spalvl
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Posts posted by spalvl
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Multiplayer uses 1 .atr file per class and all .atr files specify 1 face per .atr.
You could create an .atr for each of your friends and then modify or create a new no_restrictions.kil file that uses your newly created .atr files. All your friends will have to have the same .atr files, face textures, and restrictions.kil files.
Example of restrictions.kil for 2 players using Demo
<KitRestriction Name="For Freinds 1& 2">
<Actor Name="Friend1_dem.atr">
<Kit Name="demolitions-02.kit"/>
<Kit Name="demolitions-01.kit"/>
<Kit Name="demolitions-03.kit"/>
<Kit Name="demolitions-04.kit"/>
<Kit Name="klaus_henkel-01.kit"/>
<Kit Name="klaus_henkel-02.kit"/>
<Kit Name="klaus_henkel-03.kit"/>
<Kit Name="klaus_henkel-04.kit"/>
<Kit Name="nigel_tunney-01.kit"/>
<Kit Name="nigel_tunney-02.kit"/>
<Kit Name="nigel_tunney-03.kit"/>
<Kit Name="nigel_tunney-04.kit"/>
<Kit Name="susan_grey-01.kit"/>
<Kit Name="susan_grey-02.kit"/>
<Kit Name="susan_grey-03.kit"/>
<Kit Name="susan_grey-04.kit"/>
</Actor>
<Actor Name="Friend2_dem.atr">
<Kit Name="demolitions-02.kit"/>
<Kit Name="demolitions-01.kit"/>
<Kit Name="demolitions-03.kit"/>
<Kit Name="demolitions-04.kit"/>
<Kit Name="klaus_henkel-01.kit"/>
<Kit Name="klaus_henkel-02.kit"/>
<Kit Name="klaus_henkel-03.kit"/>
<Kit Name="klaus_henkel-04.kit"/>
<Kit Name="nigel_tunney-01.kit"/>
<Kit Name="nigel_tunney-02.kit"/>
<Kit Name="nigel_tunney-03.kit"/>
<Kit Name="nigel_tunney-04.kit"/>
<Kit Name="susan_grey-01.kit"/>
<Kit Name="susan_grey-02.kit"/>
<Kit Name="susan_grey-03.kit"/>
<Kit Name="susan_grey-04.kit"/>
</Actor>
</KitRestriction>
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Follow this tutorial http://www.ghostrecon.net/html/recon-chr.htm
They are called lost vertices and is common, I have never corrected using 3dsm5 but isn't too hard to do using 3dsm4.
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Halflife Counterstrike - the early Mod versions before the retail game especially revolution to modding and online gameplay.
System Shock, Thief (Looking Glass Studios) - Still an incredible game IMHO infuence seen in Dues Ex and Splinter Cell
Codename Eagle- Preceeded BF1942 a buggy FPS which included vehicles made by many of same developers of BF1942.
HL2 is supposed to have some very realistic eviorment effects and great AI. I wonder where a game developer could find some source code that would make good AI like that??

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nice, I really like the backpack and the pouches. Actually the enitre model looks good. Good job!!
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I recieved my glasses a few days ago, games I played in 3d
SWAT 3 - Really Awesome, aiming off I need to tweak, visually a 10
Ghost Recon - Awesome tweaked aiming played Bridge mission and 1st mission of Frostbite campaign, I need to modify reticles or d/l modded reticles that are better for 3d, 8
Sum of All Fears - Awesome, visually better than GR in 3d as the areas are smaller and the close quaters bring out the 3d effect in a small room with furniture is great, but I need to spend some time tweaking cause my aiming is way off. 9
Other games I tried,
Dues Ex, MOHAA, Star Trek Elite Force, RtCW, Halflife, X-Wing Alliance, BF1942, BF1942 Desert Combat.
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MS Fix 823980 is the RPC hole than the SANLove virus exploits. Without that patch your PC could be vunerable to crashing SVHOST and virus infections from SANLove.
Edit: Tested on XP pro, max 4.2 no problems.
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GR modding system works pretty well, you activate/de-activate mods from within GR (Options>MODS).
If you want to play a mulitplayer game it very much depends on the MOD, some are server side only and others require the clients have the mod. I would recommend that if playing multiplayer all players have the same mods active in the same priority. One thing that got me when I 1st started playing GR is mod priority, the mod listed as the closet to bottom of screen in the mod screen have the highest priority. So if you have 2 mods active that replace the M16 the one listed at the bottom of the Mod selection screen will take precedence.
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there was a good video tutorial out there on setting up 3dsm, file name is GRmappng01_squid.zip, I don't know where you can dowload it anymore but if your email accepts large attachments I can email it to you.
if so send me you email though the gr.net private messages.
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I think there is a tut out there that details how to setup 3dsm for GR plugins. I will try to find...
I found a dead link for it, www.theplatoon.com may have it but they are down at the moment too.

