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Posts posted by CaptainMitchell365

  1. ADD destructible enviroments, as in a tank could totally demolish a whole building. Or if you shot a rocket at a house it would blow up and you could adjust your tactics and change the course of battle. Also for the xbox 360 try to pull off a first person view with the view of the gun. I cant stand how the xbox 360 series has no view of the gun in first person. If those two arent good ideas throw in unlocks throughout the single player campaign, you know? unlock a m14 after 1000 points , the unlock a RIS handguard for the m14 after 1500 points, or grip or eotech or whatever!

  2. Fantastic update!, it works in game just fine. Does not obstruct the view at all and it looks like it fits pretty snug on the players face. The only thing left to do is change the skin a little bit, because the tan came out too light and does not really match the uniform. I was thinking multicam with little vents around the mask? to make it look like the one in GRAW2 for the xbox 360? Other than that it works in game perfect.

    Would of posted some screenshots but i do not have a good program to do that.

  3. I know this is in reference to GRAW 1's files but this mod is for GRAW 2. What i am intending on doing is making a lone wolf mod for GRAW 2. I made the mandible that goes on the helmet in max. Like if you ever played GRAW 2 on the 360 and you go to character customize, its the mask that looks like a breathing apparatus. Anyway i dont have GRAW 1 anymore and i only have the sample files for the weapons. If anyone has the ghost_lead.max file in their


    I would really appreciate it if someone could upload that and hand it to me.

    If i do get this i am going to port the old body and helmet and head over to GRAW 2 with the mandible and touch up the multicam to make it more detailed. It'll look like the lone wolf soldier off Ghost recon summit strike. Thanks in advance.

  4. First you need that bundle extractor everyones talking about to get the super graw files. Also you make sure you have a .dds import for your photoshop program because thats what format the graws texture files are in. But you need extract some files out of the graw bundle which should be in Program Files/Ubisoft/Graw2/Bundles/quick.bundle

    Open that up with bundle extractor and then expand data

    go to textures/atlas_weapons/and whala any weapon texture is at your finger tips.

  5. Good job man keep it up, unfortunately you cannot do the sight and grip seperately. The best way to do it is,

    get the gun in game look through the iron sight, if its crooked , go back and in the scene and move it over till you get it right, but keep in mind, you have delete the skin modifier and the xform modifier before you move the model around. After you move it, just do the xform and animation again. Also lodb and lodc do not need the skin modifier, that was probally your issue. Good luck

    Another thing to use as reference, is the gfx_scar_loda, line up your weapon with the scar and pretend your putting the iron sights from your gun onto the scar. Make it look as if you are attaching your iron sights to the scar, be one with the scar. Im serious! Then it should be almost perfect if you do that.

  6. That was my bad, usually the name of the model is above the modifier stack or something like that but yeah it should be



    Starting from scratch would be a good idea.

    Open scar_l max

    resize your model up to the scar

    heres what i usually do

    scar and "galil" (in your case) are perfectly aligned to each other.

    In your case you just delete scar_loda and rename your Lod_A , LOD_B, LOD_C to whatever matchs your objects files.

    Don't forget to apply materials. In my case i do not edit the names i just use scar_light. So which every material was in the scar_light material editor position, you need to apply that one to your model.

    After thats all taken care of you xform loda

    Now hit skin, then hit up them animations.

    Let me run you through the steps of setting a skin just in case!

    go to animations hit skin

    Modifier stack looks like this



    Now go into skin and under the select title you check vertices. Now hit edit Envelopes. When you hit edit envelopes that tells the program your going to apply a animation. Hit add and start with skin_root. Always start with skin_root first. Set its abs_effect to "1.0"

    Now apply the other animations

    For the scar's preset animations it is





    Apply 1.0 to all those animations that apply, lets say you do not have a bolt lock on your gun just leave it at zero. Also iam assuming you know to select vertices to animate them. J.I.C. you forget you jus hit add/ Select anim_trigger/ take your cursor to your trigger and select as much trigger as you can/ go down to abs_effect and make it 1.0. Same goes for everything else

    Now once you've done that good stuff. Select skin_root and then turn the abs effect to "0" Make sure when you go to skin_root to turn the abs effect to zero, no vertices on your model are selected. One more thing you have to do is now hit the edit envelopes button to turn off the animation applier. So now the program knows your not gonna throw down some animations on it.

    You should be all good to go and export ready. If this still doesn't help just upload that file and i can get it in game faster than you can say ghost recon advanced warfighter is the best game ever.

