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gameragodzilla

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Everything posted by gameragodzilla

  1. Well, thanks for helping as much as you did anyways. Hopefully once the .chr plugin is done, it'll make things a lot easier. Would be cool to add all sorts of different characters and such into the game.
  2. If you would be so kind, could you modify the model for me and finish the rigging? I'm too inexperienced with 3D modeling in general to do much stuff here. I only got the SPAS-12 working because I found an already existing free model online, downloaded it, shrank it down to the reference size and then slapped the helper points where I needed them. Any actual 3D modeling is beyond my capabilities. Gah, why does this have to be so difficult? I just want to add Sam Fisher into the game. Someone prior was apparently working on doing the same thing years ago but never seemed to go anywhere. Well, I'm just happy JP_Hana (name right?) made the Rambo mod. That was awesome, and since I'm also a big Rambo fan, I just use him as my main character for now. lol Best Rambo game now.
  3. Great, now that's gonna be even harder as I don't know how to modify the model. It was so much easier with the gun model just shrinking it down to the right size and putting the helper points where needed.
  4. Understood. Is there an exact point where I'm supposed to place the bone points, btw? I'm still not sure if the points such as "hand", "forearm", "bicep" etc. are supposed to be located in the middle of what they're listed at or the joint where it's supposed to bend, ie "hand" is placed at the wrist, "forearm" at the elbow, etc.
  5. Okay, using this other tutorial, I was able to successfully attach the bones, but it's nowhere near perfect. Not all the vertices are attached to the bones and the proportions are off. Are there any tricks to help me figure this out? What are the proper attachment points, anyways? EDIT: Here's the problem I'm running into. Not everything is being attached properly and therefore the model deforms, especially when the animation starts playing. The worst part seems to be the forearms and hands, which don't seem to get attached no matter what I do. Here's a couple screenshots of it. Here's also a dropbox link of the .max file that I'm using. https://www.dropbox.com/s/o3kdez7u06dstwh/Sam Fisher 3.max?dl=0
  6. Also making another reply here just to see if anyone else can help me resolve this error trying to get the Sam Fisher model to work. Reposting what I said in another thread: Attempting to attach the bones from GhostReconBones.max to my SamFisherA.obj file, but the tutorial (https://www.ghostrecon.net/html/recon-chr.htm) tells me to scroll down to "Attach List" when I select GhostReconBones, but I don't see it. How far were you able to get?
  7. Wanted to post another dedicated reply because I think I figured out the reason why it happens, though I have no idea why that thing happens or how to fix it. I noticed that when in replay, the tank column in Fever Claw jitters on the Command Map at certain points. I'm not even sure if the tank jittering is in the world itself as well or just the Command Map, as many times the tanks aren't directly on my screen in gameplay. However, it jitters particularly badly at 8x speed, and the times where it does freeze, it seems like the jittering was enough to cause the tank to clip slightly through the walls of the game world, which may be causing the freezing. There's still some jittering in 4x speed, but nowhere near as much, to the point where I suspect it never gets enough to actually clip out of the game world. So the question is, does anyone know why this jittering would happen on a Replay? And is there anything I can tweak to make it stop happening? This would explain why other levels seem to not have issues, as this level is dedicated towards escorting a tank column through a blown out city.
  8. Blegh, well I was hoping someone could've told me why. Could it possibly be some Windows 11 update that changed certain memory parameters to be restricted, and therefore the game being older created an access violation? Or is this standard for all freezes in Ghost Recon since 2001?
