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eÅ kwaadâ„¢

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Posts posted by eÅ kwaadâ„¢

  1. what would i have to do to get this mod playable on a mac? convert the .rsb's in photoshop? is there a mac .rsb format or something? i'm very familiar with the ghost recon file structure and formats and everything, but only for PC.

    if i get it done, i'll release it to ya'll.

    Also, what, if any files does this mod rely on from the full release of GR? (i'm on a mac demo version 'cause it's the only comp i've got at university).

    Thanks guys.

    Hi JTF

    the mod is playable on mac,i dont think it's a rsb problem :blink:

    SNOWFELLA:

    Yup, I found out the hard way that certain .rsb's with alpha channel doesn't work on Mac's. Can't for the life of me remember who put me on the right track in fixing it but I can tell you the secret. Mac's can't handle .rsb's saved with the A1R5G5B5 option. For the Ares Shrike mod V2 I saved all .rsb's with alpha channel as A8R8G8B8 but you can also use A4R4G4B4 to save on filesize.

    i saved all rsb's as R5G6B5 and alpha channel(delta gear.rsb) as A8R8G8B8

    i had no problem at all with this little :) teaser mod.

    yes, you´re right about the diff. options to save .rsb files.

    i found out about this when trying to make reticles, i was terrorising the

    whole forum with my questions.

    but that´s the way you learn.

    can PC handle/see all three options? i mean, can i save as A8R8G8B8 on my

    Mac and PC guys can "see" the reticle or whatever?

    yep...but the filesize is bigger than the other option...A4 and A8 options work on

    MAC and PC

  2. what would i have to do to get this mod playable on a mac? convert the .rsb's in photoshop? is there a mac .rsb format or something? i'm very familiar with the ghost recon file structure and formats and everything, but only for PC.

    if i get it done, i'll release it to ya'll.

    Also, what, if any files does this mod rely on from the full release of GR? (i'm on a mac demo version 'cause it's the only comp i've got at university).

    Thanks guys.

    Hi JTF

    the mod is playable on mac,i dont think it's a rsb problem :blink:

    SNOWFELLA:

    Yup, I found out the hard way that certain .rsb's with alpha channel doesn't work on Mac's. Can't for the life of me remember who put me on the right track in fixing it but I can tell you the secret. Mac's can't handle .rsb's saved with the A1R5G5B5 option. For the Ares Shrike mod V2 I saved all .rsb's with alpha channel as A8R8G8B8 but you can also use A4R4G4B4 to save on filesize.

    i saved all rsb's as R5G6B5 and alpha channel(delta gear.rsb) as A8R8G8B8

  3. It looks too plain but now we will texture the black. With the black colour still selected, go to filter>texture>texturizer, and add a canvas texture running to the left. Play around with the options a bit to get what you like. I used 80%scaling and 4 relief. I got this.

    Why to the left? :) ...i think with filter/noise it will look better + wrinkle...my opinion

    1st layer: use a dark grey...never use a 100%black...layer mode NORMAL

    2nd layer:use a light grey + FILTER/ADD NOISE X%(find the good setting) + FILTER/BLUR/DIRECTION to the top X%...Layer mode INLAY

    3rd layer same as the second without the blur filter...layer mode INLAY

    duplicate layers if the effect is too low...try to find the good setting (layer mode or opacity) before you merge all layers

    for colored version use the first layer for your baclava color

    i can´t find certain things eskwaad.

    filter - ok - blur - ok - direction - ?????

    layer mode - inlay ????

    Hum sorry wrong translation :)

    FILTER/BLUR/MOTION BLUR = direction :) dont forget to add noise before...

