CANDY_MAN 0 Posted December 7, 2003 Share Posted December 7, 2003 I figured out how to make guns pretty good and now i can make a decent gun in about an hour and have it working properly in SP and MP So now my next goal is to make skins...I would rather not make my own yet i just want to get some characters playable in multiplayer...like the specialists or even some of the enemies if its possible (im sure it is). I dont know if anyone has found out how to do this yet cuz i havent seen any mods for it and i was wanting to be the first. The problem is that i have played around with someof the .chr and .atr files and cant seem to find out how to do it. Help would be great! ICQ: 82673077 Quote Link to post Share on other sites
FlyBy 0 Posted December 8, 2003 Share Posted December 8, 2003 (edited) old trick, add an actor to the kits/"whatever_restriction".kil like this : <Actor Name="mp_plt1_georges_urban.atr"> <-- name of specialist`s *.atr goes here <Kit Name="scott_ibrahim-02.kit"/> <Kit Name="scott_ibrahim-03.kit"/> <Kit Name="scott_ibrahim-04.kit"/> <Kit Name="astra_galinsky-02.kit"/> <Kit Name="astra_galinsky-03.kit"/> <Kit Name="astra_galinsky-04.kit"/> <Kit Name="dieter_munz-01.kit"/> <Kit Name="dieter_munz-02.kit"/> <Kit Name="dieter_munz-03.kit"/> <Kit Name="ak47 and cigarette.kit"/> <Kit Name="ak47 and beercan.kit"/> </Actor> if he wont show up u may have to add the atr to the Actor/MP Actor Files directory and rename it to "mp_plt1_blabla" Edited December 8, 2003 by FlyBy Quote Link to post Share on other sites
CANDY_MAN 0 Posted December 9, 2003 Author Share Posted December 9, 2003 Thank you so much that helps alot! Theres just one problem tho.....they have no faces lol. They all have see thru faces. except for Jodit Haile for some reason his works fine. I didnt edit the .atr files at all I just copied and pasted it into my MP Actor Files and renamed them. Like i took Buzz Gordon and renames him to mp_plt1_buzz_gordon.atr and stuck it into that folder. and then put him into the no_restrictions.kil. He shows up in multiplayer all but his head. He has his hat on but its floating. do you know why? Quote Link to post Share on other sites
CANDY_MAN 0 Posted December 9, 2003 Author Share Posted December 9, 2003 UPDATE: I figured out why the faces were all messed up. Because i was in a desert siege map...so the .atr file didnt have anything for the <DesertModelFace>, <DesertBlinkFace>, or the Jungle ones so all i did is put those into all the .atr files and used the <ModelFace> and <BlinkFaceName> for the desert and jungle ones...so they all work. I did the same thing with a few terrorist characters i added. the thing is, the specialists that are in desert siege dont change their uniforms between maps...they all have woodland camo even on the desert missions. And in the island thunder maps henry ramirez doesnt have his boonie and buzz gordon doesnt have his bdu hat...its his helmet...i know the hats are attachments but i dont know anything about editing that stuf...and i know the camos have something to do with the <LOD#> line but when i look at the .atr files from the original missions and the ones from island thunder and desert siege, they are the same...they dont have: <DesertLOD1>blahblah.chr</DesertLOD1> <DesertLOD2>blahblah.chr</DesertLOD2> <DesertLOD3>blahblah.chr</DesertLOD3> <JungleLOD1>blahblah.chr</JungleLOD1> <JungleLOD2>blahblah.chr</JungleLOD2> <JungleLOD3>blahblah.chr</JungleLOD3> like the mp_plt1_asl.atr files do...and i figured i could just take the <LOD#> lines out of the desert and island .atr files and put them in as <DesertLOD#>and<JungleLOD#> but they are the same name...any suggestions?? Quote Link to post Share on other sites
WytchDokta 6 Posted December 9, 2003 Share Posted December 9, 2003 Somewhere I have a mod where I have put my custom specialists in MP. Works the same as putting the standard specialists in MP.... I'll see if I can find it. Quote Link to post Share on other sites
STU_Snake 0 Posted December 9, 2003 Share Posted December 9, 2003 That server side nightmare, or do all people have to get it? Quote Link to post Share on other sites
CANDY_MAN 0 Posted December 10, 2003 Author Share Posted December 10, 2003 that would be cool if you could find it Quote Link to post Share on other sites