  9. I see. In that case, are there any ways to get around the limits? Like I said, I tried using a different SPAS-12 model, tried limiting the frame rate and even CPU cores, tried fiddling around with compatibility settings and Nvidia profile, is there anything I can do here? EDIT: I don't know if this means anything, but these are the things I found in ike.log and ikecrash.log ike.log: ***** User's system configuration ***** CPU: AuthenticAMD 3900 MHz Recent AMD RAM: 2048 MB O/S: Microsoft Windows NT Family 6.2 build 9200 Ghost Recon (RELEASE) version = 1.4.0.0(0) RSDisplayMgr::CreateGameWindow: Creating a 1920x1080 window at 0,0 on monitor Generic PnP Monitor attached to NVIDIA GeForce RTX 2080 SUPER RSDisplayMgr::CreateGameWindow: Game running on primary display Generic PnP Monitor attached to NVIDIA GeForce RTX 2080 SUPER HAL (hw vp): NVIDIA GeForce RTX 2080 SUPER X8R8G8B8 RSFILEDATA: FindFile could not find file ike_fx_fire_type2.tga RSFILEDATA: FindFile could not find file ike_fx_fire_type2.rsb Unable to find ike_fx_fire_type2.tga anywhere. RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb Unable to find lighthalo_effect3.rsb anywhere. RSSoundMgrPC: Selecting sound device Speakers (High Definition Audio Device) driver is {0.0.0.00000000}.{348a0099-3a87-4065-96aa-76e804bef8a2} Media Player: Unable to Connect Video Pins Unknown RSSoundMgrPC: Selecting sound device Speakers (High Definition Audio Device) driver is {0.0.0.00000000}.{348a0099-3a87-4065-96aa-76e804bef8a2} ikecrash.log: GhostRecon caused an Access Violation in module GhostRecon.exe at 0023:0051c320. Exception handler called in Main Thread. Error occurred at 4/18/2022 01:42:28. D:\GOG Games\Tom Clancys Ghost Recon\GhostRecon.exe, run by georg. 16 processor(s), type 586. 2048 MBytes physical memory. Read from location 00000008 caused an access violation. Registers: EAX=00000000 CS=0023 EIP=0051c320 EFLGS=00010246 EBX=036daebc SS=002b ESP=0019fd08 EBP=000000a8 ECX=00000000 DS=002b ESI=03a09468 FS=0053 EDX=00854750 ES=002b EDI=00000004 GS=002b Bytes at CS:EIP: 8b 50 08 8d 48 08 ff 52 04 8a 86 f0 03 00 00 84 Stack trace: 0051C320: GhostRecon.exe! <no symbol>, <no file>, <no line> Module list: names, addresses, sizes, time stamps and file times: D:\GOG Games\Tom Clancys Ghost Recon\GhostRecon.exe, loaded at 0x00400000 - 6402084 bytes - 73655965 - file date is 4/21/2019 18:39:36 C:\WINDOWS\system32\nvspcap.dll, loaded at 0x072a0000 - 2201800 bytes - 61f3d491 - file date is 1/28/2022 06:50:32 C:\Program Files (x86)\RivaTuner Statistics Server\RTSSHooks.dll, loaded at 0x10000000 - 835128 bytes - 61aa1c68 - file date is 12/3/2021 08:34:16 C:\WINDOWS\SYSTEM32\winmmbase.dll, loaded at 0x50000000 - 116240 bytes - 1b544b3e - file date is 6/5/2021 07:05:46 C:\WINDOWS\SYSTEM32\CoreUIComponents.dll, loaded at 0x51610000 - 2708560 bytes - 1bfcc075 - file date is 11/4/2021 09:01:04 C:\WINDOWS\SYSTEM32\WINSPOOL.DRV, loaded at 0x51fa0000 - 456192 bytes - 05037899 - file date is 1/9/2022 21:18:32 C:\WINDOWS\SYSTEM32\textinputframework.dll, loaded at 0x5e410000 - 916792 bytes - efd444de - file date is 11/4/2021 09:57:00 C:\WINDOWS\SYSTEM32\CoreMessaging.dll, loaded at 0x62510000 - 