguys from a further distance than 500 m. That would not be possible without deffered lighting. However people also complain about system requirements and AA so in the end you can't really please everyone
  14. I didn't notice in the article anywhere that they talked about reinstating the old [GR] single player gameplay modes. I loved playing the quick missions. The firefight and recon modes were a lot of fun. Just you against 30 tangos. I don't like having to start an [GR] multi-player coop mission to do the firefight. It should be quite simple to make those work in single-player. I know some people don't care about single-player. Well, there are some of us from the other side of that coin. We don't care about multi-player. We're not as vocal as the multi-player crowd. Those old [GR] gam
  15. Why would that be bad? Hello Ronin, First of all, let me just say that anyone trying to push the limits of this creaky old game is ok by me. especially as you are obviously spending a ridiculous amount of time, headaches and eyestrain to do so. Speaking as a modder (albeit a fairly low level and very average one), there has always been a certain amount of security in the fact that the RSE formats were not able to be reverse engineered. This, to a certain degree, prevented theft. That's not to say that certain, unscrupulous people haven't bundled everyones output into mods and
  • Create New...