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vlad

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Posts posted by vlad

  1. So im not alone, lol.

    I had to replace my data folder many times during i was editing the gui files.

    In some point the game kept crashing even every .xml file was ok.

    Mayby it corrupts something or leaves some bad temporary files.

    Really don't know the real reason.

  2. I liked GR1 a lot, and will do in the future, there was awesome maps and that you were able to mod so much made it the best game for me.

    That was really the first game i played online.

    If GRAW will get a mod support like [GR], it will make it live longer.

    Let me guess there will be expansion packs for this game too.

  3. Try DXT1 ARGB to enable alpha channel.

    -Looks like it worked.. Will test some more!

    lol, i really dont know much about textures.

    No it didn't work..

    Here is my new leafs and grass lol.. oh they disappeared. hehe

    trees6mc.jpg

    Have to sleep, before i have to do too much work getting the alpha channels back.

  4. graw20060513145907850zo.gif

    Well I'm obviously doing something wrong what do I need to do besides saving it as a .dds. Cause that is not what it's suppose to look like. Like any settings in the Nvidia DDS plugin.

    Be sure you edit only the .dds from the diffuse folders, no need to touch bump maps.

    And remember to merge all the layers if you are using photoshop.

  5. Can one of you direct me to a tutorial on how to modify a skin.

    Hey Dealer,

    You need a photo editing software like Adobe Photoshop or Paint Shop Pro,

    indeed any software which can use NVIDIA's .DDS plugins.

    All the skins are in .dds format.

    Secondly you have to unpack the quick.bundle file, after that you can alter all these skins and textures.

    Here is more about Nemon's Bundle Extractor , which you can use to unpack the quick.bundle file.

  6. Thanks a lot! Don't know what I was doing wrong but this works and is exactly what I wanted! Great!

    BTW: Do you know how I could change the transparency of the huditems (weapon, life-indicator, etc.)?

    Yes, would you tell me that should they be more darker or more transparent, different colors?

    There is much you can do to them, so i would like to hear your opinion to make an example edit.

  7. Hey, I updated the instructions and code changes for reticule and crosshair colour changing.

    It's the long post at the top.

    I personally liked the yellow a lot, the colour which was in [Ghost Recon].

    I think that grenade launchers have different colors, so i will go to them next time.

    With these you can change the size of the crosshair:

    File is the same crosshair_scar.xml

    Edit the part size="32" for both.

    ch_circle_spr is the circle outside the center sight.

    ch_centre is a "sight" sprite inside the circle.

    <!-- S P R I T E S -->		
    
    		<!--
    
    		<sprite name="ch_circle_spr">
    
    			<frame>
    
    				<place object="aim" size="32" at="21 21 0" align="0.5 0.5" />
    
    			</frame>
    
    		</sprite>	
    
    		-->
    
    
    		<sprite name="ch_centre_spr">
    
    			<frame>
    
    				<place object="aim_centre" size="32" at="17 17 0" align="0.5 0.5" color="@yellow_color" />
    
    			</frame>
    
    		</sprite>	

  8. Hey,

    I managed to make it like this, there is no anything other than combat sights,iron sights and

    scopes with the right click.

    Should there still be the small reticules which shows your accuracy?

    I did this with a clean install so i didnt touch the classic crosshair value either.

    nocrosshair.jpg

    Here is my complete crosshair_scar.xml file:

    <gui>
    
    	<movie name="crosshair_scar">	
    
    		<xi:include href="interface_items.xml" />	
    
    
    		<!--<xdefine name="frame_color" value="23 197 192" />-->
    
    		<!--<xdefine name="frame_color_highlight" value="255 108 0" />-->
    
    
    		<!--<xdefine name="dot_h" value="3 2" />
    
    		<!--<xdefine name="dot_v" value="2 3" />
    
    
    		<!--<xdefine name="dot_org_position" value="20" />
    
    
    		<!--<xdefine name="dot_max_pos_spread" value="120" />
    
    		<!--<xdefine name="dot_max_min_spread" value="-80" />
    
    
    		<!--<xdefine name="dot_org_pos_spread" value="27" />
    
    		<!--<xdefine name="dot_org_min_spread" value="13" />
    
    
    		<xdefine name="dot_alpha" value="210" />		
    
    
    		<xdefine name="ch_alpha" value="180" />
    
    
    		<rect name="rect" color="@base_color" />
    
    
    		<!--<bitmap name="aim" texture="data\textures\gui\crosshair_std_circle" uv_rect="0 0 @div(31,32) @div(31,32)" size="31 31" color="@highlight_hud_color" alpha="@ch_alpha" />-->
    
