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Full Ghost Recon 1 Retexturing [Project Novo]


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Ever wondered what happens when you mix a 20 year old engine and cutting edge material generation tech? 🤔 I guess we're about to find out...

Project Novo is listed in the Credits of PLEASE READ ME.HTML found in the main directory of HU V9.

Then it's increasingly likely that some aspects were used for HU  Nice spot Wombat and Shakealeg! 

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I uderstand that this is a high res mod, I just wanted you to be aware that there are still people playing on low spec PC's even to day, and that sometimes even MP can be an issue. So as long as you make it clear in the mod description i think all will be good :grin1:

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i shall, don't worry ;) thanks for making me more aware of the potential problem here, if you didn't remind me and i didn't test this on my laptop i would have thought it would have been okay on most PCs

Edited by Zeealex
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i've pretty much finished mission 6, i need to activate this Graphic driver without my PC going ape somehow and then give it a run through before moving on to mission 7 so I’m NEARLY halfway through the Ghost Recon campaign maps!

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In Blood Oil, there are 2 zip files, low res textures and high res textures covering all textures in the mod, freely unzip the 1 you want at any time. The low res where mainly all only 256x256, however, since most where photo realistic, even the low res looked great compared to what you usually see in this game. Something you might want to think about adding as a seperate download.

Would you be so kind to keep download links in your first post? Will try to get others to help out with some feedback.

Anything required for the lighting tool, I will be able to assist.

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Coolio! i am strongly thinking about doing a low res version as well, i think it might be easier doing that towards the end. so i know what's what.

yeah sure! something forgot to do XD thanks for reminding me.

cool cool, i'll let you know if i need anything relit, i think the main concern at the moment is one mission 2 (night) the hay texture is considerably brighter than the floor for no apparent reason.

dammit! edit button's gone walkies >:(

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The thing is you are not using an original unlit version of the .map file. The file has the original lighting burnt into the file, even though you have changed it in the lighting tool. You have to try to deal with this in PS as best possible.

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haha, i think there was a misterpretation of what i meant there, apologies:/ The lighting editor still crashes on loadup of anything.

the M02 lighting error has always been there on my version of GR for some reason.

By edit button i meant to edit my first post. i need to add linkies ;)

so if an admin team member would be so kind as to add this (hopefully the latest) test link.

http://www.mediafire.com/?53p5roj9qdv5lvb

thanks ;)

it contains Mission 1 and Mission 2 with HUD updates.

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Zeealex, Shadowblade isn't talking about anti-aliasing, but about the 'sharp corners' that many of the old models have. Look at the terrain images in your last post - you can see it there. It's also apparent in almost any character image. The question, I think, is whether the original models can be replaced or overridden with others that have the same effective dimensions, but use a higher polygon count so that the models' corners and edges are smoother/more rounded.

Gache is right. Anti aliasing isn't the topic I was talking about.

With regards to the BMS mod and others like it like Fake Factories Cinematic Mod for HL2, they all started out this way with general texture upgrades and then modelers came in onboard later. They're out there, believe me, there only really needs to be a solid reason for the work to happen. That's all. Both examples actually have their own executables so they operate around the framework of the original engine but don't rely on the engine's limitations to show the enhancements.

cm_11_11.jpg

cm_11_13.jpg

It's a shame something hasn't happened on Cry engine or UDK already. The tools are there for something to be made. A Ghost Recon reboot on cry engine would be epic

Here's Fake Factories Cinematic Mod 11.35 in action for those of you who aren't familiar with it. Half Life 2 never looked so good! The executable that runs it requires a 64bit Windows OS, so you are warned. Version 7 or 8 was the last that was 32bit compatible

[media=]

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They did this as well for Far Cry with The Delta Sector an dtook an older game and beefed it up. let me see if i can find a couple screens.....

Here is the ModDB site for it

Edited by twcrash
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Looked at DP02 Farm and overall was very impressed.

But you know how I can be and I have these observations.

post-503-0-60202000-1340813573_thumb.jpg

Maybe in the original this roof was wood as shown above?

post-503-0-47184000-1340813588_thumb.jpg

In most places the ground is much improved but there are areas that seem to dark.

