Viper Posted July 28, 2006 Share Posted July 28, 2006 So I've been messing around with the bundle extractor and GRIN's bundler tool to try to add a new weapon (or weapons, eventually) to GRAW, using the standard 3D models since we cannot make our own. My first test for this is going to be to add a 5.56mm version of the SCAR with a short barrel, using the SCAR-H model; and then add a 7.62mm SCAR with a long barrel using the SCAR-L model. I've been messing around with the .xml files and can't seem to get any weapons I make (editing the weapon files under \units\weapons) to show up in game. I've also been playing with the \lib\managers\xml\weapon_data.xml file to no avail. There are a number of things I don't quite understand in the \objects\weapons folder, though I think these have to do mostly with models and textures - and so I was hopeing to avoid messing with these, but I think I'm going to have to. This is proving a bit more complicated than editing the .xmls for [GR] , anyone who knows how to do this care to explain exactly what needs to be edited? Clark Quote Link to comment Share on other sites More sharing options...
Viper Posted July 28, 2006 Author Share Posted July 28, 2006 Oh dear me ... looks like I was doing everything right I just forgot one "<" and it didn't compile correctly Alright, things are looking good again ... hopefully I will have a weapon mod done soonish ... Clark Quote Link to comment Share on other sites More sharing options...
Scubaman3D Posted July 28, 2006 Share Posted July 28, 2006 Oh dear me ... looks like I was doing everything right I just forgot one "<" and it didn't compile correctly Alright, things are looking good again ... hopefully I will have a weapon mod done soonish ... Clark Hey, good idea. I was waiting for somebody to do something like this...now if only we could get the EOTECH to work properly on the SCARs... Quote Link to comment Share on other sites More sharing options...
Viper Posted July 29, 2006 Author Share Posted July 29, 2006 Yah, I would also like to get the EoTechs to work on the SCAR as well; but I think that will have to wait untill we can edit animations ... then maybe someone can fix the damn hammer on the M-9 as well ... I have been able to remove the "grime" from around the adge of the aimpoint view and expanded the FoV as much as possible with texture editing - it's not a huge improvment but it's better than it was. now to see if I can edit the sniper scope reticule ... not having a whole lot of luck though ... Clark Quote Link to comment Share on other sites More sharing options...
EricJ Posted July 29, 2006 Share Posted July 29, 2006 If you need a tester... Quote Link to comment Share on other sites More sharing options...
Viper Posted July 30, 2006 Author Share Posted July 30, 2006 Alright, i was thinking about creating a new thread for this, but I might as well use this one to avoid having two threads on more-or-less the same subject (perhaps a thread name change would be a good idea). But anyway, announcing Viper's Weapon Mod: ADDED WEAPONS:FN SCAR-SPC (6.8 x 43mm Remington SPC round)FN SCAR-H AMR (Advanced Marksman Rifle)M-8SPC CarbineM-8SPC Compact-The AMR is a full-length SCAR chambered for the 7.62 x 51mm NATO round with the standard 20-round mag, it can be equipped with an Aimpoint, Suppressor, vertical forgrip, and sniper scope. WEAPON ADJUSTMENTS:MP-5SD6 and M-8 Compact have been added to primary weapons list.The combat sight has been added as an attachment for the M-8 Compact.MK48 name has been changed to FN Mk. 46 to reflect stats and original mag capacity, the mag capacity has also been dropped to 150 to be more realistic.Mag capacity for the Beretta M-9 has been changed to 15, and for the Glock 18C to 17.Accuracy penalty for suppressors will be dropped and the weight penalty increased.Accuracy penalty for grenade launchers will be reduced some.Would like to tweak the number of mags you can carry for some secondary weapons, but have not been able to find out how just yet.Ability to pick up enemy mags for the SCAR-L has been dropped (you can now only pick up ammo with the 5.56mm M-8).OTHER MINOR ADJUSTMENTS:Texture on the SCAR has been tweaked, to make it not so monolithically tan.All the "grime" around the edge of the "combatsights" (Aimpoint and M-8 sight) has been removed, field of view for these scopes has been increased as much as simple texture editing will allow.Aimpoint logo added to the Aimpoint, replacing the "Red Dot" logoWould like to change the sniper reticule to something more realistic, but have not found the file to edit yet.Names for nearly all weapons and attachments changed to better reflect reality.This is not necessarily the final list, things I have having trouble with may be dropped and other things that I think of or forgot here will be added. I hope to release this within a week, though it may be sooner if I work fast and don't get distracted by other things I'm supposed to be doing ... like work ... Clark Quote Link to comment Share on other sites More sharing options...
EricJ Posted July 30, 2006 Share Posted July 30, 2006 Mig1s mod already allows you to add the SN-3, foregrip, suppressor, etc. And is the "combat sight" (known as the EOTech Holosight) for the M8 zeroed? Quote Link to comment Share on other sites More sharing options...