    		<bitmap name="aim" texture="data\textures\gui\crosshair_std_circle" color="@highlight_hud_color" alpha="@ch_alpha" />
    
    		<bitmap name="aim_centre" texture="data\textures\gui\crosshair_std" color="@base_color" alpha="@ch_alpha" />
    
    
    		<!--
    
    		<unit name="aim_th" unit="predator_target_horizontal" detach="true" color="@base_color">
    
    			<connect_material material="aimlines_instanced" color="color" alpha="opacity"/>
    
    		</unit>
    
    		<unit name="usable" unit="std_aim" detach="true" color="@highlight_color">
    
    			<connect_material material="hudlines" color="color" alpha="opacity"/>
    
    		</unit>
    
    		-->
    
    
    <!-- S P R I T E S -->		
    
    		<!--
    
    		<sprite name="ch_circle_spr">
    
    			<frame>
    
    				<place object="aim" size="32" at="21 21 0" align="0.5 0.5" />
    
    			</frame>
    
    		</sprite>	
    
    		-->
    
    
    		<!--<sprite name="ch_centre_spr">
    
    			<frame>
    
    				<place object="aim_centre" size="32" at="17 17 0" align="0.5 0.5" color="@base_color" />
    
    			</frame>
    
    		</sprite>	
    
    
    
    		<sprite name="expand_circle">
    
    			<frame>
    
    				<pause/>
    
    			</frame>
    
    			<frame>
    
    				<tween_start object="/ch_rect/crt" at="@dot_org_position @dot_org_min_spread 0" />
    
    				<tween_start object="/ch_rect/crb" at="@dot_org_position @dot_org_pos_spread 0" />
    
    				<tween_start object="/ch_rect/crl" at="@dot_org_min_spread @dot_org_position 0" />
    
    				<tween_start object="/ch_rect/crr" at="@dot_org_pos_spread @dot_org_position 0" />
    
    			</frame>
    
    			<frame skip="98">	
    
    				<tween_end object="/ch_rect/crt" at="@dot_org_position @dot_max_min_spread 0" />
    
    				<tween_end object="/ch_rect/crb" at="@dot_org_position @dot_max_pos_spread 0" />
    
    				<tween_end object="/ch_rect/crl" at="@dot_max_min_spread @dot_org_position 0" />
    
    				<tween_end object="/ch_rect/crr" at="@dot_max_pos_spread @dot_org_position 0" />
    
    			</frame>
    
    		</sprite>	
    
    
    		<sprite name="usable_spr">
    
    			<frame>
    
    				<place object="aim" size="32" at="17 17 0" align="0.5 0.5" />
    
    			</frame>
    
    		</sprite>
    
    
    		<sprite name="ch_rect">
    
    			<frame>
    
    				<clone object="rect" name="crt" />
    
    				<clone object="rect" name="crb" />			
    
    				<clone object="rect" name="crl" />
    
    				<clone object="rect" name="crr" />
    
    
    				<place object="crt" at="@dot_org_position @dot_org_min_spread 0" align="0.5 0.5" size="@dot_v" alpha="@dot_alpha" />
    
    				<place object="crb" at="@dot_org_position @dot_org_pos_spread 0" align="0.5 0.5" size="@dot_v" alpha="@dot_alpha" />	
    
    				<place object="crl" at="@dot_org_min_spread @dot_org_position 0" align="0.5 0.5" size="@dot_h" alpha="@dot_alpha" />	
    
    				<place object="crr" at="@dot_org_pos_spread @dot_org_position 0" align="0.5 0.5" size="@dot_h" alpha="@dot_alpha" />	
    
