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About PenguinGeneral
- Birthday 15/07/1989
Profile Information
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Location
made in the US-of-A
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Interests
stuff, other stuff. (you get the picture)
Previous Fields
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Favourite Ghost Recon Mod.
OGR all the way!!
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Favourite website
Mine, of course
Contact Methods
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Website URL
http://www.freewebs.com/penguingeneral/
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AIM
soapbox0
PenguinGeneral's Achievements
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nice skin, but it shouldn't "overwrite" the original skin unless you place it in the data2.pak archive.... (it should be placed in: E:\Program Files\Steam\steamapps\common\tom clany's hawx\Data\textures\geoms) you may have to create the some folders. file path may be different, i have the steam version, which dosn't have working mp EDIT: the download link for the harrier is broken
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nice one Rocky, much appreciated.
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nice one Phoenix now if only we had these uploaded here....
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lol sorry, but some more skins from me! Jolly Rogers Skinpack: Download Changes the F18, F18 SuperHornet, F14 tomcat/bombcat/Supertomcat, the F-4 Mild Weasel and F-4 Phantom II. YF-22 Raptor Download and more to come sux that filefront closed down....
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thx Rocky! The password is: rF4hfGe1PfrzGe3IbaRtWsIn you have to give the password every time you extract something. hope this helps! EDIT: Forgot to say, when you save in .dds save it in 8.8.8 24 bit (RGB)
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got a few skins i made: Blue Angles: Download USAF Thunderbirds Download Russian Swifts: Download Russian Knights: Download YF-22 (WIP) yes i know its YF not FY Vietnam F4 Phantom (WIP) And this is the skinners page on the UBI forums: http://forums.ubi.com/eve/forums/a/tpc/f/3.../3881006347/p/1 Cheers
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just a little somethin i made at 4 in the morning yesterday. Increases the detail of the skin and adds real colt logo and text. Download hope you like PG
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yea, i was hackin this flag: http://screenshot.xfire.com/screenshot/nat...4369d6aa65b.png .....it couldn't hide from me then my screen froze 3 seconds later
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i need links to the patches...
PenguinGeneral replied to GrafighterLm's topic in Call of Duty series
v1.5 patch the latest: http://callofduty.filefront.com/file/Call_...v15_Patch;36117 thats all you have to download -
i think it will come out for the PC.... eventually.... i dont think it will be free though. it would be nice if it were included in a patch or something, but i doubt that will happen idk just my thoughts
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yea i think im the best i cant believe you made this post tri
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hmm how bout redoing the cobra to make it look like this?: http://upload.wikimedia.org/wikipedia/comm...-AH-1_Cobra.jpg i'd do it but im too lazy... and cool .. maby not i dont know anymore
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Ghosts not using camo swatch?
PenguinGeneral replied to PenguinGeneral's topic in GR:AW 2 - Character & Skin Modding
the entire file..... ok this is in objects\beings\ghost_team\materials.xml <?xml version="1.0" encoding="ISO-8859-1" ?> <materials> <material name="skinned_shadow_caster" render_template="skinned_shadow_caster_only"/> <!-- ACU Camo--> <material name="camo_newghost" src="skinned_bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_newghost_df"/> <bump_normal_texture file="newghost_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> <!-- NOTE. Raise this to increase the draw distance, however beware that props are removed at 150 m --> </material> <material name="camo_ghost_gear" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_gear_df"/> <bump_normal_texture file="ghost_gear_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="camo_ghost_forearm" src="skinned_bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_forearm_df"/> <bump_normal_texture file="ghost_forearm_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="camo_ghost_helmet" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_helmet_df"/> <bump_normal_texture file="ghost_helmet_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="newghost_cube" src="skinned_bump_opacity"> <diffuse_texture file="camo_newghost_df"/> <bump_normal_texture file="newghost_bm"/> <opacity_texture file="newghost_op"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="ghost_glove" src="skinned_bump"> <diffuse_texture file="glove_df"/> <bump_normal_texture file="glove_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="friendly_icon" render_template="crosscom_marker"> <diffuse_texture file="xcom_friendly_icon"/> </material> <material name="crosscom_monocle" src="bump"> <diffuse_texture file="crosscom_monocle_df"/> <bump_normal_texture file="crosscom_monocle_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="crosscom_glass" src="diffuse_cube_opacity"> <diffuse_texture file="crosscom_monocle_df"/> <opacity_texture file="newghost_op"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="cloth" render_template="cloth"> <diffuse_texture file="ghillie_df"/> </material> <material name="cloth_skinned" render_template="skinned_diffuse_alpha_masked"> <diffuse_texture file="ghillie_df"/> </material> <!-- heads --> <material name="kirkland" src="skinned_bump"> <diffuse_texture file="kirkland_df"/> <bump_normal_texture file="kirkland_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="brown" src="skinned_bump"> <diffuse_texture file="brown_df"/> <bump_normal_texture file="brown_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="beasley" src="skinned_bump"> <diffuse_texture file="beasley_df"/> <bump_normal_texture file="beasley_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="allen" src="skinned_bump"> <diffuse_texture file="allen_df"/> <bump_normal_texture file="allen_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="hume_paint" src="skinned_bump"> <diffuse_texture file="hume_paint_df"/> <bump_normal_texture file="allen_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="jenkins" src="skinned_bump"> <diffuse_texture file="jenkins_df"/> <bump_normal_texture file="jenkins_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <!-- new_helmet--> <material name="newhelmet" src="skinned_bump"> <diffuse_texture file="helmet_mod1_df"/> <bump_normal_texture file="helmet_mod1_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="camo_newhelmet" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="helmet_mod1_df"/> <bump_normal_texture file="helmet_mod1_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="newhelmet_crosscom" src="diffuse_cube_opacity"> <diffuse_texture file="helmet_mod1_df"/> <opacity_texture file="newghost_op"/> <clip_plane value="0 0 -1 15000"/> </material> <!-- gear --> <material name="gearcamo_new_gear_common" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="new_gear_common_df"/> <bump_normal_texture file="new_gear_common_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="gearcamo_ghost_gear" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_gear_df"/> <bump_normal_texture file="ghost_gear_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <!-- straps --> <material name="gearcamo_back_mitchell" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_newghost_df"/> <bump_normal_texture file="newghost_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="gearcamo_back_others" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_gear_df"/> <bump_normal_texture file="newghost_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> </materials> and this is in this is in objects\beings\ghost_team\ACU_materials.xml <?xml version="1.0" encoding="ISO-8859-1" ?> <materials> <material name="skinned_shadow_caster" render_template="skinned_shadow_caster_only"/> <!-- ACU Camo--> <material name="camo_newghost" src="skinned_bump_camo_tint"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_newghost_df"/> <bump_normal_texture file="newghost_bm"/> <self_illumination_texture file="camo_ACU_test_xy_df"/> </material> <material name="camo_ghost_gear" src="bump"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_gear_df"/> <bump_normal_texture file="ghost_gear_bm"/> <self_illumination_texture file="camo_ACU_test_xy_df"/> </material> <material name="camo_ghost_forearm" src="skinned_bump_camo_tint"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_forearm_df"/> <bump_normal_texture file="ghost_forearm_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> </material> <material name="camo_ghost_helmet" src="skinned_bump"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_helmet_df"/> <bump_normal_texture file="ghost_helmet_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> </material> <material name="newghost_cube" src="skinned_bump_opacity"> <diffuse_texture file="camo_newghost_df"/> <bump_normal_texture file="newghost_bm"/> <opacity_texture file="newghost_op"/> </material> <material name="ghost_glove" src="skinned_bump"> <diffuse_texture file="glove_df"/> <bump_normal_texture file="glove_bm"/> </material> <material name="friendly_icon" render_template="crosscom_marker"> <diffuse_texture file="xcom_friendly_icon"/> </material> <material name="crosscom_monocle" src="bump"> <diffuse_texture file="crosscom_monocle_df"/> <bump_normal_texture file="crosscom_monocle_bm"/> </material> <material name="crosscom_glass" src="diffuse_cube_opacity"> <diffuse_texture file="crosscom_monocle_df"/> <opacity_texture file="newghost_op"/> </material> <!-- heads --> <material name="kirkland" src="skinned_bump"> <diffuse_texture file="kirkland_df"/> <bump_normal_texture file="kirkland_bm"/> </material> <material name="brown" src="skinned_bump"> <diffuse_texture file="brown_df"/> <bump_normal_texture file="brown_bm"/> </material> <material name="beasley" src="skinned_bump"> <diffuse_texture file="beasley_df"/> <bump_normal_texture file="beasley_bm"/> </material> <material name="allen" src="skinned_bump"> <diffuse_texture file="allen_df"/> <bump_normal_texture file="allen_bm"/> </material> <material name="jenkins" src="skinned_bump"> <diffuse_texture file="jenkins_df"/> <bump_normal_texture file="jenkins_bm"/> </material> <!-- new_helmet--> <material name="newhelmet" src="skinned_bump"> <diffuse_texture file="helmet_mod1_df"/> <bump_normal_texture file="helmet_mod1_bm"/> </material> <material name="camo_newhelmet" src="skinned_bump"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="helmet_mod1_df"/> <bump_normal_texture file="helmet_mod1_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> </material> <material name="newhelmet_crosscom" src="diffuse_cube_opacity"> <diffuse_texture file="helmet_mod1_df"/> <opacity_texture file="newghost_op"/> </material> <!-- gear --> <material name="gearcamo_new_gear_common" src="bump_camo_tint_instanced"> <variable name="base_color" type="vector3" value="0.82 0.78 0.625"/> <diffuse_texture file="new_gear_common_df"/> <bump_normal_texture file="new_gear_common_bm"/> <self_illumination_texture file="camo_us_acu_brown_xy_df"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="gearcamo_ghost_gear" src="bump_camo_tint_instanced"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_gear_df"/> <bump_normal_texture file="ghost_gear_bm"/> <self_illumination_texture file="camo_us_acu_brown_xy_df"/> <clip_plane value="0 0 -1 15000"/> </material> <!-- straps --> <material name="gearcamo_back_mitchell" src="bump_camo_tint_instanced"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_newghost_df"/> <bump_normal_texture file="newghost_bm"/> <self_illumination_texture file="camo_ACU_test_xy_df"/> </material> <material name="gearcamo_back_others" src="bump_camo_tint_instanced"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_gear_df"/> <bump_normal_texture file="newghost_bm"/> <self_illumination_texture file="camo_ACU_test_xy_df"/> </material> </materials> thats the only 2 i edited im probly missing something obvious -
Ghosts not using camo swatch?
PenguinGeneral replied to PenguinGeneral's topic in GR:AW 2 - Character & Skin Modding
wrong texture , it dose it like it would normally would (camo swatch overlayed) -
Ghosts not using camo swatch?
PenguinGeneral replied to PenguinGeneral's topic in GR:AW 2 - Character & Skin Modding
ok ive got the helmets to work, the gear is still messed up tho. I didn't fully understand what u did can u just say 'replace this line of code with this code' and 'create this file here'? cuz u lost me at "For the gear...." ur the best Brettzies
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