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Everything posted by 5Kurz

  1. "Under the Editable Mesh modifier in the Edit Geometry sub-category there is an Attach List button. Click the button" [[There is a screen print showing the dialogue box] (from: https://web.archive.org/web/20040208143252/http://piggyson.com/gr/index.html
  2. I was asking myself the same question (my GR needs to be reinstalled before I can check myself). If you edit the Desert Siege campaign ..\mp1\missions\campaign.xml you will see: <Campaign> <ExtraStatPoints>4</ExtraStatPoints> <Mission> <Filename>d01_beach.mis</Filename> <Hero>d_lindy_cohen.atr</Hero> </Mission> (Same in P2: A Cold Day in Hell, but not origmiss, [but that seems to follow a different format/dir structure, so that value may be set elsewhere]) You could try making the same change to a HU campaign, and see whether that helps.
  3. The link is an archived copy of Piggyson's tutorial - Piggyson is Joseph Drust, who (IIRC) worked on OGR characters at RSE, so I can't think of a better source for what you are wanting to do. It's a shame that this, and El Oso's tutorials were not archived here, I suspect a lot of knowledge may have been lost.
  4. Thanks Eisenhauer. I remembered the airstrike in P2 (replayed the end of the mission a number of times to watch) and went to my copy to find the model, and can't find one. When I looked at the .mis file in Igor, it looks like the SU-25 is a dynamic map object, so,naturally, can't be used in a different map. Am still curious about Chernaya Noch - "Dark Nights", and whether it was released, and if a SU-25 was ever completed.
  5. Same here (thanks Pz), expect I'm only looking at vehicles. I did look for web archived Piggyson and El Oso tutorials (after seeing many references in this forum), best I could find is this: https://web.archive.org/web/20040402043846/http://www.piggyson.com/gr/index.html I don't think the referenced files were archived, they may well be available here, or someone has them.
  6. Is Chernaya Noch - "Dark Nights" available to download, or does any one have a copy? Failing that, does any one have the SU-25 referred to here? Thanks,
  7. You're most welcome, glad it worked for you. Better, is that you could tune it to suit yourself. Now you can apply this to any mission file: o As always, work on a [renamed] copy o Change the mission name [as it appears in GR] select Edit > Mission ... and amend the Mission Name field o Confirm that there is a Company tagged as Allied (otherwise add under Misc [left-middle], double-click on Company to add, then check the Allied box o Add the Cinematic_Reset timer [under Tags...] o Add the two blocks o Test, and post if there are any problems. (Word of warning, this may well get you hooked and start you working on your own mod...)
  8. Just tried it, downloads fine for me - is there someone else who can help with this?
  9. First step is to try the attached mission. It is the GR first mission with a little extra code that changes how you see the death animation. If you are not familiar, copy the file into the same location as m01_caves.mis (on my pc the path is C:\Program Files (x86)\Red Storm Entertainment\Ghost Recon\Mods\Origmiss\Mission ), run GR, select Quick Mission, and select M01 - Iron Dragon OneDay v1 Give it a try and let me know what you think. m01_caves_OneDay_v1.mis
  10. I may have a solution, but you would have to use Igor (GR Game Editor) to add a small amount of code to the mission (.MIS) file .
  11. I tried five Objectives, and GR stopped working when launching the mission. Went back to four Objectives and created another Objective [under Tags, the only way I can see to create extra objectives, noting you cannot add descriptive text there], then wrote the script to remove one of the original four [thinking a limitation maybe only having a maximum of four 'live' objectives], and replace with the extra 'Tag created' Objective. As soon as the script called that extra Objective, GR stopped working. Combining multiple requirements to satisfy one Objective is straightforward to code (can assist if there is a need); which means you could get quite creative (say, like having to achieve those requirements in a given order).
  12. Give this a try: https://appuals.com/how-to-fix-the-comdlg32-ocx-missing-error-on-windows/
  13. Downloaded that file plugins.zip (containing Max2Obj.dle and Obj2Max.dli) and it now works (maybe the first file was corrupted in the download, but it wouldn't open), thanks pz3. Hope to give this process a go soon(ish); am most interested in vehicles, so any hints/tips in that area would be most welcome!
  14. I just tried that and it said that the files doesn't exist. Sorry to be a pain, but can you put the file in the same location as the other videos ? (https://www.dropbox.com/sh/58345qdyma0znbi/AAAgpNmiPFJ9UGnGEM6a_Pkxa?dl=0) Many thanks.
  15. Hi pz3, Ref. Video '12 - Sending to max (1080p).mp4' (from dropbox) 3DBuzz (where, in the video, you download the .Obj plugin from) is no more, what .Obj plugin would you recommend in its place? Thanks
  16. For what it's worth, the skybox model xa02_city_sky.pob works in OGR PC. I used Mike Schell's Skinner to add some textures, the only difference was that you also have to define the DN (i.e. bottom) texture (which in OGR PC seems to use the UP texture) - not sure the utility of that, the only time I'm aware of where you can see the bottom is in Igor, if you look below the 'floor.' When reskinning the skybox, this was typical of the original config: kimk.redstorm\my documents\_gritx\_texture work\for pete\city multiplayer\skybox\xa02_city_fr.rsb don't know if there is some clue in that path.
