wombat50 Posted September 11, 2020 Share Posted September 11, 2020 (edited) I have a good start on winterizing several maps from Origmiss. I have received permission to use a topnotch campaign from "a blast from the past". I only wrote him today and he replied back promptly much to my surprise. Edited September 11, 2020 by wombat50 2 2 Quote Link to comment Share on other sites More sharing options...
KRP 56 Posted September 11, 2020 Share Posted September 11, 2020 Cold, colder and coldest. 🎅 Guess I'll have to dig out my winter battle gear. Looking good and curious as to what campaign you'll be using. 3 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 11, 2020 Share Posted September 11, 2020 Jack? 😎 1 1 Quote Link to comment Share on other sites More sharing options...
die7 Posted September 11, 2020 Share Posted September 11, 2020 (edited) @wombat50 excellent work, looks really amazing ..was not aware that we have such nice skybox's...btw. you are probably aware of http://www.ghostrecon.net/files2/index.php?act=view&id=246 and http://www.ghostrecon.net/files2/index.php?act=view&id=952 maybe there you can find something or it can save you time Edited September 11, 2020 by die7 2 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 11, 2020 Author Share Posted September 11, 2020 I knew about the first mod but had not heard of the second one by Firestar, Thanks die. 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 11, 2020 Share Posted September 11, 2020 This is gonna be AWESOME!!! Can’t wait! 😊 Quote Link to comment Share on other sites More sharing options...
5Kurz Posted September 13, 2020 Share Posted September 13, 2020 Wombat, Am working on a mission on the POW map, and can't figure out how to 'hide' the small grass - have looked at the alpha channels in all the map's images (like M11_grass_hirez2.rsb), can't find anything relevant; added bright colours to the textures so I could spot exactly where they are applied, still nothing. Can't see any grass growing through your snow, how did you do it? Thanks Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 13, 2020 Author Share Posted September 13, 2020 5Kurz Go to Origmiss/ textures and copy the file m11_groundcover.rsb, then paste it in your mod. Open in Photoshop and fill the alpha channel with black. Cheers, wombat 1 Quote Link to comment Share on other sites More sharing options...
5Kurz Posted September 14, 2020 Share Posted September 14, 2020 Thanks Wombat - works a treat! Strange it wasn't with all the other map textures (under \Map\m11_POW_Camp), but then the vagaries of modding GR can make for a long discussion... 2 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 16, 2020 Author Share Posted September 16, 2020 Testing and tweaking. I will probably get my friends to help me test on our Sunday game days at least a couple of times. I will add some other content besides the campaign missions and retextured maps but not sure how much. Some Russian and Female Voice along with some weapon sounds for the original game weapons. I am adding my reskinned ghost characters for people only running DS, IT and this mod. I don't think it should be any problem for people wanting to run their favorite character and weapon mods with it. 2 Quote Link to comment Share on other sites More sharing options...
Giampi Posted September 18, 2020 Share Posted September 18, 2020 Hey @wombat50, any possibility to add Winter Jodit? Commando Crazy was the winner of the poll 1 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 18, 2020 Author Share Posted September 18, 2020 2 hours ago, Giampi said: Hey @wombat50, any possibility to add Winter Jodit? Commando Crazy was the winner of the poll I have put the P2 version in as the first specialist to unlock in the campaign. 🙂 2 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 18, 2020 Share Posted September 18, 2020 I am so looking forward to this campaign! If you need anything, please let me know. I may have some spare time. 🤣 But seriously, would gladly help. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 18, 2020 Author Share Posted September 18, 2020 8 minutes ago, ApexMods said: I may have some spare time. 🤣 LMAO I have been wanting to ask if changing the color of the sun and ambient light in the outdoor room is about all that can be done with the Lighting Tool to help turn a day map into night. If I can get it to write new darkmaps they usually have burn marks/artifacts in them that leave unsightly lines in some of the map textures. Most of the time asking for it to write new darkmaps is CTD on a map that is already lit. In addition, I darken the ground dm, use a night skybox and adjust the fog to help darken it. I have on occasion darkened the existing darkmaps too. 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 18, 2020 Share Posted September 18, 2020 Yes, sadly the lightning tool won’t work well on lit maps, so you’re limited to small changes there. Picking a good skybox and altering darkmaps, grounddm, and of course fog is mandatory, and it can lead to great results with some trial and error. 1 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 18, 2020 Author Share Posted September 18, 2020 Fairly satisfied so far. I thought there might have been something I was missing so I wanted to double check with you. Thanks. 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 18, 2020 Share Posted September 18, 2020 I really wish someone like AlexKimov would reverse-engineer a tool to strip lighting out of a map file. That would help a ton. Getting rid of hard-coded surface properties in the process would be a nice feat, too. 🙂 1 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 18, 2020 Author Share Posted September 18, 2020 If anyone knew it would be AlexKimov. 👍 1 Quote Link to comment Share on other sites More sharing options...