Scubaman3D Posted July 30, 2006 Share Posted July 30, 2006 Mig1s mod already allows you to add the SN-3, foregrip, suppressor, etc. And is the "combat sight" (known as the EOTech Holosight) for the M8 zeroed? I don't think you can do that. The scope on the M8 is sort of integrated into the hand rail, or whatever its called. Quote Link to comment Share on other sites More sharing options...
EricJ Posted July 30, 2006 Share Posted July 30, 2006 Even then it's actually more accurate with the iron sights anyways. Quote Link to comment Share on other sites More sharing options...
Commander Outcast Posted July 30, 2006 Share Posted July 30, 2006 (edited) I can test too......I think though, once ppl figure out the modeling, we need an ak-47 as a secondary, and a primary one all pimped out with a gl and a scope and stuff Edited July 30, 2006 by Commander Outcast Quote Link to comment Share on other sites More sharing options...
Viper Posted July 30, 2006 Author Share Posted July 30, 2006 The sight for the M-8 I was referring to is the standard scope for the M-8, in the game the M08 sight and the Aimpoint are both referred to simply as "combatsight" and use the same lens texture. You are right; you would not be able to mount an EoTech on the M-8, since the EoTech would not be compatible with the M-8's PCAP system. I'm not adding any new scopes to any weapons with the exception of the sniper scope to the SCAR AMR, since right now - to the best of my knowledge - we cannot center the reticule in the scope. I will be tweaking many of the weapon stats, so the M-8 should not be more accurate with irons than it is with the combat sight. Here are some teasers, one of the new SCAR AMR; which is the SCAR-L model using a SCAR-H mag ... you can see some clipping on the front of the mag well, but I think I can live with that since there is no way to fix it. And my other modified mag experiment is not working so well, this is the attempt at the M-8 SPC using the SCAR-L mag ... I'm not sure if I can fix this. At the moment I do not have anything finished enough for testing, but if I decide to do a limited beta test I’ll be sure to let you guys know! Clark Quote Link to comment Share on other sites More sharing options...
Commander Outcast Posted July 30, 2006 Share Posted July 30, 2006 Looks nice. Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted July 30, 2006 Share Posted July 30, 2006 And my other modified mag experiment is not working so well, this is the attempt at the M-8 SPC using the SCAR-L mag ... I'm not sure if I can fix this. Well, you could always add an audio track...(Wait! I have a weapons stoppage!). Just kidding, nice job! Quote Link to comment Share on other sites More sharing options...
Lancer Posted July 31, 2006 Share Posted July 31, 2006 I saw a mag loaded backwards into a Glock once. This brought back memories. Quote Link to comment Share on other sites More sharing options...
Whisper_44 Posted July 31, 2006 Share Posted July 31, 2006 I saw a mag loaded backwards into a Glock once. This brought back memories. That's what you get for lending Snow your weapons. Quote Link to comment Share on other sites More sharing options...
Viper Posted July 31, 2006 Author Share Posted July 31, 2006 That problem is rather anoying, I thought having the SPC version of the M-8 use the SCAR-L mag would be a nice touch; but since I don't think I can change the mag alingnment without editing the 3D files I'm going to have to scrap the idea. Clark Quote Link to comment Share on other sites More sharing options...
SnowFella Posted August 1, 2006 Share Posted August 1, 2006 OT as hell but have to reply. @Whisper: That strange "bump" sound you just heared was a certain Leonidas dropping from the top of my "to do" list to the bottom Quote Link to comment Share on other sites More sharing options...
JasonFMX Posted August 5, 2006 Share Posted August 5, 2006 I cant beleive this... i added an extremely similar weapon to a mod i just posted... i never even saw this thread. I added a M24 SWS regular caliber sniper rifle. amoungst other things. Quote Link to comment Share on other sites More sharing options...
Viper Posted August 5, 2006 Author Share Posted August 5, 2006 I cant beleive this... i added an extremely similar weapon to a mod i just posted... i never even saw this thread. I added a M24 SWS regular caliber sniper rifle. amoungst other things. So a 7.62 x 51mm sniper rifle? What 3D model did you use? I've hit a few snags, namely I'm trying to add new ammo types to the game so I can have a 6.8mm SPC designation in the game - from what I've edited I think it should be working, but it's not. There must be some kind of "ammo" file somewhere that I either missed or cannot get to. I'm also having trouble modifying the weapon attachments stats - I've found the "bar_stats" attribute but I think that only changes what you see in the loadout GUI; I haven't found anything that would actually change what the attachments do within the game. Probably won't get much time to mod this weekend, so I'm not sure when I'll be done at this rate. Clark Quote Link to comment Share on other sites More sharing options...
JasonFMX Posted August 5, 2006 Share Posted August 5, 2006 (edited) download mod at http://alloyindustries.com/videos/Jason.ace check out the other thread i started http://www.ghostrecon.net/forums/index.php...mp;#entry406546 Edited August 5, 2006 by JasonFMX Quote Link to comment Share on other sites More sharing options...
DayGlow Posted November 2, 2006 Share Posted November 2, 2006 any update on this one? I'd love to have a AMR version of a rifle instead of the bolt .50 as the only sniper option. Quote Link to comment Share on other sites More sharing options...
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