Yorkshire Sniper Posted January 22, 2008 Share Posted January 22, 2008 Does that teaser screenshot of the M4 mean another patch is on the way Brettz? what you adding this time? ACOG on the M14? M203 on the M486? Eotech for all the family? Quote Link to comment Share on other sites More sharing options...
MrNothing Posted January 23, 2008 Share Posted January 23, 2008 (edited) wow i have not played graw 2 in like - a gazillion years. and now that i see this. i want to start playing again lol. good job looks very nice both the M4 and ghost's ! but since your still are working on the M4 - do you mind adding an AN-PEQ laser to the M16 / M4 / M468 / SPR ? and also if you could add a 30 round magazine to the SPR instead of a 20 since i've seen some pictures of SPR's with 30 round mag's , that would be awesome too ! anyways gl on the work and hope to see it soon - or later. Edited January 23, 2008 by MrNothing Quote Link to comment Share on other sites More sharing options...
seiken05 Posted January 23, 2008 Share Posted January 23, 2008 Brettzies help please. I have some problems to edit head gear in ghost_templates file. For example, i can´t create mercenary heads whit mex special forces helmet. I like to know how do you create your us marine head (whit mex sf helmet). Thanks .... Quote Link to comment Share on other sites More sharing options...
Brettzies Posted January 24, 2008 Author Share Posted January 24, 2008 Here's some Brett: black helmet........ Well, the idea was to make them look less like space men...not more. The first half dome test is going in that direction though. Kind of like a DeathStar camo pattern going. But, this was just to confirm that it can be done. Once I build them, it will take a little finessing to get them on right, this is promising though. For example, i can´t create mercenary heads whit mex special forces helmet. I like to know how do you create your us marine head (whit mex sf helmet). What I did was duplicate the mex_sf_helmet.xml and diesel file. Then in the units file: u_mex_special_forces.xml I added the duplicate helmets so theyed get parsed in via the script Grin wrote: <!-- headgear --> @gear_def( mex_sf_sniper_headgear, mexican_special_forces/mex_sf_sniper_headgear.xml ) @gear_def( mex_sf_sniper_headgear_mic, mexican_special_forces/mex_sf_sniper_headgear_mic.xml ) @gear_def( mex_sf_helmet, mexican_special_forces/mex_sf_helmet.xml ) @gear_def( mex_sf_helmet_cloth, mexican_special_forces/mex_sf_helmet_cloth.xml ) @gear_def( ghost_sf_helmet, ghost_team/ghost_sf_helmet.xml ) @gear_def( usmc_helmet, usmc/usmc_helmet.xml ) @gear_def( usmc_helmet_cloth, usmc/usmc_helmet_cloth.xml ) @gear_def( ghost_sf_helmet_test, ghost_team/ghost_sf_helmet_test.xml ) So, it's unit name followed by unit file location <xdefine name="head_def( unit_name, model_file)"> Quote Link to comment Share on other sites More sharing options...
MrNothing Posted January 24, 2008 Share Posted January 24, 2008 (edited) um i think it looks better without the helmet lol it looks alot better they way you did it and it looks alot better non-scified and more realistic btw when will you release the weapon update and re done models ? Edited January 24, 2008 by MrNothing Quote Link to comment Share on other sites More sharing options...
Brettzies Posted January 24, 2008 Author Share Posted January 24, 2008 The Boonies. Quote Link to comment Share on other sites More sharing options...
Commander Outcast Posted January 24, 2008 Share Posted January 24, 2008 Looks good. Quote Link to comment Share on other sites More sharing options...
bugkill Posted January 24, 2008 Share Posted January 24, 2008 Looking very promising! My only suggestion would be for you add (if possible) at least one kneepad on the mex_sf_light texture. I swapped out my units as well and it just does not look right without a kneepad on at least one of the legs. Quote Link to comment Share on other sites More sharing options...
MrNothing Posted January 24, 2008 Share Posted January 24, 2008 nice now this loooks really good =D but can we switch out the camo when you release the models ? or is it fixed to be multicam cause i got a bunch of marpat and acu and other skins Quote Link to comment Share on other sites More sharing options...
MONOLITH Posted January 25, 2008 Share Posted January 25, 2008 Nice work Brettzies. Quote Link to comment Share on other sites More sharing options...
seiken05 Posted January 25, 2008 Share Posted January 25, 2008 Nice work Bret but i still needing your help. I can create a mercenary head whit mex_sf_helmet, but they aren´t compatibles. Where i can find others head models in the game, like mercenary? the model head for your us marines is good, where i can find it? (sorry for my bad english) Quote Link to comment Share on other sites More sharing options...
seiken05 Posted January 25, 2008 Share Posted January 25, 2008 Nice work Bret but i still needing your help. I can create a mercenary head whit mex_sf_helmet, but they aren´t compatibles. Where i can find others head models in the game, like mercenary? the model head for your us marines is good, where i can find it? (sorry for my bad english) Sorry Brettzies, forgive my question. I look your marine`s screenshoot again, and is like my model. Thanks for help me.... Quote Link to comment Share on other sites More sharing options...
Brettzies Posted January 25, 2008 Author Share Posted January 25, 2008 (edited) Baseball cap. That default one is like a short bill or something. I've just been using Ramirez as my test subject. He has the light sf body model. Otherwsie spent most of my time on bitmap icons for the eotech for the various weapons, not hard to do but slow. Trying to get through Assassin's Creed too. Edited January 25, 2008 by Brettzies Quote Link to comment Share on other sites More sharing options...