This can be hard to deal with as the shadows in the ground dm can make it hard to adjust without destroying them.

post-503-0-98171600-1340813616_thumb.jpg

The fence posts could do with some de-saturation in my opinion.

post-503-0-51953000-1340813633_thumb.jpg

The hog pen is still very pixelated but this may be a limitation as how the map maker scaled the texture for this.

post-503-0-71688900-1340813672_thumb.jpg

Would love to see the scrolling of the river much slower. Seems un-naturally fast IMO.

post-503-0-95054900-1340813695_thumb.jpg

This rock wall sets up a noticeable pattern from a distance.

Maybe duplicate the layer twice. On the middle layer do a Gaussian blur of about 30.

On the top layer do a high pass and adjust so the texture shows but with less contrast.

Set the top layer to multiply and then lighten with a levels adjustment.

It won't totally eliminate a noticeable pattern but will help.

Sometimes only lessening the contrast will help too.

post-503-0-79765900-1340813709_thumb.jpg

I like the sun flare over the original but seems too large to me.

Overall the map looks great with your work.

Edited by wombat50
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post-503-0-60202000-1340813573_thumb.jpg

Maybe in the original this roof was wood as shown above?

i think that's a shared texture, being used with the interior of the barn i'll take a look when i can ;)

In most places the ground is much improved but there are areas that seem to dark.

This can be hard to deal with as the shadows in the ground dm can make it hard to adjust without destroying them.

I'll take a look at it, if i can make it a bit better update it.

Could do with some de-saturation in my opinion.

XD yeah, just a tad! :P

Still very pixelated but this may be a limitation as how the map maker scaled the texture for this.

oh sugar! i'll have to snoop around for that texture file i never saw it :/

Would love to see the scrolling much slower. Seems un-naturally fast IMO.

hmm, rather, .rsb converter for that?

Sets up quite a noticeable pattern from a distance.

Maybe duplicate the layer twice. On the middle layer do a Gaussian blur of about 30.

On the top layer do a high pass and adjust so the texture shows but with less contrast.

Set the top layer to multiply and then lighten with a levels adjustment.

It won't totally eliminate a noticeable pattern but will help.

Sometimes only lessening the contrast will help too.

thanks for the help here! i'll change those right away.

I like it over the original sun flare but seems too large to me.

hmm, it is a little big, especialy on m01, but i've noticed that on real life bright sunny days, the sun creates a HUGE flare, and i designed that to create blind spots in which the player has to work around, however message recieve i'll make it smaller

Edited by Zeealex
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The Fakefactory Cinematic Mod sure is impressive, with an unbelievable amount of work poured into. But with Alex' perseverance I could see her doing the same for Ghost Recon given enough time. :)

Great results so far, although I share wombat's points above.

With an endeavor of this scope and magnitude I suggest you begin versioning your downloads and, as Tinker suggested, keep updating the first post with the most current archive.

This is so great! Long live Ghost Recon! :<img src=:'>

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I understand about the shared texture thingy with the barn roof. Really wasn't that noticeable

Adjust scrolling with the RSB Editor. http://www.mediafire.com/download.php?8gta83ki15bxxkj

I don't know what it is set at but the higher the number the slower, I think.

Positive numbers scroll one direction and negative values the opposite.

Some options in the RSB editor will not overwrite what is done by the map maker.

Gun shot transparency come to mind.

New sun flare is great. Size of it is a matter of opinion.

If I suggest anything it doesn't mean it is gospel, just an opinion.

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i have a little something more in the works for anyone who owns it :devil:

stay tuned!

EDIT:

EXTRAS.jpg

*You must own a Copy Of The Sum Of All Fears To Use the Re-textures ALSO, I have to make sure that they wont have the same issue as M05 embassy that prevents me from working on them.

**These are Mod Resources they will not work in-game without an .rsb file to go on.

The High Resolutions vests are a plain Grey color with some variation of pouch color, so you can easily add a camo to them.

The Boots are Magnum Classic Boots, they can be worn by most characters with little or no problems.

The Wallpapers will be very Simple usually a screen-shot of a couple of the Better Maps

The New Camouflage Variations include:

  • ACU
  • BDU
  • Pencott Variations
  • A-TACS
  • Self Made Camouflage Variations (shh!)
  • Tiger Stripe

Edited by Zeealex
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