=3dS= Mayo Posted May 10, 2006 Share Posted May 10, 2006 Do anyone knows if it is possible to change the color (light blue) of the "GR Target" ?? ..and How?? Quote Link to comment Share on other sites More sharing options...
Scubaman3D Posted May 10, 2006 Share Posted May 10, 2006 Do anyone knows if it is possible to change the color (light blue) of the "GR Target" ?? ..and How?? I'm sure its possible. Extract quick.bundle with Nemon's bundle extractor (look in the map mod board for that) and look in the GRAW\data\textures folder for something. Download the DDS plugin for Photo Shop from NVIDIA and change the color. I would look for it, but I'm at work. Quote Link to comment Share on other sites More sharing options...
=3dS= Mayo Posted May 11, 2006 Author Share Posted May 11, 2006 Thank-You scubaman, i will have a look! Quote Link to comment Share on other sites More sharing options...
vlad Posted May 12, 2006 Share Posted May 12, 2006 (edited) 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) 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> Edited May 13, 2006 by vlad Quote Link to comment Share on other sites More sharing options...
=3dS= Mayo Posted May 12, 2006 Author Share Posted May 12, 2006 Woow Vlad, it seems you have an answer for everything!!! Thank-you i know i can't use it in MP.. anyway there is a friends of mine that has "color visulizing problems" (do not know how to explain...) anf this can help him!!! Quote Link to comment Share on other sites More sharing options...
vlad Posted May 12, 2006 Share Posted May 12, 2006 (edited) 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. Edited May 12, 2006 by vlad Quote Link to comment Share on other sites More sharing options...
Scubaman3D Posted May 12, 2006 Share Posted May 12, 2006 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. I'm looking in to editing the reddot scope currently. I'll post if I find anything. Quote Link to comment Share on other sites More sharing options...
vlad Posted May 13, 2006 Share Posted May 13, 2006 (edited) 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> Edited May 13, 2006 by vlad Quote Link to comment Share on other sites More sharing options...
Lightspeed Posted May 29, 2006 Share Posted May 29, 2006 (edited) I wanted to get rid of the bluish one (unscoped), it just doesnt show up well enough ingame. So if I wanted a bright red, or hot pink ret, how would I go about that please? I do remember seeing a topic on Reticule a while back, but couldnt track it down, so apologies if this has been asked/answered already. Lighty. [Merged into existing thread] Edited May 29, 2006 by Pave Low Quote Link to comment Share on other sites More sharing options...
Deosl Posted May 29, 2006 Share Posted May 29, 2006 This thread can help you. http://www.ghostrecon.net/forums/index.php?showtopic=34538 Quote Link to comment Share on other sites More sharing options...
Lightspeed Posted May 29, 2006 Share Posted May 29, 2006 thanx spot on Quote Link to comment Share on other sites More sharing options...
spookn Posted June 8, 2006 Share Posted June 8, 2006 (edited) Is there a way to go from blue to, sayyy, ANY OTHER color? Yellow perhaps, or red. I keep losing the blue into the background. I tried the gun mod out, and it had a yellow color. Which was better. But I'd like to keep the original guns for now, and just chanmge the color of the reticle. Thanbkx B [Merged into existing thread] Edited June 8, 2006 by Pave Low Quote Link to comment Share on other sites More sharing options...
huddex Posted June 15, 2006 Share Posted June 15, 2006 Anyone who knows hiow to change the rett colour for the nades? Quote Link to comment Share on other sites More sharing options...
davros Posted June 17, 2006 Share Posted June 17, 2006 (edited) Hi guys, got a strange problem with this mod....crosshair_scar.xml is not compiling to a bin, and in the game I do not have a reticle...even if I just move the unmodded crosshair_scar.xml in there, it does the same thing.... I even unbundled again to make sure the xml was "clean"...oh I also tried copying the xml in the above post and it too gave the same result, no .bin and no reticle. I have my modded xml files in \local\engligh\gui, and other mods compile and work ok, infact if I put say another crosshair_xxx.xml file in there, say crosshair_combatsight.xml or crosshair_scope.xml, it compiles to a bin and works fine (I am also modding the sniper scope color and black border and it's working out nicely). So any ideas as to why this particular file will not compile? PS. This is in multiplayer co-op...I've not tried it in mission etc. Edited June 17, 2006 by davros Quote Link to comment Share on other sites More sharing options...
davros Posted July 2, 2006 Share Posted July 2, 2006 Bump. Anyone help me out here? Quote Link to comment Share on other sites More sharing options...
sgt.hoot Posted April 29, 2007 Share Posted April 29, 2007 i got a question i have the 3rd person mod and for some reason the just plain circle goes out of kilter and like way to the left and my resolution is on 1378 and it goes fine on 800x600 could u find a cure plz lol.. Quote Link to comment Share on other sites More sharing options...
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