Vth_F_Smith
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Posts posted by Vth_F_Smith
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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!some time ago people would have liked RVS like arm patches
seeing how this skinnning is progressing and some arm patches with clans and stuff
i was wondering if this is a start for individual patching (arm patching)
i know that a lot of things will be difficult because it needs some internet thing communication between players and server and players, but hell a man can dream can't he ??
so far the work being done by all the people here skinning it looks prommising how the skins will work and you can see arm patch variations, so it made me wonder
is it possible ?
can anyone answere this ?? (any grin thoughts out there ?? )
i will look in my own little world for the answere but any help is welcome, because i think this would be a fine addition to GRAW online
thanks for all the hard work done allready by you, grin and modders out there

But keep your head up I mean, only because it's not yet possible doesn't mean it'll never be possible!

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Couldn't have said it better!Luvin the game guys keep up the good work

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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!I cant really comment on what and or if or how much mod support there will be in the end but when that day comes Ill give you my word that atleast I will do my best provide some tutorials on the parts that I have worked with aslong as I get the greenlight from the big men upstairs to do so.we are just as eager as you people to see what the mod community can come up with! I know that quite alot of the people here at the office has actually installed some of the mods that has been produced so far..like the blood mod for example

We're pretty much limited on the possibilities as long as we can't work with dsf and dxe files!
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Excellent idea![..]I shoved a list of things about Tac map to be fixed. IE: auto scroll to your team mate your highlighting ...
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Maybe if you'd choose a different DXT format - however I'm not sure if others than DTX5 are compatable with GRIN's engine!How to reduce the size of a modified skin while saving?
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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)?So could somebod with 3ds max potentially make new 3d textures in the game?
I'm thinking of trying the 30 day demo and I can buy it for not that much money from school if I like it.
Is it worth it???
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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!We are looking for a way to do this through the sb_global.xml file.
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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!This all sounds reasonable, however the one thing that it seems will remain missing is the ability for the team leader to change the rules of engagement dynamically.

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).My suspicion is that the Grin folks spent a fair bit of effort to tune these paramaters in order to get a the Ghost AIs to behave "well".
You might be right on that, but if there's something I learned from past experiences then it's:"Never say never"!Sure you can probably make them a bit more passive or aggressive to change the overall game play, but I suspect that short of a more complex change there will be no way to get the AI to hide in cover until you tell them to "suppress" at which point they would pop up and execute an ambush on the unsuspecting tangos.
BTW:
In case they really won't integrate the RoE system into the game with a future patch / add on or at least an expansion pack then maybe they could help us to create something like that on our own. The mod community is resourceful and capable enough (IMO Ubi keeps underestimating the mod factor of their games) to pull that off all by itself if necessary. I'm confident it would just need a bit of help from GRIN's AI programmer/s and two or maybe a few more of our powerful modders to re-create that in GRAW - if it should be necessary (Hint @ GRIN)!

I mean just have a look at what the mod community accomplished so far with a bit of help by our fellow GRIN comrades and then imagine, what would be possible with just a bit more help from them. "The sky is the limit"!

PS: Yes I know, I'm a damn optimist - but I can perfectly live with that!

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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_fire_style setting to "1" this could result in a much more defensive AI. At the moment I'm unable to test it myself, but maybe some of you could do that - I'd be interessted in the results of these modifications. If it turns out the way I expect it, the ghosts won't instantly shoot on sight but instead only return the fire if the enemy AI is shooting at them. Let's combine this with a lower setting (about 1 or 2) at the line<var name="current_fire_style" type="number" default="1"/> <!-- 0 = offensive, 1=defensive, 2=suppressive -->
and also a lower one (also 1 or 2) at the line<var name="con_wants_attack" type="number" default="3"/> <!-- go out and fire at enemie, how much do we want it 0-5 -->
just to see if it does what I think it'll do. If I'm correct then the ghosts will die a lot less then and therefor become even more effective, since their self preservation factor would be increased!<var name="con_wants_out" type="number" default="3"/> <!-- keep your head out if fired upon, how much do we want it 0-5 -->
What I expect is that after these modifications they'll first, look out for cover and won't shoot on sight (which would add a lot to the stealth factor). They'll also - in case they are under fire, keep their heads down and return the fire as soon as it's "safe" (this way they won't keep standing in the enemy's line of fire)!

I'm curious if there's a way to add something to the ghost AI that would basically tell them: "If someone of our team is under fire and you're near him, get behind cover and suppress the attacker in order to give your comrade enough time, to leave the enemy's line of fire." As well as telling the AI under fire: "If you're under fire, try to find and get behind cover as fast as possible while one of your comrades is suppressing the enemy. Don't return the fire as long as you're not behind cover." Maybe GRIN's awesome AI programmers could have a look at that.
I mean, one of the first lessons they teach you as a soldier (at least it's been one of the first I was taught and I don't think that's different in other countries military forces) is: First get behind cover then attack / return the fire.
Being behind cover and care for your own, as well as your comrade's safety should have one of the highest priorities - the AI should react like that!

