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Messages - Fishmonger

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106
Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:11:25 PM »
Some words about the layers in the editor:
 
Static - you already used it -this layer places stuff like buildings and roads on a map. We won't use this at all on the existing maps.
 
Props - those are things like fans, MGs, garbage cans, etc - we only use a few as only a handful of these will not require a new set of lightmaps to be rendered. More on that when we get there
 
Electric - only needed if you are building your own map. More on that when we do that tutorial
 
Dynamic - here's where you find cars and trucks - definitely needed!
 
Props Brush - only needed for map building. Ignore
 
Sky environment - very important to pick the sky this map was build with. How do we know what to pick? I looked it up in the XML we unbundled earlier - it is actually in the world.xml file we are using. Still a good idea to make sure the value we need is selected in the editor. Changing this will create unwanted results with shadows, etc. We have mission08 skies here:
Code: [Select]

  <sky name="first">
   <rotation yaw="0" pitch="0" roll="75.00177"/>
   <setup sky_name="mission08"/>
  </sky>

Related to the sky is the "light box" which we choose on export of the map data from the editor. We'll get to that much later, but it is linked to what you pick here.
 
Sound - here's the layer for ambient sounds and detailed localized sounds. Don't mess with it if you are re-using a map that was well made
 
Multiplayer - important layer - here we set up spawn and zulu bases and check if our map area is properly set (can only set that in the xml but here we check if we did our math properly)
 
Player - ignore - not needed for OGR
 
Area - here we set up spawn zones - very important
 
Human - most important for us - this is where we place and determine what the AI does
 
Vehicle - Panhards, Tanks, Helis - you find them here
 
AI graph - Here we create/check if the AI has "anchors" to allow them to move in our world. The AI graph is a network of nodes that are needed for AI to spawn and move around. More on that when I create the one for this map.
 
Mission Command - ignore
 
Composition - ignore
 
 
 
I'll leave it at this for now - tomorrow afternoon I'll dig into the AI graph and show you a mission script that we can import and use for most maps, as long as we use some proper naming conventions for AI groups and vehicles, etc.

107
Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:10:08 PM »
Here is what you'll see once the map is opened in the editor:
 

 
on some maps you will actually find your first view to be below the surface level and look much stranger. Anyway - now we start to FLY through the map.
 
Move your mouse - nothing happens? Hit the space bar and try again.
 
then use the AWSD and Q and E keys in conjunction with your mouse to fly - AWSD work like in the game while Q and E are elevator keys to go up and down. Whenever you get to where you want to go and want to do some menu selections or place objects hit space bar again to lock the view. Practice some. Look around the map and get used to these controls.  The mouse wheel controls the speed of everything - want to go fast, roll forward, go slow and detailed, roll way back and move.
 
View from far above:

 
Now the bad news - this map is a TDM map and it is missing a bunch of stuff we need to create, plus the spawn bots are not in a location where I'd want them to be. I suppose now is a good time to get to know the map and make choices based on what kind of mission you want the Ghosts to run here. Spot two locations for spawn and zulu location, because you will need to stick to those in the future.
 
The real grunt work on these maps (not on the single player mission maps, since they do have AI) is that we need to create an AI graph for soldiers and vehicles so tht they can move around. I'll show you how to do it and then provide the file so that we don't all have to duplicate the job. It easily will take 30 mins on this map to do that.
 
But before all that some more words about the editor while we are in here.

108
Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:08:10 PM »
Let's take a look at what this thing just generated in our custom levels folder:
 

 
in my case, there was already a folder called expendable_assets inside the "work" folder that now should be in your custom levels folder as well, but it added "my_level" and a number of files we will need there to work on our new map.
 
Before we go through the files and adjust the naming, we now go and grab the stuff we will need from Grin.
 
We use the Bundle Reader program to get to this stuff. See link in my first post to download this utility - it's the most important program you'll need for this job.
 
Running it you get this screen once you navigate to C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Bundles
 

 
in this case I am opening the patch.bundle which contains most of the multiplayer maps that were added to the game with the update patch. To get to a single player mission, you need to go to the quick.bundle file in that folder.
 
Expand the tree on the left pane until you find the folder s01 in the data/levels sub folders and hit the extract button. Place the output somewhere easy to find.
 

 
This is what you'll find inside the generated S01 folder extracted by the bundle reader:
 

 
Right now we are after a file in that XML folder: world.xml holds the entire map world information that will save us days of work to build our own world file:
 

 
Copy this file into the my_levels folder in your custom levels folder where you see world_01.xml - delete that file, and rename the one you just copied there to world_1.xml (oh - if you didn't close the editor, it would be a good idea to do that before this operation
 
Now go back to the editor and open your project file. You should find yourself in a screen that shows the S01 world. If there were version of the world file with numbers higher than 1, just delete those while moving this file there.