824848 bytes - 8f8fadfc - file date is 11/4/2021 09:01:08 C:\WINDOWS\SYSTEM32\inputhost.dll, loaded at 0x625e0000 - 1243256 bytes - cab22d32 - file date is 11/4/2021 09:01:06 C:\WINDOWS\SYSTEM32\DINPUT8.dll, loaded at 0x62710000 - 174080 bytes - e9c598fc - file date is 6/5/2021 07:06:22 C:\WINDOWS\SYSTEM32\drvstore.dll, loaded at 0x62b60000 - 1059344 bytes - 1ccb5b07 - file date is 11/4/2021 09:01:10 C:\WINDOWS\SYSTEM32\dxcore.dll, loaded at 0x63d80000 - 172520 bytes - 4561672a - file date is 6/5/2021 07:05:50 C:\WINDOWS\SYSTEM32\AcLayers.DLL, loaded at 0x64ec0000 - 406528 bytes - 7bf03655 - file date is 11/4/2021 09:01:18 C:\WINDOWS\SYSTEM32\iertutil.dll, loaded at 0x657b0000 - 2284520 bytes - 92ec4170 - file date is 4/4/2022 23:01:32 C:\WINDOWS\SYSTEM32\urlmon.dll, loaded at 0x659e0000 - 1657856 bytes - 72a7626f - file date is 2/17/2022 11:55:38 C:\WINDOWS\SYSTEM32\srvcli.dll, loaded at 0x67010000 - 79528 bytes - 388a208b - file date is 4/12/2022 22:15:12 C:\WINDOWS\SYSTEM32\wldp.dll, loaded at 0x681a0000 - 221528 bytes - 137d281c - file date is 11/4/2021 09:01:08 C:\WINDOWS\SYSTEM32\cryptnet.dll, loaded at 0x68200000 - 147752 bytes - e66e3166 - file date is 6/5/2021 07:05:54 C:\WINDOWS\system32\rsaenh.dll, loaded at 0x6ddb0000 - 186960 bytes - 1851a46e - file date is 11/4/2021 09:57:02 C:\WINDOWS\SYSTEM32\CRYPTSP.dll, loaded at 0x6dde0000 - 69232 bytes - 7efe3540 - file date is 6/5/2021 07:05:54 C:\WINDOWS\SYSTEM32\profapi.dll, loaded at 0x6de00000 - 89368 bytes - 2bf86304 - file date is 6/5/2021 07:05:46 C:\WINDOWS\SYSTEM32\UMPDC.dll, loaded at 0x6de20000 - 50088 bytes - fe870edd - file date is 6/5/2021 07:05:52 C:\WINDOWS\SYSTEM32\devobj.dll, loaded at 0x6de50000 - 141000 bytes - 373790ac - file date is 6/5/2021 07:05:54 C:\WINDOWS\SYSTEM32\cfgmgr32.dll, loaded at 0x6de80000 - 237568 bytes - 6371ef08 - file date is 6/5/2021 07:05:54 C:\WINDOWS\SYSTEM32\ntmarta.dll, loaded at 0x6df90000 - 155464 bytes - 8ee36d91 - file date is 6/5/2021 07:05:54 C:\WINDOWS\SYSTEM32\CRYPTBASE.DLL, loaded at 0x6dfc0000 - 32088 bytes - f24f0968 - file date is 6/5/2021 07:05:46 C:\WINDOWS\SYSTEM32\kernel.appcore.dll, loaded at 0x6e790000 - 68160 bytes - f69c7055 - file date is 11/4/2021 09:01:08 C:\WINDOWS\SYSTEM32\wintypes.dll, loaded at 0x6e7b0000 - 959632 bytes - f93e2d16 - file date is 2/17/2022 11:55:36 C:\WINDOWS\SYSTEM32\windows.storage.dll, loaded at 0x6e8a0000 - 6994968 bytes - 4ce232bd - file date is 4/12/2022 22:15:10 C:\WINDOWS\SYSTEM32\msasn1.dll, loaded at 0x6ef50000 - 51120 bytes - 346de8d3 - file date is 6/5/2021 07:05:54 C:\WINDOWS\SYSTEM32\samcli.dll, loaded at 0x6ef60000 - 72192 bytes - 4cd9a172 - file date is 6/5/2021 07:05:54 C:\WINDOWS\SYSTEM32\SspiCli.dll, loaded at 0x6efc0000 - 141536 bytes - c9b32fb1 - file date is 3/8/2022 13:04:50 C:\WINDOWS\SYSTEM32\netutils.dll, loaded at 0x6f040000 - 39256 bytes - 985c2155 - file date is 1/11/2022 13:09:48 D:\GOG Games\Tom Clancys Ghost Recon\DBGHELP.dll, loaded at 0x72a00000 - 163088 bytes - 3af32067 - file date is 4/21/2019 18:42:52 C:\WINDOWS\SYSTEM32\bcrypt.dll, loaded at 0x73a40000 - 97584 bytes - 09b341ac - file date is 6/5/2021 07:05:54 C:\WINDOWS\SYSTEM32\UxTheme.dll, loaded at 