Brettzies Posted January 26, 2008 Author Share Posted January 26, 2008 Mich2001 helmet. Quote Link to comment Share on other sites More sharing options...
Lancer Posted January 26, 2008 Share Posted January 26, 2008 Outstanding work Brett. Just think, with characters that looked like yours, more maps and some decent coop gameplay GRAW2 could have been a winner. Quote Link to comment Share on other sites More sharing options...
bugkill Posted January 26, 2008 Share Posted January 26, 2008 Damn!!!! that is a great job. How about releasing that helmet as a stand-alone with instructions on how to assign it to the different models? Also, I think the helmet would go better with the Mex_sf_heavy skin., but it still looks great. Quote Link to comment Share on other sites More sharing options...
Whisper_44 Posted January 26, 2008 Share Posted January 26, 2008 Having just put GRAW2 back on my system, I'm looking forward to these Brett.. nice work Quote Link to comment Share on other sites More sharing options...
seiken05 Posted January 26, 2008 Share Posted January 26, 2008 I have a new problem. My new models work fine in the missions 1, but now Hume is lost: is not in the panel team, and missions 2 crash whit Beasley. This is a error: Crash in application version: 30621.2989 data\lib\managers\groupmanager.dsf(-1): No soldier template named "BEASLEY_m02" SCRIPT STACK: data\lib\managers\groupmanager.dsf(0) data\lib\managers\groupmanager.dsf(0) data\lib\script_network\gametype\gametypecampaign.dsf(0) data\lib\script_network\networkmanager.dsf(0) data\lib\setups\setup.dsf(0) data\level\level.dsf(0) Renderer: normal Physics : threaded Can anybody help me whit this problem? i want to know that was wrong... Quote Link to comment Share on other sites More sharing options...
SpringMan Posted January 26, 2008 Share Posted January 26, 2008 you probably have a mistype error in one of the XMLs you edited. you *could* look through all of them for mistypes, forgotten <\units> or mere letters or anything, but believe me, its much easier to restore a backup and make the changes again. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted January 26, 2008 Share Posted January 26, 2008 I have a new problem. My new models work fine in the missions 1, but now Hume is lost: is not in the panel team, and missions 2 crash whit Beasley. This is a error: Crash in application version: 30621.2989 data\lib\managers\groupmanager.dsf(-1): No soldier template named "BEASLEY_m02" SCRIPT STACK: data\lib\managers\groupmanager.dsf(0) data\lib\managers\groupmanager.dsf(0) data\lib\script_network\gametype\gametypecampaign.dsf(0) data\lib\script_network\networkmanager.dsf(0) data\lib\setups\setup.dsf(0) data\level\level.dsf(0) Renderer: normal Physics : threaded Can anybody help me whit this problem? i want to know that was wrong... You must have removed the "BEASLEY_m02" template in the ghost_templates.xml file. Or you have removed something it depends on in there, the group_manager.xml or the u_teammates.xml. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted January 27, 2008 Author Share Posted January 27, 2008 The sf head version tweaked to fit over the hood. Just think, with characters that looked like yours, more maps and some decent coop gameplay GRAW2 could have been a winner. Glad you guys are liking the way they are shaping up. You know, this game is actually really fun to mod save for some annoying limitations(char anims). When you look at all the xmls, there's a lot of modular aspects to the gear, bodies, weapons, camo patterns. Had they built an interface for the characters the way they did for the weapons, it would have been sweet. You pick your head gear, eyewear, body gear, body base, camo and color patterns, etc. Damn!!!! that is a great job. How about releasing that helmet as a stand-alone with instructions on how to assign it to the different models? Also, I think the helmet would go better with the Mex_sf_heavy skin., but it still looks great. The idea is that you can put it on any of the soldier body types. You will have to edit the xmls however. I plan to release it with all the headgear in the xml but commented out except for the one being used. Not sure about multiplayer...I haven't made it that far yet. I don't plan on releasing anything seperately, but you are welcome to strip it out afterwards for your own use. If you release anything using it, just give me credit for the parts you use. Quote Link to comment Share on other sites More sharing options...
Tinker Posted January 27, 2008 Share Posted January 27, 2008 Glad you guys are liking the way they are shaping up. You know, this game is actually really fun to mod save for some annoying limitations(char anims). Missing civilians with no weapons. Once again though, nice job. Will add them if i get a mission made for sure. Quote Link to comment Share on other sites More sharing options...
MrNothing Posted January 27, 2008 Share Posted January 27, 2008 wow brettzies please release the files for the new ghosts looks and the weapon update soon i so want to play this game again really soon with your new mods now lol =S Quote Link to comment Share on other sites More sharing options...
doubletap Posted January 27, 2008 Share Posted January 27, 2008 (edited) The Boonies. Boonies!!!!! Edited January 27, 2008 by doubletap Quote Link to comment Share on other sites More sharing options...
bugkill Posted January 27, 2008 Share Posted January 27, 2008 Amazing work with the Brown model and the Mich 2001 looks great on the ghosts. Can't wait to see the release and the community owes you one for this and all the other great work you have done for this game. GRIN owes guys like you and Snowfella for keeping this game relevant. Quote Link to comment Share on other sites More sharing options...
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