109
Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:06:56 PM »
To get started with a map you need to generate a map project with the editor, even if you are about to steal most of a map from the Grin-provided files. We need some of the files this process will generate, although we will then replace the main content with existing stuff.
 
Start up the editor - go to Start menu and find the Ubisoft Program group, then Ghost Recon Advanced Warfighter and in there the and launch it.
 

 
since the editor almost takes as long to launch as the game itself, now is a good time to grab a potato chip with some dip and take a sip of that good Dogfish Head Raison d'Etre beer you got on your desk....
 
After a burp or two, or when you'll run out of beer and chips, you'll find yourself staring at this menu:
 

 
Here we hav to create a NEW project. The button is right there on the bottom left! Once you click it you are asked to fill in some information. The NAME of the project is the most important part at this level, but it helps to actually pick the proper texture set for the map you are about to hijack. My s01 map from the game clearly uses the "ghetto" set. Graffiti set is irrelevant unless you make your own map, and even then I don't know what you get in these.
 

 
So you enter your information. Don't be too picky here since the stuff saved will always be called "My Level" no matter what you call it here.
 

 
 
Click create and find yourself on the screen so many GRAW players have found only to spend a few confused minutes there and then leave it and never return. Here I already clicked on the top left layer menu, otherwise it would look even more desolate:
 

 
You are in an empty world. What we need to do to generate all the files we need to get this project folder set up so we can begin swapping in files from Grin is to place one single static object. To do so, click on the top left menu and then again on the "static" layer item on that list. You will get another menu to open up:
 

 
I then picked one of the grass pieces to lace on the blank map (that guy standing there on the gray slate has absolutely nothing to do with our map. It is just the "center" of the map you can build here. To place static object click on an item on the right side, then go over the map with your mouse pointer. Look for the blue indicators that show where it is about to drop the item. Once all of them show on your screen RIGHT CLICK your mouse. You just placed the first piece of a new map world into the void:
 

 
At this point we have done enough for the editor to honor our efforts and let us save a full fledged project folder (into our custom levels folder!). So hit the ESC key and push the save button on this menu
 

 
You just saved the first building block of your map. You can now tab out of the editor and move on to other things.

110
Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:05:06 PM »
First Step:
 
picking an existing map. Best way to do that usually is to go into GRAW and choose your multiplayer screen, pick from the menu what you got and load it as a local server so you can walk around in it. Most of those maps will be known to you, but we rarely venture into TDM games, so a refresher visit may be necessary.
 
What I just did, not having the ability to run GRAW was to look at the bundle files that are in the game. Using the BundleReader application I simply extracted all the image files that are inside the game to provide the small mini map for each included mission.
 
Doing that, I came up with these files as most interesting candidates (converted to JPG format here so you can see them in the post). Reasons why they are interesting: a) no OGR missions exist on them as far as I know, b) they aren't as small as the normal TDM deathmatch terrains so you can actually get a mission feel at small scale.
 
Small maps can be a pain as you have to give up almost half of it so that the bad guys don't spawn in your face, and then you only have a very brief area to trigger secondary and further spawns. Why not spawn all at once? Lag and CPU load on the server makes anything over 20 AI walking around at the same time a bad idea.
 
 
ok - here the map I found as the most idea candidate for this tutorial and you'll probably recognize the place right away if you've done any TDM action:
 
This is mission "s01" in the game - no idea what it is called on the menu
 
 

 
 
There are 5 more that would be great candidates - we can all work on the same map, or you can take of of these - just let me know which one you're interested in and I'll get the necessary files ready to go for you (including info on what you need to do to replicate the process)
 
mp01, mp02, mp03, mp04, mp05 in that order
 

 

 
 

 

 

 
 
My next post will be about using the tools to get the files ready to go for the editor. Once I have the files ready to be edited in the GUI of GRAW we're already at the point where zones and AI are placed. Piece of cake - we're almost done!

111
Ghost Recon: Advanced Warfighter / GRAW Map Making for Dummies
« on: February 12, 2018, 01:03:39 PM »
I am manually resurrecting the thread from the old forum database. It will not include all comment posts, because a) users do not exist here, and b) this is mostly a reference, not a discussion thread.

Ok - here we go. The hardest part of this entire tutorial was to come up with the title page ...
 

 
with that out of the way - let's move on and look at what we want to do here. The idea of the thread is to allow those who are not totally afraid of using notepad and a few small utility programs to create their own OGR Coop maps from existing maps. We'll use this thread to work on a project in which we all share the same map, keep our mission scripts and enemy group naming to a standard that lets these lines be reused for other maps, and look at the small little things that had me stumble when I was reading all I could find online to figure out how this map thing works. When done, we'll end up with a number of completely different variants of the same map.
 