    
    
    			</frame>		
    
    		</sprite>
    
    
    		<sprite name="ch_fade">
    
    			<frame>
    
    				<pause/>
    
    			</frame>
    
    			<frame name="fade_out">
    
    				<tween_start object="../ch_centre_spr/aim_centre" alpha="@ch_alpha" />
    
    
    				<tween_start object="../ch_rect/crt" alpha="@dot_alpha" />
    
    				<tween_start object="../ch_rect/crb" alpha="@dot_alpha" />
    
    				<tween_start object="../ch_rect/crl" alpha="@dot_alpha" />
    
    				<tween_start object="../ch_rect/crr" alpha="@dot_alpha" />
    
    			</frame>
    
    			<frame name="fade_in" skip="3">	
    
    				<tween_end object="../ch_centre_spr/aim_centre" alpha="0" />
    
    
    				<tween_end object="../ch_rect/crt" alpha="0" />
    
    				<tween_end object="../ch_rect/crb" alpha="0" />
    
    				<tween_end object="../ch_rect/crl" alpha="0" />
    
    				<tween_end object="../ch_rect/crr" alpha="0" />
    
    			</frame>
    
    		</sprite>
    
    
    		<sprite name="ch_dots_fade">
    
    			<frame>
    
    				<pause/>
    
    			</frame>
    
    			<frame name="fade_out">
    
    				<tween_start object="../ch_rect/crt" alpha="@dot_alpha" />
    
    				<tween_start object="../ch_rect/crb" alpha="@dot_alpha" />
    
    				<tween_start object="../ch_rect/crl" alpha="@dot_alpha" />
    
    				<tween_start object="../ch_rect/crr" alpha="@dot_alpha" />
    
    			</frame>
    
    			<frame name="fade_in" skip="3">	
    
    				<tween_end object="../ch_rect/crt" alpha="0" />
    
    				<tween_end object="../ch_rect/crb" alpha="0" />
    
    				<tween_end object="../ch_rect/crl" alpha="0" />
    
    				<tween_end object="../ch_rect/crr" alpha="0" />
    
    			</frame>
    
    		</sprite>
    
    
    		<frame>
    
    			<place object="expand_circle" />
    
    			<!--<goto_frame object="expand_circle" number="50" />-->
    
    
    			<!--<place object="ch_circle_spr" at="400 300 0" align="0.5 0.5" size="40" />-->
    
    			<place object="ch_centre_spr" at="400 300 0" align="0.5 0.5" size="33" />			
    
    			<place object="ch_rect" at="400 300 0" size="40" align="0.5 0.5" />
    
    
    			<place object="ch_fade" at="400 300 0" size="40" align="0.5 0.5" />	
    
    			<place object="ch_dots_fade" at="400 300 0" size="40" align="0.5 0.5" />	
    
    
    			<place object="usable_spr" at="400 300 0" align="0.5 0.5" size="33" />			
    
    			<remove object="usable_spr"/>
    
    
    			<!--
    
    			<clone object="rect" name="middle" />
    
    			<place object="middle" at="399 299 0" size="1" />
    
    			-->
    
    
    			<callback function="setup_crosshair" />
    
    
    		</frame>
    
    	</movie>
    
    </gui>

    You can copy and paste it right over your's and test.

  9. May work in multiplayer too but I can't quarantee.

    I will take a look on editing the "sight" too.

    Because if you edit the base_color RGB values you will change the colours of the reticules and sight + all the game window colors.

    If there is somebody willing to tell editing the sight too i would apreaciate it.

    Now i will take a little break.

  10. k, I think i was too tried last time, because it wasn't that hard.