    CLEARNESS its the SHARPEN filter...when all is done duplicate your face texture and use this filter...and reduce the opacity 30%or 50%

    i cant find the right translation for INLAY...here s a pic with the 3 modes i used

    layermode7cl.th.jpg

    baclava zoom:

    zoombaclava4to.th.jpg

  4. Ah ok. Why not Marine Force Recon instead of a FAST unit? Seems to make more sense I think. As always though, can't wait to see more of your work. :)

    why not this why not that ...why not females...hey guys stop asking with this sort of questions thx...the list of chr is long and YES!!! there will be Force recon...and others and a lot of chr will never be released...dont ask WHY?!!! :)

    Oh and are the GROM chr's ever going to get released? (Last question I promise. :D )

    page 16 post 238... :wall:

  5. Ah ok. Well, like we all said , they look great. One last question is you don't mind esKwaad, what units are you planning on including in your mod?

    you will see later :)...maybe there will be modifications...for the moment SFG/SEAL/MEU-FAST...but i have to reduce my choice or the mod will be 1G to download :P

    oh and i will see it with Swartsz,my comrade!! :)

  6. @ingeloop

    1024 or 512 its the same work...for my first face i used the original GR and painted over this one...but for the last faces i used 3dmax...when the unwrap is ok add 3 lights and use texporter ...looks like an unwrap+render (shadows and lights)...i will show you later.

    I used this pic exported from 3d max and i painted over it...using large brushes for the first steps and reducing it to add details ...to add more realism i used photo (for the eyes) with a low opacity and painted again over all layers...when the face is correct i add skin details with a new layer...with noise filter and INLAY mode ...after this merge your layers and duplicate this one and add a clearness effect...and reduce to 50% or 30% the opacity and its fine :)...for more details you need painting skills but with this mini tutorial you could do something nice.

    for all my chr i used my own wrinkles...baclava...BDU...caps...boonie in 1024x1024 but you can do it in 512 too...because GR is an oldgame and i m not a player i prefer 1024...its just for the pleasure of my eyes :)...i use GR to see how my textures look ingame...and MAX for illustrations

    there is a lot of tips do make textures try to find wich one you prefer

  7. It looks too plain but now we will texture the black. With the black colour still selected, go to filter>texture>texturizer, and add a canvas texture running to the left. Play around with the options a bit to get what you like. I used 80%scaling and 4 relief. I got this.

    Why to the left? :) ...i think with filter/noise it will look better + wrinkle...my opinion

    1st layer: use a dark grey...never use a 100%black...layer mode NORMAL

    2nd layer:use a light grey + FILTER/ADD NOISE X%(find the good setting) + FILTER/BLUR/DIRECTION to the top X%...Layer mode INLAY

    3rd layer same as the second without the blur filter...layer mode INLAY

    duplicate layers if the effect is too low...try to find the good setting (layer mode or opacity) before you merge all layers

    for colored version use the first layer for your baclava color

  8. rock on eskwaad!!!  :rofl:

    i really like this helmet type.

    has anyone some info and can tell more about this?

    ...a new selection of chrs was done...i reorganize the mod and optimise the chrs for the moment...later with Swartsz,we'll post more infos...

    awesome eSkwaad. i really like your new style presentation renders. They look really professional. nice.

    What's the character in your sig?

    thx JTF...character sig is the old seal commander "flight helmet"

  9. Dare we have a new banner design competition?

    GR1 for gr1 news tab ... GR2 for gr2 news tab... GR3 for GR3 news tab ... and a random script generated for all news and main banner for desert / jungle / winter / urban / GRAW.

    ....  The Ronin ....  thoughts?

    Competition?where?it was just for fun all ideas are good :)

    thx all...Happy Halloween Everyone!!!gnark gnark :devil:

  10. Hi CH

    got the same problem with delta mod and never found why

    rename all your chr : example (SP mode)