The file is 2MB zipped if you can accept files that large email me with your email address and I will get email the file to you.
BTW the file is call GRMapping01_squid.zip
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It can be done, I have my 3dsm setup to use .rsb files for skinning.
I think there is a tut out there that details how to setup 3dsm for GR plugins. I will try to find...
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have only Ghost Recon installed
Do you have GR patched to 1.4? If not I would suggest patching. I don't know if CA will run on a out of the box unpatched GR.
So if you're running GR on v1.4 it wont workNot completley true, CA will work with version 1.4, there were some bugs introduced in version 1.3 but like I metion above they either effect multiplayer CO-OP or DS/IT maps.
Are you trying a quick mission or a lauching a multiplayer game?
How about the speaclists do you see Stalker, Scarlett, Beachead etc??
The file that the riflemen are using is \Cobra Attacks\Charcter\Allied\ica_us_rifleman_body.rsb
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Install path should be <Install Path>Ghost Recon\MODS\Cobra Attacks
The Cobra Attacks folder should contain these directories
Actor
Briefing
Character
Kits
Map
Mission
save
Shell
Textures
and 2 files
modscont.txt
readme.txt
Sounds like may be installed to wrong directory,
Note the current version of CA is not compatible with DS/IT (You cannot use the Joes on DS/IT maps), the CA missions may crash in multiplayer due to the shadow bug introduced in GR version 1.3, and to use Joes in single player require the heros in unlockedheros.xml to be unlocked.
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You are right there was a link to the mod yesterday. I wouldn't be suprised if the link was removed as the mod installed itself to the origmiss folder. I found out the hard way where it installs.

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It is bascially editing the texture mapping in 3dsm, I found these videos from Pain very helpful even though they apply to weapons it gives you a genral idea of how texutre mapping works.
http://www.planetrainbowsix.com/atwar/pain/
(Click on the Modding Videos drop down on the left to select desired video)
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actually it is IKE.LOG that contains relevant info. You are confusing ikecrash.log (wrong file)
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Hi,
I'm playing Frostbite with a couple of friends Co-Op and we're loving it...really impressed...even though we're only on the first map.
We're having a bit of trouble though. We follow the APC route but when we get to the uphill road which heads towards the SAM launcher. Halfway up that slope, one friend's PC always locks up or sometimes drops him back to Win2k. The other two of us are always fine. We also tried the second mission and he crashed as he approached the bridge of the ship.
Is this a known issue or something new? If you could offer any help that would be great.
If anyone has any pointers please feel free to mail me at: cat flavor at hot mail dot com (without any spaces etc).
Cheers,
Catflavor
Make sure your friend that has 2k converted all the .mp3 files to .wav using the batch file or launcher. Also check and/or post your Ghost Recon\IKE.LOG that file may contain a clue as to why GR would crash.
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Does it look distorted in 3dsm too? Or is it only distorted after you export?
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If you are seeing a stretching effect while in animation in legs, biceps and ###### it may be a lost vertice problem. This is a rework of Piggy's tutorial by ShadowFTG the tutorial goes in greater detail about lost vertice.
http://www.midnightmods.myby.co.uk/3d-char.htm
If it is only the head distorted, may just be some issue with the head not being attached etc. Did you remove Jodi's head before attaching the old woman's head?
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2 things to get a charcter to use the default female voices,
1st you need to change the name of the .chr file to a file name that begins with Astra, Lindy, Susan, or Eritrean .
2nd You need to edit or create an .atr file that points to the above .chr file.
Example you want to change Jack Stone to Jennifer Stone (female voice) you would rename the jack_stone.chr to Astra_Stone.chr then you would edit the Jack_Stone.atr file and replace this line
<ModelName>jack_stone.chr</ModelName>
with
<ModelName>Astra_stone.chr</ModelName>
Source found on Piggyson's Q&A:
"Q: How are female voices set up for Ghost Recon?
A: The female voices are actually hardcoded into the engine. If the actor's name is Lindy, Susan,
Astra, or Eritrean the game will play a female voice. Sum of all Fears is the only acception to this
rule, there is actually a <Female>0</Female> tag in the *.atr files for that game. Ghost Recon is
not set up like this however."
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Piggyson has some vehicle examples on his page, there is one of each type of vehicle.
http://www.piggyson.com/gr/gr_faq.html
Also the .pdf file that ships on the DS CD has some good points.
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<edit> Wrong topic, ingore
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There are multiple ways to alleviate the issue but most deal with editing the mission. This is a great post from theplatoon forums discussing and discovering some of those ways modders can avoid this bug.
http://www.theplatoon.com/snitz/topic.asp?...110&whichpage=1
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Supposedly someone is working on an update of Cobra attacks though I've never seen a post about it
Myself and another team member are working on the update, I have posted about it before but those posts got lost when the gr.net forums were hacked.
We had started modding the MOD shortly after it was released for personal use and after Crazy and bookshop announced they could not continue development we asked their permissions to continue with it publically. They both agreed with well wishes. Honestly I cannot answer on a release date, we tend to develop in spurts and there is much attention to detail. The 1.3 patch has also been a huge pain, it messed up mostly all the existing CA missions which now have to be "fixed". It is still a goal of ours to release what we have done as IMHO there is much great added content and options.
Multiple multiplayer faces
in GR - Character & Skin Modding
Posted
So you have your 2 diffrent .atr files using diffrent faces? Maybe try modifying the .chr files to specify a diffrent texture for the head.