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Author Topic: Ghost Recon 2  (Read 377 times)

mrjkwik

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Ghost Recon 2
« Reply #15 on: December 01, 2004, 02:39:00 PM »

are you guys using any tools other than text editors?
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barranger

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Ghost Recon 2
« Reply #16 on: December 01, 2004, 03:30:00 PM »

QUOTE (CabronZ @ Dec 1 2004, 10:48 PM)
I would like to know if possible add fog on the scenarios, change the day by night we need remake some textures and something on lights render? right? i really dunno...

I don't know how close it is to the original GR in terms of enviroment, but look for a file ending with .env that has the same name as the map that you edited.  I'd check myself, but I'm at work right now and don't have it in front of me.  In the first one it looked something like this:
CODE


   1.000000
   mapname.map
   m15_redsquare.pob
   350
   120
   
   mapname.map.rsb
   
   0
   -123
   -184



Hope this helps
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mrjkwik

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Ghost Recon 2
« Reply #17 on: December 01, 2004, 04:41:00 PM »

i'm nosing around in the files, and i'm seeing "IGORID".  after some searching, i notice that the pc version of gr had an editor name igor (i figure you guys already know this).  anyway to get hold of that editor without owning the pc ghost recon.  i'm trying to mess with some weapons files, then i'll move to the map files.  not sure how much luck i'm having.
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mrjkwik

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Ghost Recon 2
« Reply #18 on: December 01, 2004, 06:11:00 PM »

ok, not as tough as map mods for sure, but for those wondering i was able to do some weapon mods.  

for example:

i took an sa 80 with grenade launcher, gave it the weapons camera, 200 rounds/clip, for a total of 1000, and changed the reticule  (although i've been unable to increase zoom for some reason)

i also took the grenade launcher, and modded it.  i took out the reload, and increased the "magazine" count from 1 to 200, for a total of 1000 grenades.  and a different reticule due to attempts at changing the zoom.

i just opened the equip folder, modded the desired file, saved it, copied the text, and pasted it over the same file in the ikedata.glb.  some of this may be unecessary.  as i changed just the equip files and nothing happened.  when i made sure the equip file and ikedata was the same, it worked.  i was also able to give a sniper rifle the guncamera.

its a start for someone who knows little about this stuff, but is willing to learn.
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mrjkwik

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Ghost Recon 2
« Reply #19 on: December 01, 2004, 06:35:00 PM »

also just changed the underbarrel grenade launcher to a underbarrel rapidfire rocket launcher.  

i'm gonna start messing with otherstuff now.

(sorry to post again, for some reason it wouldnt let me edit my last one to add this info in)
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IronestMaiden

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Ghost Recon 2
« Reply #20 on: December 01, 2004, 09:13:00 PM »

i have also found out to make a map(old map)show up in the select screen,you need to rite a global for the type of game u want to play at that map.i will explain in a few when i have mroe time.so like along with that env. file u also need the global
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IronestMaiden

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Ghost Recon 2
« Reply #21 on: December 01, 2004, 11:42:00 PM »

heloius u are the back bone of this project man,and probably most experienced so ya u gotta do all u can do the rest of us are workers
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iamgeoffyboy

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Ghost Recon 2
« Reply #22 on: December 01, 2004, 11:55:00 PM »

Hey guys
You seem to know what your doing with this game.
I have a question for you.

I play this on Xlink kai and have a higher ping than I would profer,( I live in australia and the rest of my clan live in the states)

I have no probs playen R6 ba and other games, but it seems this game has some sort of a ping limiter in it.

Now the question I have is would you know how to edit it to allow for a higher ping to join the game?

I can join if my ping to the host is below about 250, any higher and it no go.

Where would I look for this in the game?

Thanks in advance for any help at all guys.

T'A_Sandman

www.tavengers.com
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barranger

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Ghost Recon 2
« Reply #23 on: December 02, 2004, 09:06:00 AM »

A couple of thing...

1) I'm pretty sure that the Igor that shipped with the PC version of the original will not work with these file (the schema is different, which should confuse the program).

1a) Having said that, it shouldn't be too difficult to write an editor to do it.