FlyBy 0 Posted December 10, 2003 Share Posted December 10, 2003 They don`t have DesertLOD/JungleLOD cause if u take a DS map the engine will automatically switch to DS specialists. If You choose standard GR map u will have standard GR specialists too, although DS and IT are active and have normal LOD entries... see ? For Your custom specialists You may add DesertLOD/JungleLOD, it works. Look in the mp2/character/specialist folder, there is a henry_ramirez_a_cuba.chr for example. Point to this in the JungleLOD and do likewise with the desertLOD. As u may have already guessed, the chr`s are the actual 3d-models with inherent info on which texture is to be used on this model... So it`s enough to just reference the wanted chr... Quote Link to post Share on other sites
WytchDokta 6 Posted December 10, 2003 Share Posted December 10, 2003 Ah no it aint server sided, but if ya want me to release it officially, I will.... Quote Link to post Share on other sites
CANDY_MAN 0 Posted December 11, 2003 Author Share Posted December 11, 2003 Thanks, FlyBy. It worked perfectly! i figured out how to get the desert and jungle faces in too. I also got the enemies from the original missions and desert seige in multiplayer too. They work its just when i am using an original mission or jungle mission the head attachments dont work...they arent there. do i have to add <DesertJungleHeadAttachment> or something?? Ill play around with it plus im gonna add the enemies from Island Thunder. My friend and I play using IP addresses and on a LAN but he just reformatted his hard drive and is also getting a new one. Hes gonna try not to install GR on it till he gets his new hard drive so i wanna get this mod working perfectly by the time he gets his HD...but hes prolly gonna end up installing it on his old one cuz hes itching to play lol Any thoughts on the Attachments?? Quote Link to post Share on other sites
FlyBy 0 Posted December 11, 2003 Share Posted December 11, 2003 (edited) On the very top of this skin forum is a "Miscellaneous Mini-Tutorials" which lists all IT attachment tags that will also work on other maps but I don`t exactly know when a <HeadAttachment> <--stock or DS maps ? <HeadAttachmentNormalLOD> <--stock or DS maps ? <HeadAttachmentJungleLOD> <-- surely jungle maps ) will be used. Think it`s for differently tagged maps (normal, desert, jungle).... You`ll have to try Your way through this. Place different attachments there and see on which maps which one gets chosen. And post Your experiences here ) Have fun... Hey if You play regularly with Your friend, how about mapping Your faces onto a character ? Did it with my friends and nothing beats seeing them running through the game ) Everybody chose a model he liked best and I did it in a desert/jungle version and a second character with urban camo (damn there isn`t an urban tag for maps; one character would`ve been enough then) There is a tut about how to do a decent face texture in the recon section of ghostrecon.net and u just have to reference it in the atr-file... Just think of Your friends surprise if he finds himself with name and face in the game ;-) Just beware if You choose a specialist as Your character, they have different face proportions than normal models. Just compare and You`ll see.. Edited December 11, 2003 by FlyBy Quote Link to post Share on other sites
CANDY_MAN 0 Posted December 11, 2003 Author Share Posted December 11, 2003 (edited) my friend suggested the idea of adding us into the game and we both agreed that it would be awesome, but when i was looking at the face textures of the game i noticed that they are all streched wierd cuz they wrap around the model and just figured it to be WAY too hard but since theres a tutorial ill give it a shot. When he brought that up he was so excited to think of us in the game lol so now i hope to get this right hehe it will be his chistmas preasent since im a broke ######. Edited December 11, 2003 by CANDY_MAN Quote Link to post Share on other sites