  7. Okay fantastic number of polys, First off the way i usually scale models in the game is i go to the default scar scene, then merge my rifle, i leave the scar right where it is do not touch it at all, then i match the grip of my rifle and the grip of the scar up to each other, and i try to make the triggers touch each other. Make sure the symmatry between the two rifles are exactly the same, as in make it seem like both rifles are together. The galil isnt a small firearm and it should be the same size of the scar in real life. So just match it up to the scar thats in the scene.

    As for importing from 3dsmax 2010 i would strongly reccomend exporting to 3ds. format

    As for degenerate faces you could have 2000 degenerate triangles or faces or polygons and still have the gun in game successfully. I would just ignore that.

    Also for that last statement you've made in your edit make sure you have a xform set before you've did the animations.

    If you're still having problems i could get it in game for you.

  8. Well theres a couple things you should know before actually putting too much detail in to your model. Graw's SCAR_Light is actually 3000 polys, i've managed to get a weapon model in game with 7000 polys, so i'd say thats a safe threshold, 8000 is pushing it but i wouldnt expect it to get in game. So i would suggest just texturing the screws and all that stuff in, try to think simplicity. Although that is a great model.

    And another thing about animating, all you do is pretty much use the preset animations in the scar_light.max demonstration file that came with your graw 1 public support tools. There should be some tutorials on it, but if it comes down to it i can put the gun in game for you. And for textures i am absolute garbage at doing uv maps and unwrapping so i can't help you with texturing, im on that same hunt for somebody to help me texture as well.

  9. Actually the diesel plugin for 3dsmax8 does not work for 3dsmax7, you need to get the 3dsmax7 plugin from the GRAW ONE files directory. if you need help finding it please inform me asap.

    And before you get a weapon in game theres a lot of steps you have to take to successfully getting the gun in game. If you need help theres numerous tutorials on how to do so, i can give you a really simple explanation if you want me to.

    By the way what kind of rifle are modeling?

  10. I am almost positive 09 and 10 do not have compadible export plugins for the diesel format. Although softpedia.com has a free download for 3ds studio max 7, and i think the official discreet.com website still has the 2008 free trial. If not that im sure softpedia will have a 2008 trial. And as for getting the plugin, if you have not updated graw 1 or graw 2 with the patchs please start from the scratch on updating patchs. You do not want to miss anything, as in say you have graw 2 v1.0 go from 2.0 to 3.0 to 4.0 and then after you have fully updated graw with all it's patchs go to ubisoft/graw2/public_tools/maxexporter. You should see it in the primary directory for graws internal files. Graw 2 has the 2008 plugin and graw 1 has the 2007 plugin.

    Good luck!

  11. Alright very simple once again.

    Install bretts mod first.

    Go to snows mod

    Take out these files and put them on your desktop

    LOCAL/ENGLISH/ objects/weapons/addons/ reflex sight

    LOCAL/ ENGLISH/ Textures/atlas_weapons/addons/ reflex


    Now put all these files in bretts mod. They all come from the same place so obvisouly you put them in the same directory in bretts mod.

    Now you are only half way there.

    ALL You have to do now is edit some lovely xml.

    Go to English/strings, edit the mod.xml - if you do not know how this works go into the mod.xml and find something like looks like this <aimpoint_"aimpoint"> copy that and then paste and fit it in between two nodes. After that make it look like <reflex_"reflex"> basically just change the names but make sure you did not cut out the aimpoint node.

    After you are done with strings get yourself in gear to the MOD_id and Weapon_data.xml in the lib/managers/xml directory. Now i am assuming you know something about this because you've stated your knowledge up above.

    In mod id, all you have to do is copy the aimpoint node, and paste just like you did in strings, now only your are just giving the new weapon sight a slot. Change the names in the copied aimpoint node to reflex like you did. Now you need to make sure you give the reflex an ID that does not overide another addons ID. So if the highest number is 45 make it 46 you get the idea. now go into weapon_data.xml and add the node to the m468 or whatever you want the reflex on. it should like like this <reflex_id:56>

    Now that you've edited the weapon_data.xml and the addon.xml or whatever it is, the mod_id.xml or what not.

    You need to go to


    in the addons xml you need to find where the weapon sights are.

    It should have a list of nodes and paragraphs with one section of grenade launchers one section of iron sights. Find the one with "NON-IRON SIGHTS"

    Copy and paste the aimpoint node, replace anything in that node that sais aimpoint to reflex. DO THE SAME THING FOR THIRD PERSON NON IRON SIGHTS"

    so you have to copy and paste two nodes.