    I'll show the results first, I changed both the crosshair and reticule colours to yellow with RGB values 255 255 0

    (There is a complete code at the most bottom which you can also use)

    yellowretandcross.jpg

    You have to define a new color with a simple code:

    <xdefine name="yellow_color" value="255 255 0" />
    I placed this under the last line of these:
    <gui>
    
    	<movie name="crosshair_scar">	
    
    		<xi:include href="interface_items.xml" />	
    
    
    		<!--<xdefine name="frame_color" value="23 197 192" />-->
    
    		<!--<xdefine name="frame_color_highlight" value="255 108 0" />-->
    
    
    		<xdefine name="dot_h" value="3 2" />
    
    		<xdefine name="dot_v" value="2 3" />
    
    
    		<xdefine name="dot_org_position" value="20" />
    
    
    		<xdefine name="dot_max_pos_spread" value="120" />
    
    		<xdefine name="dot_max_min_spread" value="-80" />
    
    
    		<xdefine name="dot_org_pos_spread" value="27" />
    
    		<xdefine name="dot_org_min_spread" value="13" />
    
    	<xdefine name="yellow_color" value="255 255 0" />
    
    
    		<xdefine name="dot_alpha" value="210" />		
    
    
    		<xdefine name="ch_alpha" value="180" />
    
    
    		<rect name="rect" color="@yellow_color" />
    At the above remember to also change the last line's value to @yellow_color Next we edit a line from here: You see the line before </frame>, change the @base_color to @yellow_color
    <!-- S P R I T E S -->		
    
    		<!--
    
    		<sprite name="ch_circle_spr">
    
    			<frame>
    
    				<place object="aim" size="32" at="21 21 0" align="0.5 0.5" />
    
    			</frame>
    
    		</sprite>	
    
    		-->
    
    
    		<sprite name="ch_centre_spr">
    
    			<frame>
    
    				<place object="aim_centre" size="32" at="17 17 0" align="0.5 0.5" color="@yellow_color" />
    
    			</frame>
    
    		</sprite>	
    Now we should have yellow reticules and crosshair. I used yellow in my definition, you can choose a color you like by changing those RGB values. Here is the complete code for the file, if you experience problems with editing. Just copy and paste this to over you own crosshair_scar.xml
    <gui>
    
    	<movie name="crosshair_scar">	
    
    		<xi:include href="interface_items.xml" />	
    
    
    		<!--<xdefine name="frame_color" value="23 197 192" />-->
    
    		<!--<xdefine name="frame_color_highlight" value="255 108 0" />-->
    
    
    		<xdefine name="dot_h" value="3 2" />
    
    		<xdefine name="dot_v" value="2 3" />
    
    
    		<xdefine name="dot_org_position" value="20" />
    
    
    		<xdefine name="dot_max_pos_spread" value="120" />
    
    		<xdefine name="dot_max_min_spread" value="-80" />
    
    
    		<xdefine name="dot_org_pos_spread" value="27" />
    
    		<xdefine name="dot_org_min_spread" value="13" />
    
    	<xdefine name="yellow_color" value="255 255 0" />
    
    
    		<xdefine name="dot_alpha" value="210" />		
    
    
    		<xdefine name="ch_alpha" value="180" />
    
    
    		<rect name="rect" color="@yellow_color" />
    
    
    		<!--<bitmap name="aim" texture="data\textures\gui\crosshair_std_circle" uv_rect="0 0 @div(31,32) @div(31,32)" size="31 31" color="@highlight_hud_color" alpha="@ch_alpha" />-->
    
    		<bitmap name="aim" texture="data\textures\gui\crosshair_std_circle" color="@highlight_hud_color" alpha="@ch_alpha" />
    
    		<bitmap name="aim_centre" texture="data\textures\gui\crosshair_std" color="@base_color" alpha="@ch_alpha" />
    
    
    		<!--
    
    		<unit name="aim_th" unit="predator_target_horizontal" detach="true" color="@base_color">
    
    			<connect_material material="aimlines_instanced" color="color" alpha="opacity"/>
    
    		</unit>
    
    		<unit name="usable" unit="std_aim" detach="true" color="@highlight_color">
    
    			<connect_material material="hudlines" color="color" alpha="opacity"/>
    
    		</unit>
    
    		-->
    
    
    <!-- S P R I T E S -->		
    
    		<!--
    
    		<sprite name="ch_circle_spr">
    
    			<frame>
    
    				<place object="aim" size="32" at="21 21 0" align="0.5 0.5" />
    
    			</frame>
    
    		</sprite>	
    
    		-->
    
    
    		<sprite name="ch_centre_spr">
    
    			<frame>
    
    				<place object="aim_centre" size="32" at="17 17 0" align="0.5 0.5" color="@yellow_color" />
    