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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!Hi
So far i have manage to change clipsize of the weapons, thats the only thing i manage to do couse other things like adding scope to assualtrifles silencer to the M99 and likely things get the game to crash. So now i have a question, i want to add alredy existing weapons like the PSG1 and G36 and other weapons that the AI has, any ide how to do this, when i check the xml files i cant se any major difrense between the ghost weapons and the ai weapons.
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There's a much easier way to take screenshots www.fraps.com !Usually "Print Screen" and then paste into a program like MS paint and save...or atleast thats how I do it...And yes, I'll definately be watching lost as well.

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Thx!hey guys just a quick note, you do _not_ need to edit the 3dsmax files or anything else like that in order to make the head show. Im not a scripter but I do know that the headmodel is simply tagged as hidden in the script for the the player. it should be somewhere in "human.dsf" something along the lines of "head visibility" or the like.
Now the problem is: How do we decompile / compile the required file?
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Give them the time they need, please! It's done when it's done!Anyway it is Wednesday now, when will the patch come
,I gues tomorrow.
They won't be able to complete their work faster, the more someone is bugging them (don't take it personally)!
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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 able to "see through it's eyes" but then again he can't control the camera angle and zoom or even it's height freely? Breaks a bit with the realism - in my mind. No offense, GRIN. You guys / girls still did a great job but maybe you were just overlooking this or didn't have the time to integrate this.

Think about it, wouldn't it add another tactical layer to the game (especially for us die-hard tacticians), if Mitchell or whoever is in control of the cypher / predator would manually control the UAV's camera once he's inside the tactical fullscreen mode?
For example in coop (or Deathmatch / DOM etc.):
As a team you'd then have to really rely on your teamleader since he is the only one who'd be able to locate the enemy from far away and once he did, he could zoom in (mousewheel) which would - after a few seconds - automatically mark the enemy on the cross com - visual for every member of the unit. After that he could zoom out (or keep it zoomed in) and turn the camera around or even pan it up / down, to look for another one and also mark this one by zooming in on him for a few seconds.
I mean, he (the teamleader) would be really valuable for the team that way, which would increase the teamplay & realism factor without restrictions like the "if the Ghost Leader dies, the mission is over" thing (Yes I know GRIN is looking into this "issue" but I'd like to mention why they probably integrated this in the first place.) and as I previously said would add a whole new tactical layer to the game!

For those who think it would make the game far more difficult that way (which is true although I prefer the term "challenging"): There could be an option that reactivates the cypher's automatic behaviour for the GRAW beginners as well.
Please feel free to add your comments about this idea because only feedback helps to improve / evolve things!

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@PeeWee678
Please provide us with a screenshot of your modified HUD!

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Depends which kind of imaging suite you're using. I'd suggest Photoshop. But back to your question.Hey guys. I've got my imaging suite set up and ready to go, but it just seems like editing these textures is rather awkward. All kinds of pieces are in a single image at all different kinds of angles. Any tips on how to go about modifying these with relative ease? Also, whats the easiest way to change the camouflage pattern without losing all the details for the belts, elbow pads, etc?
Thanks in advance. I'll keep messing around in the mean time.
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" this will - as the name says invert your selection!

9. Press the del key - this will delete everything inside the inverted selection
10. Merge the "cleaned" layer with the one you changed the texture
11. Save as DDS file
12. You're done, so why you keep reading?
13. Really, there's nothing you'll have to do, you may stop reading at this point!
14. There won't follow any kind of important information, so stop starring at your display!
15. You're still there? Jesus, now what do you want me to do? Dance?
16. I gotta go - I'm on break but if you prefer starring at the screen, do it
17. No really, I'm not offended by it, keep starring as much as you wish
18. Don't you have any hobbies?
19. Friends?
20. A girlfriend? In case you want to continue starring at the screen, would you mind if I date her?

j/k
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So that makes you what? The lord of the patches?This "June patch" is becoming a legend, a gift from the gods, a prophecy that has yet to be fulfilled... it's almost scary.
One Patch to rule them all
One Patch to find them
One Patch to bring them all
and in the darkness bind them

Anyway, thank you. It's good to know that there are still dev's out there, who actually care for their product's quality!


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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?

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Nice work, could you get us all a screenshot of the modified cross com?OK, first off i have messed around with the wireframe cross com and i have it in color.. i can see buildings and stuff but other stuff like ghosts, cars, and i think trees are invisible. Also there are wierd lines that make a curved pattern across the display.

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.
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@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).
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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). -
Thx Vlad, much appreciated!
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And which one? There are 3 versions!hmm im getting a error when i go to run it, am i missing something? it says "The application failed to initialze properly"
You need to make sure you have the .NET framework VERSION 2.0
Look here
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Reeeeeaallyy nice!

@GRIN - AA possible after all? How did you manage it?
in GR:AW (PC) - General Discussion
Posted · Edited by Vth_F_Smith
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 still part of your agenda (because I think it'll be important)?
Thanks for your answers in advance and your dedication to this game as well as it's fan's - it's much appreciated!
Keep on grin-ing! 