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CAPD2: Ghost Legacy (hd actor + upgrade for capd2)


MrMoon
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  • 10 months later...

Hi, everyone. This is funny because I have been away from GR.net for a while and have been working on an update to this mod without knowing about this work, including three additional missions, replacing several vehicles/opportunity weapons with better models, and some other small enhancements / ambiance things. Seems like I am late to this party but I absolutely love the new CHR skins and such. I wonder if my updated work could be combined with these other enhancements you all have made to make a truly major upgrade and all of us recognized as team authors?

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Thumper,
Mr Moon hasn't visited GR.net since April according to his profile. I was really looking forward to the work he was doing in this thread as CAPD is one of my favorites. I hope MrMoon is doing fine and at some point will return. He is a damn fine modder and has several mods in the download section.

If you wish you can use any or all the files found in my CAPD Adjustment Mod.
Links for CAPD Adjustment Mod.
http://www.ghostrecon.net/forums/index.php?/topic/60959-capd2-ghost-legacy-hd-actor-upgrade-for-capd2/&do=findComment&comment=609319
There is a readme included with changes from version 1 to version 3. The update is a small patch.

I made the Adjustment Mod for friends and I and it is geared towards MP but hopefully it works in SP too.
I included MP actor files, Ghost skins, adjusted and added weapons and kits, and allot of map textures. I have a better version of the Ghost skins if you would like to use them. Some of the things I included may be completely unnecessary or done clumsily so be forewarned!
I'd do some testing and offer opinions if needed. 
Good Luck

 

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I had not played CAPD in a long time so I played it a bit. On mission 03, Fishing Village map, enemies don't see ghosts but ghost see and shot them.

I thought maybe a console command had been left on but can't find one in the script. I turned my adjustment mod off and only used the CAPD mod. Does this happen with you Thumper?

 

Edited by wombat50
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Moon -

I have been closely examining the mod ATR/CHRs.  Your work is really, really good.  Thank you so much for allowing me to review and incorporate your work.  I am flattered and grateful.   I have now got to go back to the drawing board a bit a look further into how the attachments can help vary the OpFor and broaden the player experience.  Since I have a lot of night missions, I'm gonna have to make day and night versions of the ATRs, since only Corey Hart wears sunglasses at night (LOL).  I'm not gonna say "dang it" but you've raised the bar and I need to visit all (now) 22 missions and set the enemies and NPCs with more attention to the small details.  This is a good thing.  My update release wil be delayed.  I think your Thanatos work will be truly phenomenal.  Props!

Wombat -

Who modded the .MAP files?  I am not sure what was done, but I cannot seem to get the lighting tool to play nice-nice with me and need someone to de-light the Cuidad and Swamp Airfield maps that I have in my mod.  I'd love it if there were emergency exit signs (dunno if there are) but it'd be cool to have small lights at them for dim lit moments around the map.  The only way I could counter the spotting issue for the AI is to script it short enough to resemble low-light/no-light viewing/perception ability.  

I love that I am drawing inspiration from this group and site again.  Still my favorite FPS game.

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I'm not sure who lit those maps. I think the lighting on the Polling Center map is OK except for the characters being too bright and that can be fixed with gr_lights.exe available in the download section. Characters are too bright on Swamp Airfield. Not sure if I like the lighting on it.  I have lit a few maps and might take a stab at these two if you can be specific in what you'd like. No guarantees as the lighting tool can be frustrating. Additional spot lights and overhead lights can be added if the Lighting Tool cooperates. :-)

gr_lights_exe http://www.ghostrecon.net/files2/index.php?act=view&id=130

gr_lights.thumb.jpg.5c631bf9baf08d5fa78e

Before on right and after on left.