    			</frame>
    
    		</sprite>	
    
    
    
    		<sprite name="expand_circle">
    
    			<frame>
    
    				<pause/>
    
    			</frame>
    
    			<frame>
    
    				<tween_start object="/ch_rect/crt" at="@dot_org_position @dot_org_min_spread 0" />
    
    				<tween_start object="/ch_rect/crb" at="@dot_org_position @dot_org_pos_spread 0" />
    
    				<tween_start object="/ch_rect/crl" at="@dot_org_min_spread @dot_org_position 0" />
    
    				<tween_start object="/ch_rect/crr" at="@dot_org_pos_spread @dot_org_position 0" />
    
    			</frame>
    
    			<frame skip="98">	
    
    				<tween_end object="/ch_rect/crt" at="@dot_org_position @dot_max_min_spread 0" />
    
    				<tween_end object="/ch_rect/crb" at="@dot_org_position @dot_max_pos_spread 0" />
    
    				<tween_end object="/ch_rect/crl" at="@dot_max_min_spread @dot_org_position 0" />
    
    				<tween_end object="/ch_rect/crr" at="@dot_max_pos_spread @dot_org_position 0" />
    
    			</frame>
    
    		</sprite>	
    
    
    		<sprite name="usable_spr">
    
    			<frame>
    
    				<place object="aim" size="32" at="17 17 0" align="0.5 0.5" />
    
    			</frame>
    
    		</sprite>
    
    
    		<sprite name="ch_rect">
    
    			<frame>
    
    				<clone object="rect" name="crt" />
    
    				<clone object="rect" name="crb" />			
    
    				<clone object="rect" name="crl" />
    
    				<clone object="rect" name="crr" />
    
    
    				<place object="crt" at="@dot_org_position @dot_org_min_spread 0" align="0.5 0.5" size="@dot_v" alpha="@dot_alpha" />
    
    				<place object="crb" at="@dot_org_position @dot_org_pos_spread 0" align="0.5 0.5" size="@dot_v" alpha="@dot_alpha" />	
    
    				<place object="crl" at="@dot_org_min_spread @dot_org_position 0" align="0.5 0.5" size="@dot_h" alpha="@dot_alpha" />	
    
    				<place object="crr" at="@dot_org_pos_spread @dot_org_position 0" align="0.5 0.5" size="@dot_h" alpha="@dot_alpha" />	
    
    
    