  17. I opened xd05_aurora_dcm_chars.glb using 7zip, indicated the method (of compression) is LZMA:768m. Opening the file [within 7zip] results in 'Data error in [file]. File is broken.' AFAIK, this means that 7zip should be able to handle the decompression, but the file itself is corrupted. 7zip doesn't even recognise the file format of xd05_aurora.glb. They both open in a hex editor, but apart from a few lines, its meaningless to me. Noesis previews DL_xd05_shots.rsb, but can't preview DL_xd05_brfg-box.rsb. Maybe this makes some sense to one of the (many) smarter heads than me around here, but it suggests there is some basic flaw/corruption between getting the files from an XBox to a PC.
  18. Thanks Wombat - works a treat! Strange it wasn't with all the other map textures (under \Map\m11_POW_Camp), but then the vagaries of modding GR can make for a long discussion...
  19. Wombat, Am working on a mission on the POW map, and can't figure out how to 'hide' the small grass - have looked at the alpha channels in all the map's images (like M11_grass_hirez2.rsb), can't find anything relevant; added bright colours to the textures so I could spot exactly where they are applied, still nothing. Can't see any grass growing through your snow, how did you do it? Thanks
  20. You may be thinking of Operation Stabilise, which had an M1(?) retextured as a Leopard. Got my curiosity going, and found a link ( http://www.ghostrecon.net/all-news/ghost-recon/stabilise-update/ ) saying that a small update for Operation Stabilise was coming soon, featuring a 'brand new Leopard I tank' (by Streinger) but can't see where that particular update was (if at all) available.
  21. This is mine (for a Nvidia Geforce GT 630M video card), hope that steers you in the right direction (I'm assuming you would need to change the <d3d_device 'adapter' and 'driver' values, the rest should at least get you up and running). <render_config> <d3d_device adapter = "Intel(R) HD Graphics 4000" driver = "igdumd32.dll" resolution = "800 600" windowed = "false" refresh_rate = "60" /> <render_settings> <variable name="anti_aliasing" value="disabled"/> <variable name="aspect_ratio" value="0"/> <variable name="brightness" value="1"/> <variable name="dynamic_lights" value="true"/> <variable name="effect_quality" value="high"/> <variable name="max_anisotropy" value="8"/> <variable name="post_effect_quality" value="high"/> <variable name="shadow_quality" value="high"/> <variable name="texture_managed_backdrop" value="false"/> <variable name="texture_managed_buildings" value="false"/> <variable name="texture_managed_buildings_low" value="false"/> <variable name="texture_managed_characters" value="false"/> <variable name="texture_managed_default" value="false"/> <variable name="texture_managed_effects" value="false"/> <variable name="texture_managed_ground" value="false"/> <variable name="texture_managed_lightmaps" value="false"/> <variable name="texture_managed_no_lod" value="false"/> <variable name="texture_managed_plants" value="false"/> <variable name="texture_managed_player_vehicles" value="true"/> <variable name="texture_managed_props" value="false"/> <variable name="texture_managed_props_bump" value="false"/> <variable name="texture_managed_props_high" value="false"/> <variable name="texture_managed_silhouettes" value="false"/> <variable name="texture_managed_sky" value="false"/> <variable name="texture_managed_vehicles" value="true"/> <variable name="texture_managed_weapons" value="true"/> <variable name="texture_managed_weapons_third" value="false"/> <variable name="texture_quality" value="high"/> <variable name="texture_quality_backdrop" value="high"/> <variable name="texture_quality_buildings" value="high"/> <variable name="texture_quality_buildings_low" value="high"/> <variable name="texture_quality_characters" value="high"/> <variable name="texture_quality_default" value="high"/> <variable name="texture_quality_effects" value="high"/> <variable name="texture_quality_ground" value="high"/> <variable name="texture_quality_lightmaps" value="high"/> <variable name="texture_quality_no_lod" value="high"/> <variable name="texture_quality_plants" value="high"/> <variable name="texture_quality_player_vehicles" value="high"/> <variable name="texture_quality_props" value="high"/> <variable name="texture_quality_props_bump" value="high"/> <variable name="texture_quality_props_high" value="high"/> <variable name="texture_quality_silhouettes" value="high"/> <variable name="texture_quality_sky" value="high"/> <variable name="texture_quality_vehicles" value="high"/> <variable name="texture_quality_weapons" value="high"/> <variable name="texture_quality_weapons_third" value="high"/> </render_settings> </render_config>
  22. Thanks Dannik for clarifying that as an Admin, so won't discuss this further. For interest, before posting I did look, but couldn't find SOAF for sale, hence the question (Steam [at least not in my region - Aus.], gog.com, amazon.com.au, or EB Games and JB Hi-Fi [local games shops]). After reading your msg, I had a wider look, and did find copies on amazon.com. Even though they won't ship to me, my consideration of SOAF as 'abandonware' was still wrong. I'll go back to my original plan using an 'origmiss' map for the mission I'm scripting ...
  23. Many apologies (especially to whoever had to edit my post). I've [since...] looked for the forum rules, found the FAQ which mentions 'this' (but no link), looked on the Main and Forum pages, and Googled: site:ghostrecon.net forum rules which shows a list of breaches but not the actual list. I'm probably missing the obvious (quite likely), so can someone include a url to the rules please? I found something that may be of relevance and want to make sure it is appropriate first.
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