CANDY_MAN 0 Posted December 11, 2003 Author Share Posted December 11, 2003 Thanks again, FlyBy, for pointing me in the right direction. The attachments work in the original missions and IT missions. Here is what i have found with the ethiopeans: <HeadAttachment> is the attachment you see in DS missions <HeadAttachmentNormalLOD> is the attachment you see in the original missions <HeadAttachmentJungleLOD> is the attach ment you see in IT missions same goes with the neck attachments and the lower spine attachments...i didnt see any mid spine attachments or thigh attachments in the DS model folder but they may not be used in DS maybe just IT. Also i dont know if the attachment tags are different for IT cuz i havent put the characters into multiplayer yet but im getting ready to and ill post what i find out. Quote Link to post Share on other sites
Avey 0 Posted December 11, 2003 Share Posted December 11, 2003 To see which attachmetns go where, download this mini-mod. And to clarify on the attachments (Taken from theplatoon): replace the old attachments details with the following (note the brackes are those funny little arrow thingys) [HeadAttachmentNormalLOD]blah.qob[/HeadAttachmentNormalLOD] --- this is for Euro maps [HeadAttachment]blah.qob[/HeadAttachment] --- this is for Desert maps [HeadAttachmentJungleLOD]blah.qob[/HeadAttachmentJungleLOD] --- this is for jungle maps (no shiz sherlock!) BIG NOTE!!!!!!! for spine attachements, although you still call the helper SpineMid or SpineLow in the atr file they are as follows: [LowSpineAttachmentNormalLOD]blah.qob[/LowSpineAttachmentNormalLOD] & [MidSpineAttachmentNormalLOD]blah.qob[/MidSpineAttachmentNormalLOD] EXCEPT FOR DESERT ONES which are still called: [spineMidAttacment..... (nearly cost me a new keyboard that one...) BIG COOL TIP!!!!!!!! If you make a helmet or headgear, call the helper point ^BoneHelper, then when you attach it in the atr file add the following: [DoHeadPhysics]1[/DoHeadPhysics] now when your character gets nadded, their helmet sometimes gets blown off ! lol Quote Link to post Share on other sites
CANDY_MAN 0 Posted December 12, 2003 Author Share Posted December 12, 2003 here is what i found out: Original GR Characters/Specialists: <ModelFace> face texture you see in original game <BlinkFaceName> blink face texture you see in original game <DesertModelFace> face texture you see in DS <DesertBlinkFace> blink face texture you see in DS <JungleModelFace> face texture you see in IT <JungleBlinkFace> blink face texture you see in IT <LOD#> Character textures (ie: camos) you see in original game <DesertLOD#> Character textures (ie: camos) you see in DS <JungleLOD#> Character textures (ie: camos) you see in IT DS Enemies: Faces are the same and enemies have no other camos but DS and IT have attachments but im just gonna do the heads... <HeadAttachmentNormalLOD> hat/helmet you see in original game <HeadAttachment> hat/helmet you see in DS <HeadAttachmentJungleLOD> hat/helmet you see in DS IT Enemies: It is the same as DS... <HeadAttachmentNormalLOD> hat/helmet you see in original game <HeadAttachment> hat/helmet you see in DS <HeadAttachmentJungleLOD> hat/helmet you see in DS at first i thought <HeadAttachment> would be the one you would see in IT and i would replace "Normal" with desert but LUCKILY i tried it like DS first or else i would have done a bunch of work for nothing so there it is for anyone who got confused by Avey (like me ) OH P.S. for the spine attachments: <LowSpineAttachmentNormalLOD> Original missions <SpineLowAttachment> DS missions <LowSpineAttachmentJungleLOD> IT missions NOTE: The DS one is "SpineLow" instead of "LowSpine"....same with the mid spine attachments. Quote Link to post Share on other sites
FlyBy 0 Posted December 12, 2003 Share Posted December 12, 2003 so they totally ######ed up the naming conventions... thanx for clarification creating a head texture isn`t really hard, u should just make sure that the eyes, nose, mouth sit exactly over the original ones to look good on the 3d-model. Use 50% opacity or so to get them aligned, select your face, do a border smooth (feather in english ?), inverse selection and delete. This way u get a fade-in on your face that will help to have a smooth gradient from original to new face... Quote Link to post Share on other sites
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