    			</frame>		
    
    		</sprite>
    
    
    		<sprite name="ch_fade">
    
    			<frame>
    
    				<pause/>
    
    			</frame>
    
    			<frame name="fade_out">
    
    				<tween_start object="../ch_centre_spr/aim_centre" alpha="@ch_alpha" />
    
    
    				<tween_start object="../ch_rect/crt" alpha="@dot_alpha" />
    
    				<tween_start object="../ch_rect/crb" alpha="@dot_alpha" />
    
    				<tween_start object="../ch_rect/crl" alpha="@dot_alpha" />
    
    				<tween_start object="../ch_rect/crr" alpha="@dot_alpha" />
    
    			</frame>
    
    			<frame name="fade_in" skip="3">	
    
    				<tween_end object="../ch_centre_spr/aim_centre" alpha="0" />
    
    
    				<tween_end object="../ch_rect/crt" alpha="0" />
    
    				<tween_end object="../ch_rect/crb" alpha="0" />
    
    				<tween_end object="../ch_rect/crl" alpha="0" />
    
    				<tween_end object="../ch_rect/crr" alpha="0" />
    
    			</frame>
    
    		</sprite>
    
    
    		<sprite name="ch_dots_fade">
    
    			<frame>
    
    				<pause/>
    
    			</frame>
    
    			<frame name="fade_out">
    
    				<tween_start object="../ch_rect/crt" alpha="@dot_alpha" />
    
    				<tween_start object="../ch_rect/crb" alpha="@dot_alpha" />
    
    				<tween_start object="../ch_rect/crl" alpha="@dot_alpha" />
    
    				<tween_start object="../ch_rect/crr" alpha="@dot_alpha" />
    
    			</frame>
    
    			<frame name="fade_in" skip="3">	
    
    				<tween_end object="../ch_rect/crt" alpha="0" />
    
    				<tween_end object="../ch_rect/crb" alpha="0" />
    
    				<tween_end object="../ch_rect/crl" alpha="0" />
    
    				<tween_end object="../ch_rect/crr" alpha="0" />
    
    			</frame>
    
    		</sprite>
    
    
    		<frame>
    
    			<place object="expand_circle" />
    
    			<!--<goto_frame object="expand_circle" number="50" />-->
    
    
    			<!--<place object="ch_circle_spr" at="400 300 0" align="0.5 0.5" size="40" />-->
    
    			<place object="ch_centre_spr" at="400 300 0" align="0.5 0.5" size="33" />			
    
    			<place object="ch_rect" at="400 300 0" size="40" align="0.5 0.5" />
    
    
    			<place object="ch_fade" at="400 300 0" size="40" align="0.5 0.5" />	
    
    			<place object="ch_dots_fade" at="400 300 0" size="40" align="0.5 0.5" />	
    
    
    			<place object="usable_spr" at="400 300 0" align="0.5 0.5" size="33" />			
    
    			<remove object="usable_spr"/>
    
    
    			<!--
    
    			<clone object="rect" name="middle" />
    
    			<place object="middle" at="399 299 0" size="1" />
    
    			-->
    
    
    			<callback function="setup_crosshair" />
    
    
    		</frame>
    
    	</movie>
    
    </gui>

  11. Hey,

    I was able to remove the old style crosshair.

    First locate the file crosshair_scar.xml

    File can be found here "Ghost Recon Advanced Warfighter\Data\gui"

    Then you need to edit the file a little.

    The start of my file looks like this:

    <gui>
    
    	<movie name="crosshair_scar">	
    
    		<xi:include href="interface_items.xml" />	
    
    
    		<!--<xdefine name="frame_color" value="23 197 192" />-->
    
    		<!--<xdefine name="frame_color_highlight" value="255 108 0" />-->
    
    
    		<!--<xdefine name="dot_h" value="3 2" />
    
    		<!--<xdefine name="dot_v" value="2 3" />
    
    
    		<!--<xdefine name="dot_org_position" value="20" />
    
    
    		<!--<xdefine name="dot_max_pos_spread" value="120" />
    
    		<!--<xdefine name="dot_max_min_spread" value="-80" />
    
    
    		<!--<xdefine name="dot_org_pos_spread" value="27" />
    
    		<!--<xdefine name="dot_org_min_spread" value="13" />
    
    
    
    
    This is the second part:
    <!-- S P R I T E S -->		
    
    		<!--
    
    		<sprite name="ch_circle_spr">
    
    			<frame>
    
    				<place object="aim" size="32" at="21 21 0" align="0.5 0.5" />
    
    			</frame>
    
    		</sprite>	
    
    		-->
    
    
    		<!--<sprite name="ch_centre_spr">
    
    			<frame>
    
    				<place object="aim_centre" size="32" at="17 17 0" align="0.5 0.5" color="@base_color" />
    
    			</frame>
    
    		</sprite>	

    <!-- should disable the part of the code if im right. :)

    Just compare this to your file and fix what is needed.

    It's also possible to change the colours of the original style crosshair.

  12. Exctract the data folder inside the bundle to your GRAW main folder.

    Or exctract all the folders from the bundle's data folder to your GRAW/Data folder.

    Then edit the .xml files as you wish or textures, whatever you prefer.

    And remember to rename the quick.bundle file to something else so the game will use the data folder instead of bundle.

    Sorry for my rusty english.... but could you or someone else give me more info/instruction about how to uncompress graw data?

    I have the original full game installed and i want to be sure it will work after uncompressing data...

    I mean a step by step giude.... or similar.... if possible :wacko:

    thanks anyway....

    I will write a short quide with images if there is nobody else doing it.

    I post a link to you later.

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