    <ModelName>sas_wdl_beanie.chr</ModelName>----------> rifleman01.chr

    <LOD2>sas_wdl_beanie.chr</LOD2>----------> rifleman01.chr

    <LOD3>sas_wdl_beanie.chr</LOD3>----------> rifleman01.chr

    <DesertLOD1>sh_01.chr</DesertLOD1>----------> rifleman01_desert.chr

    <DesertLOD2>sh_01.chr</DesertLOD2>----------> rifleman01_desert.chr

    <DesertLOD3>sh_01.chr</DesertLOD3>----------> rifleman01_desert.chr

    <JungleLOD1>seal_boss_cuba.chr</JungleLOD1>----------> rifleman01_cuba.chr

    <JungleLOD2>seal_boss_cuba.chr</JungleLOD2>----------> rifleman01_cuba.chr

    <JungleLOD3>seal_boss_cuba.chr</JungleLOD3>----------> rifleman01_cuba.chr

    use 02,03,04 fr multiple riflemen

    same thingfor faces

    work fine for me like this:

    <ActorFile>

    <VersionNumber>1.000000</VersionNumber>

    <ArmorLevel>2</ArmorLevel>

    <ActorName>Corey Moss</ActorName>

    <ClassName>rifleman</ClassName>

    <ModelFace>mix_01.rsb</ModelFace>

    <BlinkFaceName>mix_01_blink.rsb</BlinkFaceName>

    <DesertModelFace>mix_01_desert.rsb</DesertModelFace>

    <DesertBlinkFace>mix_01_blink_desert.rsb</DesertBlinkFace>

    <JungleModelFace>mix_01_cuba.rsb</JungleModelFace>

    <JungleBlinkFace>mix_01_blink_cuba</JungleBlinkFace>

    <KitPath>rifleman</KitPath>

    <ModelName>ica_us_rifleman.chr</ModelName>

    <LOD2>ica_us_rifleman_a.chr</LOD2>

    <LOD3>ica_us_rifleman_b.chr</LOD3>

    <DesertLOD1>ica_us_rifleman_desert.chr</DesertLOD1>

    <DesertLOD2>ica_us_rifleman_a_desert.chr</DesertLOD2>

    <DesertLOD3>ica_us_rifleman_b_desert.chr</DesertLOD3>

    <JungleLOD1>ica_us_rifleman_cuba.chr</JungleLOD1>

    <JungleLOD2>ica_us_rifleman_a_cuba.chr</JungleLOD2>

    <JungleLOD3>ica_us_rifleman_b_cuba.chr</JungleLOD3>

    <Weapon>2</Weapon>

    <Stamina>1</Stamina>

    <Stealth>2</Stealth>

    <Leadership>1</Leadership>

    </ActorFile>

    example for sniper:

    <ActorFile>

    <VersionNumber>1.000000</VersionNumber>

    <ArmorLevel>1</ArmorLevel>

    <ActorName>Charles Barr</ActorName>

    <ClassName>sniper</ClassName>

    <ModelFace>snp_01.rsb</ModelFace>

    <BlinkFaceName>snp_01_blink.rsb</BlinkFaceName>

    <DesertModelFace>snp_01_desert.rsb</DesertModelFace>

    <DesertBlinkFace>snp_01_blink_desert.rsb</DesertBlinkFace>

    <JungleModelFace>snp_01_cuba.rsb</JungleModelFace>

    <JungleBlinkFace>snp_01_blink_cuba</JungleBlinkFace>

    <KitPath>sniper</KitPath>

    <ModelName>ica_us_sniper.chr</ModelName>

    <LOD2>ica_us_sniper_a.chr</LOD2>

    <LOD3>ica_us_sniper_b.chr</LOD3>

    <DesertLOD1>ica_us_sniper_desert.chr</DesertLOD1>

    <DesertLOD2>ica_us_sniper_a_desert.chr</DesertLOD2>

    <DesertLOD3>ica_us_sniper_b_desert.chr</DesertLOD3>

    <JungleLOD1>ica_us_sniper_cuba.chr</JungleLOD1>

    <JungleLOD2>ica_us_sniper_a_cuba.chr</JungleLOD2>

    <JungleLOD3>ica_us_sniper_b_cuba.chr</JungleLOD3>

    <Weapon>1</Weapon>

    <Stamina>1</Stamina>

    <Stealth>2</Stealth>

    <Leadership>2</Leadership>

    </ActorFile>

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