Has instructions in the download section and does not replace the lighting tool which is much more powerful. Affects only * TGA textures (transparencies) Doors & Windows, Trees and Foliage, Characters and Vehicles* (haven't tested vehicles)
No other geometery is affected by the ambient lighting that is edited with this util (additional map geometry is effected by the darkmap textures)

Spotting distance might be a way to deal with the vegetation being tagged incorrectly on the Cartel and Trafic maps. I did edit the vegetation textures either eliminating them with the alpha channel or make them smaller in the same way. Some plants are tall enough they can't be seen over so the AI could see you but not vice versa.
Tof, the map maker is the only one who could really fix this with the 3DSM map files but I think he is long gone.

EDIT: 10/20  at 22:00 hrs
Lighting Tool is not cooperating. Always difficult to edit a map that has been lit. At present discouraged.
Agreed it would be nice if some of the street lights and doorways were lit on Polling Center.

EDIT: 10/21  at 21:00 hrs

Had some luck but far from done on Polling Center. If I can reload from a save with the Lighting Tool I'll be encouraged. Since it is already lit there will be anomalies like seen in the screen shot.
diagonal_line_lighting.thumb.jpg.786115d
Unlit maps never have this problem.

Example of additional lighting at doorway:
front_steps.thumb.jpg.a23c44f768fb076c2d

As all missions in CAPD this one is very well done.

Edited by wombat50
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I get along OK except for one room, the main  plaza, that crashes every time I turn on dark maps in the lighting tool. So no go for me.

I would still apply the gr_lights_exe to this map as shown in the previous post. The actors would blend in rather than sticking out like a sore thumb.

I'd give my eye teeth for the unlit versions of the RSE maps.

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Hey thumper thanks dude, you know you can quickly remove them sunglasses by opening the atr files as txt documents and remove the attachments by deleting a few lines and save as a new atr :)

The attachments section looks like this

<HeadAttachmentNormalLOD>Mexico-Helm.qob</HeadAttachmentNormalLOD>
    <HeadAttachment>Mexico-Helm.qob</HeadAttachment>
    <HeadAttachmentJungleLOD>Mexico-Helm.qob</HeadAttachmentJungleLOD>
<LowSpineAttachmentNormalLOD>1stcavspecialistbelt.qob</LowSpineAttachmentNormalLOD>
    <SpineLowAttachment>1stcavspecialistbelt.qob</SpineLowAttachment>
    <LowSpineAttachmentJungleLOD>1stcavspecialistbelt.qob</LowSpineAttachmentJungleLOD>

 

Just delete the ones associated with heads and you're good :)

Nice work with the lighting wombat.

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Polling Center relit with the lighting tool as night map.

https://www.mediafire.com/?46p4h121pciv3hf

Setup as a mod for testing purposes. Run at higher priority then CAPD
Has "burn marks" in places but not a deal breaker. If we had RSE unlit maps this would not happen.
Struggled a fair bit to get this result. Actors are properly lit and I placed lights near the main doorways.
Darkmap.thumb.jpg.1e025e8c46ea7b26619903

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I really like the map work!  For the swamp airfield, i'd like the building interiors unchanged (lit) and only the outside unlit.  Outside lights like door lights and streetlights should be lit.  Is that possible?  I have set up more ATRs using Mr Moon's set and made two sets for each with sunglasses so I have a lot more variety for the missions.  I created a TXT file listing each ATR name so I don't repeat any on the same map.  I used the attachments to expand my own army guys, too.  I am very happy with how things look right now.  I'm hoping to have it up for beta-testing the week after Halloween.  

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The halo of the light source(red arrow) can not be replicated with the lighting tool. This can be done but only by the map maker in 3DSMax. Tinker did it in a map he made based on the Red Square map night version.
You can add lighting as from a porch light or street light and it will light the ground and walls in that area but minus the halo around the bulb or light source. :-(
This is what I did on the Polling Center.

Hopefully the Swamp Airfield will be easier. I always have to relearn the Lighting Tool if I haven't used it in awhile.
light2.thumb.jpg.99b3fb9256a543f0d52e859

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