What you will need to participate and create your very own GRAW OGR COOP map:
 
GRAW, obviously
GRAW map editor (if you have GRAW 1.35, you have this on your start menu as well)
Bundle Reader (this thing lets you take apart maps and use pieces of them)
Bundler (included in the game)
Notepad (I prefer this over dedicated XML editors)
MSDOS prompt (to run the bundler commands)
Calculator (to create the grid coordinates that define the area shown in minimap)
 
Optional
Photoshop or something else to customize/fix your minimap images.
 
 
For extra credit at this time, you can grab some files that I accumulated to help me do things I could not figure out from the sketchy documentation and help screens the GRAW editor provides. Don't look at this stuff right now - most of it you will never need to know unless you get ambitious:
 
The GRAW map editor tutorial (don't even remember what's in there)
 
Info on random scripting
 
Info on texture_scope.xml file
 
"Clean" original game mission world files (we may use one of these for this tutorial)
 
The complete "GRAW Scripting Reference" (I have it printed, but never find answers in it)
 
Using C4 in Coop maps (I am going to use that on my next map, while you may never use it)
 
 
Right now, just get mentally ready to become a map maker - I'll post some files and instructions to get started later today, then take screen shots and write instructions up as I go. I'll have to actually sit at the computer I do this on to make sure I don't skip anything.
 
We'll keep this very simple for starters - no random spawns, only panhards, no custom objects on the map, just a few spawn zones on a smaller map. We'll probably use one of the larger multiplayer maps for this.
 
More when I get some time later today.
 
UPDATE 2-28-2011 - since people still play the game and I am not the only map maker, I decided to start a video tutorial collection for GRAW OGR map making. Note that only the DOWNLOAD option works these days, as Windows Media Server was outlasted by GRAW by many years  ;)

https://didnt.doit.wisc.edu/graw/tutorial/video/video_tutorials.html

112
Hardware, Software and Networking / Re: New network for GRAW server
« on: February 06, 2018, 11:22:23 AM »
another screenshot of peak up (blue) and down (orange) speed on my router's monitor tab. Fast and solid ramp up to over 60 times the speeds we used to have. Any lag in the game from now will be a downstream issue, or CPU on the game server. In fact, the server may not even have a gigabit card. Have to check.

113
Hardware, Software and Networking / New network for GRAW server
« on: February 06, 2018, 11:18:01 AM »
Hooked me up today - still using dual ISPs for a month in case they aren't rock solid. However, the numbers are good - see attachment


114
Ghost Recon: Advanced Warfighter / Hamachi Client Info
« on: January 26, 2018, 05:48:36 PM »
Update 3-15-2015- Hamachi changed to Mesh setup so anyone can host. However, I had to delete the old network to create this one, so the Network ID has changed and you need to join the new one:

288-212-116
pw is the same as for mod monday

Hamachi download (free and unmanaged client) from here - get the client here

https://www.vpn.net/

Then you run the installer. When done, open it up and go to the

SYSTEM -> Preferences menu and change a few  things under the Settings button:

  • turn off all interface check boxes (splash screen, hide offline members, enable chat)
  • change the Encryption to ANY (because I turned it off on the host - it's probably faster that way)
after you click OK, go and hit the blue power on button and log in to our Hamachi Network.

If the server is up and running, you will see one of the clients named "TGP OGR SERVER" - you just fire up your game and go to LAN game and you should see a server as if you were on the same LAN.

Again, use the good old Mod Monday idwic to get into the network wtih the ID number listed above, but I may  be changing that to one that isn't publicly posted to add some vague security to the thing should we run this on a permanent basis.

I read in some forum thread at some point that this hamachi client  wasn't free any longer. That is not the case. The Network as we use it costs me $50 per year, but the client is free.


115
Ghost Recon: Advanced Warfighter / Fishmod Files
« on: January 26, 2018, 05:33:23 PM »
January 27 Version - easy download, even Cityboy can do this!

Note for first time installers, you do need the context.xml from the 6.0 Brettzies to go along,
or just edit your existing context.xml and change the only occurrence of the word  "english" to "bp_weapons_pack_v6.0"

Other than that, extract what is in the zip into your languages directory inside of GRAW. Ditch anything originally in there that may have been a Brettzies mod.

This is the version we have been using for 2 years now

Fishmod Jan 27, 2016

116
Ghost Recon: Advanced Warfighter / Current Map Cycle
« on: January 26, 2018, 05:27:00 PM »
Here's what is running on the server right now (09/20/2019)

rotation:
abbottabad_day 02-09-2019
bug_hunt
embrace_the_suck
firing_range
high_wire_act
whistle_dixie




If you haven't been on the server in a while - we run a MOD dated 1-27-2015 - see fishmod thread for download link.



