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Vth_F_Smith

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Everything posted by Vth_F_Smith

  1. Well, I remember the statement made by (at least I think it was) Bo that AA (Anti Aliasing) won't be possible due to the deferred lighting in GRAW. However since according to the latest features list (the stuff that's going to be added either by patches or the add ons in the near future), it now seems to be possible (which will make a lot of people happy) I'd like to know how you managed to solve that problem. Once again you made something possible that previously wasn't possible (must be a good feeling)! BTW: I missed the replay function on the features list so I'd like to know if it's st
  2. Well it would be possible if the arm patch wouldn't be part of the Ghost's texture but stored in a seperate file. However, since it isn't - I have my doubts that it's possible! But keep your head up I mean, only because it's not yet possible doesn't mean it'll never be possible!
  3. Could you maybe help us to get into the *.dxe and *.dsf file stuff (for example human.dsf)? Then we might be able to even pull off much more impressive things! We're pretty much limited on the possibilities as long as we can't work with dsf and dxe files!
  4. Maybe if you'd choose a different DXT format - however I'm not sure if others than DTX5 are compatable with GRIN's engine!
  5. What do you mean by "new 3D textures"? Textures with a higher resolution and more details or just different textures than we currently have (in which case you won't even need 3DSMax but just a imaging suite capable of handling the DDS plug in from NVidia)?
  6. What if the sb_global.xml doesn't really handle this? I mean, 'til now everyone was only assuming the sb_global.xml does handle this, but what if that's not true? Maybe we need a different approach!
  7. That's the point! I mean, if GRIN should (for whatever reason) decide to keep the RoE out of the game, maybe we could balance it a bit more by making the AI more effective and self preserved! I think you're right about that, however what's still confusing me is: Sometimes one of the ghosts return something like "Yes Sir, going hot!" or "Aggressive - confirmed!" which sounds to me as if there were plans to integrate the RoE into the game but for some reason these plans were canceled (maybe someone of GRIN could confirm / deny that because I don't want to create false rumors). You might be rig
  8. One thing that seems to be the problem with the ghosts AI is, that as soon as they see an enemy they tend to shoot them - which isn't bad at all but simply doesn't work the way it should due to the lack of the awareness options from GR1 (assault, recon, hold fire, fire at will). However, I'm not sure if there's no way to change that for us modders. I recently stumbled over the ghosts AI XML file located in the Data\sb_templates folder and named sb_ghost_ai_data.xml. While I took a look at the file's data, I found a line which could have a nice effect on the AI. Let's say we change the current
  9. I'm curious. Why do you want to get the G36? I mean, the M8 (formally XM8) is almost the same thing as the G36 - only the shape is different (as far as I know). Even the manufacturer is the same!
  10. There's a much easier way to take screenshots www.fraps.com !
  11. Thx! Now the problem is: How do we decompile / compile the required file?
  12. Give them the time they need, please! It's done when it's done! They won't be able to complete their work faster, the more someone is bugging them (don't take it personally)!
  13. I was wondering if we could also mod the cypher a bit. I mean of course the cypher camera is nice and (if there'd be an option to hide it's HUD maybe even by pressing a specific button) it would make a nice tool for machinimas (just imagine in coop - you advance with for example 3/4 men while a 4th/5th is controlling the cypher basically using it like a video camera - shooting all the action you and the rest perform in full color and from various angles) however there's something I'm not that happy about: The cypher is controlled by Mitchell, he decides where the cypher goes and is even
  14. @PeeWee678 Please provide us with a screenshot of your modified HUD!
  15. Depends which kind of imaging suite you're using. I'd suggest Photoshop. But back to your question. 1. Create a duplicate layer of the original uniform texture. 2. Lock the duplicated layer, so you're not risking to accidently make changes to it 3. Hide the locked layer and switch back to the original layer 4. Edit the texture as much as you wish 5. Lock the edited texture layer 6. Switch to the duplicated - original layer and unhide as well as unlock it 7. Grab the polygon tool and select each element you'd like to transfer to the changed texture 8. Now choose "invert selection" thi
  16. So that makes you what? The lord of the patches? Anyway, thank you. It's good to know that there are still dev's out there, who actually care for their product's quality!
  17. Depends, what do you mean by rename? Change the name on their uniform or change the name on the HUD - both is possible by either editing the proper XML file or the texture within the bundle, you know?
  18. Nice work, could you get us all a screenshot of the modified cross com? I think I know why trees, cars & ghosts could be invisible. I mean those are much more complex models than buildings aren't they? I guess they were not supposed to appear inside the small cross com. Probably the engine ignores them because that way it has less complex objects to render which results in smoother gameplay. However, if the engine really does that then there must be a XML file with the corresponding orders and therefor a way to change this behaviour.
  19. @TedSmith I'm having a little problem with your post_effects.xml file (the second). I downloaded the file, renamed the original and moved this one into the data\settings folder, but no full color in the tac map or the buddy cam (cross com)! Did I miss something? EDIT: Never mind, I found the problem (unfortunately).
  20. I wonder if GRIN could seperate the skins for the face from the rest of the texture, so we could create more high resolution face textures (because you see the pixels if you move closer)! Maybe they could simply generate a much larger UV map for the models, that way we could add more details to them (I had seams and another few nice details added to the mask & a real leather texture for the upper side of the gloves, but all that doesn't come through in the game and the bump maps are giving me a headache).
  21. You need to make sure you have the .NET framework VERSION 2.0 Look here And which one? There are 3 versions!
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