2) As for a dedicated website, I'm in if you want me

3) Changing the ping while I'd bet that it's a simple prop or hex change, it's different than the mods that are being talked about here.  I'm sure if anyone finds it durring their search, they'll tell you, I don't think many people will look specifically for it.

4) While I'm sure we'll make great strides in modding this game, I think the two occasions that will really propell this effort are when the first DLC comes out (It will show us where the hooks are to pick up new content) and when the PC version comes out (cause it should ship with an updated version of Igor).

Just my thoughts
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iamgeoffyboy

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Ghost Recon 2
« Reply #24 on: December 02, 2004, 05:07:00 PM »

Thanks for the response barranger.

I am new to this stuff.

Could you possible give me a tip on where or what to look for?
Or anywhere I could get some info on doing this?
Ihave opened up the default.xbe and looked at it with a hex editer.

thanks heaps

I gota do this if I wanna play it. I dont care if I have to sit on the computer for 12 hours straight to do it.
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barranger

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Ghost Recon 2
« Reply #25 on: December 03, 2004, 05:39:00 AM »

Yeah I noticed that it looks like you can change up the game types too.  If I get a chance to do so this weekend I'm going to look at creating a new level in campain mode.  Nothing special mind you, just a collection of pieces from the other missions, but a good exercise of what can be done.

On a side note, I wonder if we'll be able to do full expansion pack style mods like in the first one for PC, too early to tell, but certainly a possibility.
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mrjkwik

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Ghost Recon 2
« Reply #26 on: December 03, 2004, 10:54:00 AM »

anyone know how to extract the .xpr or other graphic files.  obviously doesnt work in photoshop, didnt know if it was even possible.
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Helios

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Ghost Recon 2
« Reply #27 on: December 05, 2004, 05:34:00 PM »

haha hey Kdog. Its about time you showed up. Your website is still blank lol. Anyways my computer time is extremely tight at the moment but my next post will have some major updates about GR2. It should be helpful anyway. Everyone should think of a good name for the website. I was talking to mrjkwik before and he has 1gig of webspace so I think that we should go with him. 1gig should be enough at the moment for sure. Anyway in the mean time I am going to be writing up a test mission script which should allow people to test out their maps. This will help people look at maps that they might want or might not want for GR2. Anyway I hope that helps. I will see if I can add a test map into GR2 so you can turn it on and off. I am working it out anyway. It should help alot of map modders and stuff as well. Anyway I have to go now but I will keep you all updated on this little project.
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mrjkwik

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Ghost Recon 2
« Reply #28 on: December 05, 2004, 11:45:00 PM »

ok, now current progress from the game modding newb....

what i'm interested in trying to do as my "learning project" is to create a new weapon from scratch.  i've pretty much figured out how to mod current gun properties, whether increasing their mag count, giving them new capablities, such as a fully automatic sniper rifle with a full auto rocket launcher underneat, with camera gun capabilites.  yeah, unrealistic, but you gotta go extreme to see the difference.  now on to create a gun itself in the game.  so, the graphics part.

i'm lost.  i've been able to extract .dds files from the .xpr files, and install the plugin to view them in photoshop.  of course, its just a flat 2d image, so hard to decipher what i'm looking at.

dl'd a trial of 3dsmax v7, problem is, i havent found a plugin to view these models in their, or i just dont know what i'm doing.  the plugins i have found are for v3-5.  

so far, the only "good" to come out of what i've done is extracting the reference maps to jpg form that i will post to a site for players to learn.

as i said, for you experienced modders, what i've done is nothing groundbreaking.  just me learning.  any other info will/help will be appreciated on how to actually pull a weapon model up in 3ds max or milkshape

an example of a ref map

user posted image

you can click on it for a larger view
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IronestMaiden

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Ghost Recon 2
« Reply #29 on: December 06, 2004, 12:19:00 PM »

does anybody have a copy of unreal editor?these maps(it worked in both rs3's on xbox so i may be wrong) might work in it but i really am not sure

good work mrjkwik if your on msn ill help you more with your progress

and can anybody tell me why my ported maps only like litterly like 25% before i get a dd error?
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