Minimap Gallery (so you can see what's what, or at least get an idea of what map we're talking about)
 

if you need a map, go to one of these download links, or grab from the long list below:
 
Fishmonger's maps available as zip files are here

 
All maps on the server right now:


abbottabad
abbottabad_day 02-09-2019
abject_failure
abject_nonperformance
adult_diapers
alamo_2013
alamo_2018
alquaida2013
amateur_night
antiveros2013
anal_leakage
anal_leakage_spawn
apocalypto2013
assume_room_temperature
aw01_urbanresistance_ogr
bad_decision
badass
battlefield
battlefield_2019 02-24-2019
battleground
battleground_2019 03-09-2019
beautimous_maximus
blackhawk_down
blistering_fury
body_count
body_count_spawn
bottleneck
bricktop
bring_it
bring_it_spawn
bug_hunt
casa_buttmunch
calle de misericordia
calle_demented 02-05-2019
calle_reloaded
calle_reloaded_capt
can_of_whoopass
careful_eugene
charlies_point
cheeseburger_hill
closed_casket_2014
cholesterol_hill
colonoscopy   New Version 12-24-2018
come_to_papa  New Version 02-08-2019
contact_lost
cop_a_squat
cornholios pyramid
countdown2012
cowboy_style
crazy88
crazy88_reloaded
crazy88_unhinged
cuartel2014
danger_close
danger_zone
dawn_patrol
desert_castle_dedicated
desperado
diarrea explosiva
die_tryin
dinner_out
docks
docks_unhinged
dogfight2014
doomstone
doomstone2012
double_tap
dragonfly_fish
drawing_flies
engpass
epic_failure
embrace_the_suck
eschers_dream
eschers_nightmare
expendable_assets
explosive_diarrhea
extra_cheese
falcons_roost_2015
Fartknockers
Fartknockers_Unhinged
Fat_Mans_Crack
Fat_Mans_Crack_Night
fear_the_ripper2013
fecal_inferno
festering_sore
fight_club
fireworks
firing_range
fish_taco
Fishtrap
Fishmarket
fleshwound
for_the_gipper
fruit_punch
garbage_removal
gauntlet 01-23-2019
gauntlet_spawn
ghetto_getaway_reloaded
ghost_behavior
gobo4
grasslands
hall_of_mirrors
hearts_and_minds
heat
heat_stroke
hello_kitty
high_wire_act
hold_my_beer
hornets_nest
hotel_california
hunt_for_cornholio
hunt_for_paihuantu
ied_hill
into_the_haze
joey_rocks
keyser_soze
kinetic_operation
kiss_the_ground_day
labyrinth
last_castle update 03-24-2019
left_behind_2
lets_party
lightning_unleashed
long black veil lite
lung_butter
major_gippage
major_smackage
make_us_pay
maze
meatshields_wanted
meat_grinder update 03-10-2019
meh
minutemen
minutemen_2016
mopping_up
more_cowbell
nachos_rule
nemesis
new_years_day
norad on the line
nowhere to hide
nuke_from_orbit
off_the_chain
off_the_hook
operation_buttmunch
painkiller
parque_mortal 02-12-2019
pest_control
pigs_on_the_wing
pity_the_fool
pollingcenterOGR
possum_stew
pow camp midday
prison_break
prison_break_spawn
prison_break_2
projectile_vomit
pucker_factor
pull_my_finger
quest_for_peace
quick_decision 06-12-2019
rampage
rapture new version 03-21-2019
rawhead2013
rectal_froth
rectal_seepage
ready_to_die
redemption 
retirement_party
righteous_kill  01-19-2019
ruin_their_day 04-10-2019
rut_roh
sanitation_smoothie
sawmill
scumbags_noath
scumbags_whatever
seething_with_rage
sewer_rats
shake_and_bake
shitstorm  new version 12-31-2018
shock_and_awe
shooting_range
smackdown
smackdown_biatch
smoking_hot
snake_on_point
south_park
southern_ownage
soylent_green
special_cargo
staring_at_goats
stay_frosty
stick_a_fork  new 01-05-2019
stool_sample new version 03-21-2019
sucker_punch
swineflu_labs
swinemarket
tactical_bacon
tango_dont_surf - 1-30-2019
tastes_like_chicken
terminally_unhinged
texas_speedbump
the_dude_abides
the_good_shepherd 12-07-2018
the_hive 
the_kridlocker
The_Last_Castle
last_train_home new 04-24-2019
the_longest_kilometer
the_long_road
the island 2
Thinning_the_Herd
total_smackage
toy_store
truck_stop
truck_stop_spawn
turkeyshoot
turkeysmackage
valentines_day_massacre
valley_of_pain
vertigo
violence_of_action
we_are_sparta  06-12-2019
whatever
whistle_dixie
wicked_sick
wombat_anus new version 05-11-2019
year_of_the_sloth

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