AlexKimov Posted September 19, 2020 Share Posted September 19, 2020 (edited) Quote hard-coded surface properties Well, it's possible, but (there starts a long story about work and a free time)... it's everything i know about lights, if i missed something, let me know "MN" means "magic number" or just unknown variable Edited September 19, 2020 by AlexKimov 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 19, 2020 Share Posted September 19, 2020 Thanks, Alex. I’ll have to dive back into your SDK. Your plugins require a specific hex editor, IIRC? Wombat, you’ve been using it, right? May have to pick your brain about it. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 19, 2020 Author Share Posted September 19, 2020 (edited) 010 Editor is the required hex editor for using the templates Alex has made for GR. I have poked around with turning a lit map into an unlit map but I really have no clue how it would be done. When I fixed 30 or so maps that had vegetation tagging errors Alex had found the issue and told me what to look for and replace it with. I have no idea how long he researched the issue but it was a fairly easy fix he came up with. As I have said before he was the brains and I only did the leg work. Using the map template with the 010 Editor allows me to make a list of textures contained in a .map file. Very handy when using the lighting tool as all textures must be present in the appropriate folder for the lighting tool to work correctly. A missing texture will result in a model having no texture when playing the game. Edited September 19, 2020 by wombat50 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 19, 2020 Share Posted September 19, 2020 Thanks, wombat. Really got to play with this soon. Sounds great! Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 20, 2020 Author Share Posted September 20, 2020 I'm not sure how unlockedheroes are supposed to work after the campaign is completed. They work fine progressing through the campaign. If a mission is won a specialist is unlocked and available in the next mission. However, when the campaign is complete the unlocked specialist are not available in the missions from the completed campaign. The game has written to the file designated as the s_unlockedhero.xml in the .MIS file. Is this as it should be or I'm missing something? 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 20, 2020 Share Posted September 20, 2020 The unlocked*.xml keep track of what is unlocked for quick missions, while each campaign state is saved in *.csf files. 1 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 23, 2020 Author Share Posted September 23, 2020 This is my readme file so far:SPR Reprise is a version of Jack57's campaign named Saving Pilot Ryan which he made in 2004. It is set in Colombia and is a seven mission campaign against drug cartels. Requires: Desert Siege and Island Thunder patched to version 1.4. Installation: Unzip the downloaded archive and place the SPR Reprise folder in your Mod Folder. Activate with a higher priority than Desert Siege and Island Thunder. -There is a choice for Female Voice. Either censored or with expletives. Unzip the archive in the sound folder that you prefer. -Changed several Male Voice responses.-Changed a few ambient sounds -Stock weapons in some cases have been altered with different sounds, minor zoom increase and other minor attributes adjustments. -All but M05 Embassy have been textured as winter maps. -Changed the images in the map_shot files. -Changed skyboxes -Changed camo pattern for the specialists in the campaign -Changed the OPFOR characters to match the winter environment. -Changed Main Menu and Shell Background images Credits: Jac57 Author of the original campaign ApexMods Quick Browsing Mod Frostbite rs_winter_garm_m11_body_FB.rsb Character texture P2 CommandoCrazy's Jodit Haile winter character 3 Quote Link to comment Share on other sites More sharing options...
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