0x73a60000 - 513536 bytes - 931f24d6 - file date is 11/4/2021 09:01:04 C:\WINDOWS\SYSTEM32\dwmapi.dll, loaded at 0x73af0000 - 138424 bytes - 314ccf01 - file date is 11/4/2021 09:01:08 C:\WINDOWS\SYSTEM32\MPR.dll, loaded at 0x73bd0000 - 97632 bytes - f208a759 - file date is 2/17/2022 11:55:36 C:\WINDOWS\SYSTEM32\powrprof.dll, loaded at 0x73d30000 - 272736 bytes - f91c170c - file date is 6/5/2021 07:05:54 C:\WINDOWS\SYSTEM32\VERSION.dll, loaded at 0x73d80000 - 27848 bytes - a1b61f3e - file date is 6/5/2021 07:06:02 C:\WINDOWS\SYSTEM32\WINMM.dll, loaded at 0x73dc0000 - 185456 bytes - 3b22fd01 - file date is 6/5/2021 07:05:46 C:\WINDOWS\SYSTEM32\AcGenral.DLL, loaded at 0x74920000 - 2487976 bytes - 0a8709b6 - file date is 4/4/2022 23:01:40 C:\WINDOWS\SYSTEM32\USERENV.dll, loaded at 0x75320000 - 122896 bytes - 4b06e4bc - file date is 6/5/2021 07:05:54 C:\WINDOWS\SYSTEM32\WSOCK32.dll, loaded at 0x75340000 - 16896 bytes - 3ade28c4 - file date is 6/5/2021 07:05:50 C:\WINDOWS\SYSTEM32\apphelp.dll, loaded at 0x759d0000 - 653344 bytes - 1ece0f7a - file date is 11/4/2021 09:57:02 C:\WINDOWS\System32\msvcrt.dll, loaded at 0x75ad0000 - 787136 bytes - 4078cfe5 - file date is 6/5/2021 07:05:46 C:\WINDOWS\System32\USER32.dll, loaded at 0x75ba0000 - 1755064 bytes - 51a17bf5 - file date is 4/4/2022 23:01:32 C:\WINDOWS\System32\RPCRT4.dll, loaded at 0x75d50000 - 768536 bytes - 820ca38f - file date is 4/12/2022 22:15:10 C:\WINDOWS\System32\OLEAUT32.dll, loaded at 0x75e20000 - 629632 bytes - 821a6441 - file date is 6/5/2021 07:05:54 C:\WINDOWS\System32\SETUPAPI.dll, loaded at 0x75ec0000 - 4468256 bytes - 878bd64d - file date is 1/26/2022 18:17:22 C:\WINDOWS\System32\CRYPT32.dll, loaded at 0x76300000 - 1030400 bytes - 44e34f98 - file date is 1/9/2022 21:18:36 C:\WINDOWS\System32\SHLWAPI.dll, loaded at 0x76630000 - 300064 bytes - 47e73a8a - file date is 6/5/2021 07:06:02 C:\WINDOWS\System32\gdi32full.dll, loaded at 0x76690000 - 909512 bytes - dac47a21 - file date is 4/12/2022 22:15:12 C:\WINDOWS\System32\GDI32.dll, loaded at 0x76770000 - 130672 bytes - 7e972d45 - file date is 6/5/2021 07:05:50 C:\WINDOWS\System32\ADVAPI32.dll, loaded at 0x768c0000 - 500984 bytes - dd0096c9 - file date is 1/11/2022 13:09:46 C:\WINDOWS\System32\SHCORE.DLL, loaded at 0x76940000 - 785104 bytes - 20bf6f8f - file date is 4/12/2022 22:15:10 C:\WINDOWS\System32\imagehlp.dll, loaded at 0x76a10000 - 99112 bytes - 94cde7cb - file date is 6/5/2021 07:05:26 C:\WINDOWS\System32\sechost.dll, loaded at 0x76a90000 - 494824 bytes - c2e9401b - file date is 3/8/2022 13:04:50 C:\WINDOWS\System32\combase.dll, loaded at 0x76b10000 - 2679544 bytes - a296a824 - file date is 2/17/2022 11:55:36 C:\WINDOWS\System32\WINTRUST.DLL, loaded at 0x76da0000 - 330000 bytes - 507bdfa0 - file date is 2/17/2022 11:55:36 C:\WINDOWS\System32\SHELL32.dll, loaded at 0x76e00000 - 6332768 bytes - 45062c92 - file date is 4/4/2022 23:01:34 C:\WINDOWS\System32\KERNEL32.DLL, loaded at 0x77410000 - 646008 bytes - 7fcb6c15 - file date is 4/12/2022 22:15:10 C:\WINDOWS\System32\win32u.dll, loaded at 0x77500000 - 101752 bytes - 8a05e54c - file date is 11/4/2021 09:01:08 C:\WINDOWS\System32\msvcp_win.dll, loaded at 0x77520000 - 