    You should be sqaured away now!

    One very common error. YOU NEED TO MAKE SURE YOU'VE gave everything the same name

    for instance you've put in the strings id


    and then you wrote

    reflex with a lower case R in the addons.xml in the units directory.

    You need to make sure all "reflex" names, in your case, are exactly the same . goes the same for everything else. Hope this HELPs!!!!!!!!!!!!!!!!!!

    by the way its almost the same for adding a new weapon, thats just for adding a new sight

  12. Easy,


    Download the "Nemons Bundle Extractor" in the downloads section, if you cant find it here google it. This is so you can extract graw's internal files.

    Second go to local disk C:/program files/ ubisoft/ graw2/local/English (if there isnt an english file make one and make sure the E on English is capitol). This will be the file directory needed to do this.

    Third go to Nemons bundle extractor, now open the bundle called quick.bundle in the ubisoft/graw2/bundles directory.

    once in there expand the plus sign on data, go to lib/managers/xml/weapon_data.xml

    extract the weapon_data.xml to your desktop first.

    Now back to your main directory in the Local department.

    Open the English folder and create a directory that sais English/lib/managers/xml/and then drop the weapons_data.xml in there. so it should look like this








    Okay now that you've got that part out of the way, in order for you to allow more weight for the ghost you have edit the slot weight and weight of for which ever weapon or whatever you want to fit.

    So open up weapon_data.xml with notepad.

    Scroll down to for instance scar_light you should see a bunch of stuff that looks like this

    <weapon_name:scar_light_ Weapon id :21> and so on and so on. Find the slot weight.

    The slot weight is those little squares that take up all the weight. It's pretty straightforward , one slot weight would equal one little square in the weight threshold. So if you see something like Slot_weight: 4 take it down to 1. thats all you have to do is swap out numbers. After you've changed some numbers just make sure you have saved in notepad and exit out and start the game. Now some of your weapons will weigh less if done correctly. PM if your still having problems hope this helps!

  13. Yeah i've looked at so many tutorials and got so many pointers from people i'm just about to put a help wanted sign out and see if anyone wants to join me for this mod. I can do textures i just cant uv unwrap if my life depended on it. So if anyone wants to help me unwrap two 3d models, please let me know.

  14. sadly sandersh none of the weapon animations fit the p90. It would'nt look right in the ghosts hands in other words. As soon as i get a hold of a good unwrapping program i'll be on the road. Thanks for all the support, it is what keeps me modding!

  15. There is a UV for the sig556 but there is no UV for the Springfield, i'm still working on getting a Map for that gun. Also im working on getting a stern UV map for that sr25 and M14 Dmr. I know there is this program for maya and max 2008/09 but i use 2007. Anyway it's called umbrella and it is supposed to automatically unwrap 3d models. I'm researching this and im probally gonna download a trial for maya. So if this works out we'll have a decent weapons pack. If you do have some texturing experience Derrelient, please feel free to send me a pm and i'll include you in this weapons mod. I can use all the help i can get. I'll post some screens soon.

  16. You guys are gonna like this one. I did the whole upper and lower reciever today, grip trigger everything. Kind of cheated by taking the stock and forearm of my M16 off and putting them where it needs to be but turned out as a nice weapon




    Now comes the scary part, uv maps :(

  17. Been a long time since an update. I have had luck with the sig556 and the Springfield Xd by getting them in game but the texture problems they have are just too much of a headache. I'm not an expert at troubleshooting texture errors. For instance the whole weapon was perfect but, like the little cracks under the scrope rail that connect the rail to the upper reciever were always shiny and had lines all over them. Then the springfield xd had silly lines in the tiny nooks and crannys everywhere. So lately i designed a M14 Dmr stock and have had tremendous luck. Looking forward to realeasing this one real soon. Then later on throwing in the guns (i've stopped working on) to update this sniper mod. And to keep it real simple i was just going to use the M99 scope for the M14's optics and there is already an M14 mag in game. There was some trial with the m99 scope but you just have to sike the game into thinking it is a aimpoint by altering the aimpoint files just a little bit (units category to be specific) and it can virtually go on any gun with a scar animation.

    M14 Dmr 7.62x51mm

    Leupold Bipod.



    Be honest what do you think about the stock?! ugly or pretty?

  18. Here are some shots of the Springfield Armory XD Tactical



    Model Done by Ted

    Just have to touch up those lines on the foward part of the frame and ejection port and the front and rear sight. After that im going to put them in game and see how they do. After this im going to try to find a scope or any kind of aimpoint to go along with it.

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