495320 bytes - 84039c2e - file date is 6/5/2021 07:05:54 C:\WINDOWS\System32\KERNELBASE.dll, loaded at 0x775a0000 - 2440448 bytes - b8da8cf0 - file date is 4/12/2022 22:15:10 C:\WINDOWS\System32\ole32.dll, loaded at 0x77800000 - 1363024 bytes - a89da16b - file date is 11/4/2021 09:01:08 C:\WINDOWS\System32\ucrtbase.dll, loaded at 0x77950000 - 1127472 bytes - cb34958a - file date is 6/5/2021 07:05:54 C:\WINDOWS\System32\bcryptPrimitives.dll, loaded at 0x77a70000 - 405952 bytes - 0cfdd9d2 - file date is 1/9/2022 21:18:26 C:\WINDOWS\System32\IMM32.DLL, loaded at 0x77ae0000 - 145640 bytes - 00a3f851 - file date is 6/5/2021 07:05:54 C:\WINDOWS\System32\MSCTF.dll, loaded at 0x77b70000 - 886296 bytes - d3c78d6e - file date is 2/17/2022 11:55:34 C:\WINDOWS\System32\WS2_32.dll, loaded at 0x77c50000 - 407520 bytes - 0da3b025 - file date is 6/5/2021 07:05:46 C:\WINDOWS\SYSTEM32\ntdll.dll, loaded at 0x77d40000 - 1722104 bytes - 4ae92803 - file date is 2/17/2022 11:55:34 C:\WINDOWS\SYSTEM32\DSOUND.dll, loaded at 0x79c90000 - 444416 bytes - 21d1b3c6 - file date is 6/5/2021 07:05:44 C:\WINDOWS\SYSTEM32\ResampleDmo.DLL, loaded at 0x79d10000 - 625456 bytes - 303609ff - file date is 6/5/2021 08:17:10 C:\WINDOWS\SYSTEM32\msdmo.dll, loaded at 0x79db0000 - 31992 bytes - e73b72f1 - file date is 6/5/2021 07:05:46 D:\GOG Games\Tom Clancys Ghost Recon\d3d8.dll, loaded at 0x7c140000 - 378368 bytes - 618667fe - file date is 11/6/2021 06:43:04 C:\WINDOWS\SYSTEM32\MSACM32.dll, loaded at 0x7c600000 - 98136 bytes - 1d9cc909 - file date is 6/5/2021 07:05:46 Is the memory violation the reason behind this? Granted, the ikecrash.log didn't update anytime the game froze and I see the d3d8.dll file I attempted to use in game from dgVoodoo2, which didn't work. But I wonder if there's anything else here that anyone here can look at. I still don't know why this level in particular causes this problem when the previous Replay of Fever Claw never had this problem.
  10. Interesting, though the odd part for me is that the previous replays using the exact same mods on the exact same level never had this issue. Maybe I’m getting better at the game and therefore running forward faster and shooting more things quickly? Specifically, it’s Fever Claw that’s giving me problems. Didn’t have an issue with my previous full recording of the level but I saved a new one that I thought was better and it gives constant crashes. There are fairly specific areas where it crashes, though whether it does crash or not is totally random. And sometimes I am able to get through the entire level. I am using the Rambo mod and an absurdly high res SPAS-12, but again, I never had this issue with the prior Replay. Maybe it was right on the cusp of crashing before and now that I’m better at the game, rushing ahead more and blasting enemies quicker, maybe it’s too much. I dunno. I wonder if there’s a way to mod the engine to increase this limit. I played around with compatibility settings, Nvidia profile inspector, etc. to no avail. EDIT: I tried testing the vertices theory by replacing my custom SPAS-12 model with a much lower poly version from another mod and it still freezes, and at the same area no less.
  11. I recorded a Replay for Ghost Recon 1 on Fever Claw, yet every time I try to play the Replay at 8x speed, the replay freezes at various points. I am using mods, but I never ran into this issue before and my older replays on the same level with the same mods don't have this problem. Running at 4x seemed to have no issue, but why does 8x have it? Does anyone know what's going on and why it's happening?
  12. Alright. If you ever get back to it, let me know what you figure out. I'm now just stuck on this step.
  13. Huh, thanks for this. This seems very useful. Now I just need to figure out how to actually add the Sam Fisher model to the bones properly. Gah. How far have you been able to get there? EDIT: Attempting to attach the bones from GhostReconBones.max to my SamFisherA.obj file, but the tutorial (https://www.ghostrecon.net/html/recon-chr.htm) tells me to scroll down to "Attach List" when I select GhostReconBones, but I don't see it. How far were you able to get?
  14. Yeah, a lot of stuff are no longer able to download due to dead links, too. Definitely made it harder for me as I never got into Ghost Recon until last year, so all those years people were here playing, modding and sharing the game completely passed me by.
  15. That'll probably be good. Keeps everything organized. I'm just too much of a noob to do any of this stuff by myself, at least for now. I could probably import weapons without help fairly easily now, though at this point all the guns I do want already have high quality models in other mods, so the SPAS-12 was literally the only thing I needed. lol But man, having new characters as well would be cool. Installing the Rambo mod was already awesome, so having Sam Fisher would also be nice.
  16. A video will help the best as it was only the videos that really helped me export the SPAS-12 model finally. That and the fact that I guess I had the scaling completely off when I attempted to use the reference models from the text tutorials and I made the gun way too small.
  17. Okay, so if I already downloaded a fully working and textured .obj file from the internet, I have to use max5 for export? Is there an video tutorial on how to do that like there was for weapon tutorials?
  18. Were you able to get something working elsewhere? How much easier is it? I literally just want to turn the Sam Fisher .obj file I found into a working .chr file in Ghost Recon.
  19. Oooh, that'd be very helpful, though yeah, take your time. I even have the Sam Fisher model already as an .obj file, so it's more a matter of trying to tie it with an existing character model for proper animation. The SPAS-12 weapon model was already a for me and I just had to scale, orient and add the helper pointers for that. Didn't need to animate or tie anything else.
  20. Interesting. What program are you trying now? Blender?
  21. How far along are you getting the character model to work now? I'm curious because I'm still stuck trying to get Sam Fisher working.
  22. Yeah a lot of old files and mods were hosted on Gamefront or other file hosting sites that now just give 404 errors. I never got into Ghost Recon (and certainly not modding) until recently so a lot of that stuff I never had an opportunity to use. Sucks. I also wonder if someone has an archive somewhere to make it work as right now I’m just stuck.
  23. I ended up using the reference files made by the video tutorial which worked, but I don't know if those same video tutorials exist for character models as I've been unable to get anywhere with it. All I have is the Sam Fisher .obj file that I want to make into a working character.
  24. I've been using these mods and they've been great. However, I keep hearing of updated versions like "firstandthirdmerged642017.exe" and I wonder if they work any better than the first person view model mod that's still normally accessible. I do know of a few minor gameplay related issues using this mod. One is in first person, looking up makes your character model a bit more visible than the view would indicate, so sometimes I get shot by someone I didn't think I would be. The other is rockets sometimes kill me, I assume because the model causes some clipping issues and causes me to die. Finally, sometimes the first person model gets in the way of me shooting. Pistols are particularly finnicky there. However, all these issues can be circumvented simply by briefly turning off the model and then turning it back on. However, are there any updated versions that fixed this that no longer are accessible because the old links are dead?
  25. I don't know if mod requests are allowed here, but given how much of a headache I had trying to port over a SPAS-12 model into Ghost Recon, I doubt I'm able to do a full blown character properly. So here's the request: I'd like to add Sam Fisher as a specialist. I already have his loadout of suppressed F2000 and Five-seveN in game, so I just want a working Sam Fisher model. I already found some Sam Fisher .obj files here: https://www.models-resource.com/pc_computer/tomclancyssplintercell/model/23578/ I'd like the one with the uncovered head but fully covered arms model (SamA) to be rigged to a proper character in Ghost Recon, but I understand if no one has the time. If not, could anyone help me with the specific steps. I've seen some of the tutorials but they seem rather complicated from my untrained view. Can anyone help? Thanks.
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