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Messages - Fishmonger

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Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:47:39 PM »
Quote from: Thor3588;180932
Hey, I care too...
been waiting paitently for the next class. Still trying to get a handle on this. When I build out a map all the textures are blue and yellow boxes and it is night.

This is caused by incorrect texture_scope.xml entries - the editor is too dumb to combine more than one texture set in the game. GRIN limited textures to several subsets to make the game easier on lesser hardware back in 2006. You can override that after your export by going into the bundle file, where you can edit the text file that specifies what textures to load, or, if you have the time, just go into the /work subfolder inside /custom_levels where you can find it as a temp file from where the editor grabs it to make the bundle. Edit it there and make the file read-only so it wont' get blown away by the normal map export process.
Now - what do you edit in it? It depends on what you used in your map. If you combine historical, city, industrial and ghetto set items, you need all of them in there. Usually, the less, the better. I used Ghetto and Historical in Retirement_Party (the cemetery and a few walls didn't work with the ghetto texture set and turned blue/yellow)
these are the five lines you can put at the top of that texture_scope.xml file - you probably have only the /common and whatever you picked as your primary scope when you started the map:
Code: [Select]

  <xi:include href="/data/settings/set_texture_scope_editor.xml#xpointer/include/common/*)"/>
  <xi:include href="/data/settings/set_texture_scope_editor.xml#xpointer/include/historical/*)"/>
  <xi:include href="/data/settings/set_texture_scope_editor.xml#xpointer/include/city/*)"/>
  <xi:include href="/data/settings/set_texture_scope_editor.xml#xpointer/include/industrial/*)"/>
  <xi:include href="/data/settings/set_texture_scope_editor.xml#xpointer/include/ghetto/*)"/>

if you can figure out the bundler program, you don't have to export the map again, although a quick test in draft mode with 1 pass will already show you if you picked the right settings. The export rendering does nothing to the texture quality - it only creates those shadow and light areas on the map, so if you have he right textures linked, you'll see that even in draft mode.

Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:44:13 PM »
Time to recap what we have done here so far:
We first created a project with the editor by starting it and placing one static object, saving it and exiting.
We then grabbed the terrain (world.xml) file from an existing map using the Bundle Reader.
This world file then was used to replace the near blank world_1.xml in our editor project by deleting the small file and renaming the one we extracted from the TDM map to world_1.xml and replacing it.
Then we opened that world file by simply running the editor again, finding the large world from the TDM map in our editor. It was missing a few things we need for an OGRcoop map, so I went in and added AI graphs for human and vehicle AI. I also set up the "spawn dummies" and Base 1 and Base 2 (spawn and zulu) that are necessary for this type of map.
Then areas were created to set trigger zones to have AI groups spawn gradually. We can't have more than 15-20 of these guys walking around at one time without getting serious server lag.
Adding the human AI is the biggest job on these maps - you actually need to sit back and think about a) where they need to spawn so they aren't visible to the players, b) what they should do to become a force that you have to face on the map, and c) how strong to make these groups, by picking various caliber troops and weapon loadouts for the AI. That part is all for you to figure out. All I know is that I avoid "guard" orders for the most part, unless I really want these guys to sit on a roof and wait for enemies. On the ground, I have them walk around to become less predictable, even if they are supposed to be in a very small area.
Last we looked at setting up MGs and Panhards.
What is still missing is how to get this map to actually be playable to go in and test what you have just edited. In just about every case, you will need to make some changes, and in order to save time you'll need to figure out the "bundler" application (command line tool to make bundle files out of those XML files without using the editor). You do have to export the map once from the editor to create a few files that will never change, but you can do this at "draft quality" and with just 2 passes. This still will take about 20 minutes on a normal system. The result is a bundle file in your custom levels folder you could go in and play, except with fuzzy graphics. No worries, we will steal the nice graphics from the GRIN provided bundle file just like we took the world.xml file out of there.
The process to get a map exported from the editor is simple - just go to the main menu with ESC key and choose the export. Don't worry about level description and any of that other stuff. Just make sure you make the map an OGRcoop map and give it a name that won't mess up once on a server (avoid spaces!). The export from the editor will generate everything that makes the map playable, including the minimap image file (which can be edited after that export and rebundled as well - that's how I get my info text onto that map image)
Once the map is exported and you play it once and it doesn't crash, you're just about done (has any map ever worked for me without crashing? I don't recall...), even if you want to make additional changes, things from here on go very quickly, as most changes are probably to the mission script. If you need to make changes to the AI after testing the map, you should open the map in the editor again, however, don't bother with exporting any longer. Just save and exit - then "unbundle" your original export into a temp dir, replace the world and/or mission files, run the bundler, and 2 seconds later you have a new version of your map.
I'll show those things in detail with a few screen shots so you can follow the process. It was the hardest thing to figure out but only because there's no documentation out there that really tells you how to do it. Everything I ever found about this online was full of errors or incomplete, presented by somebody in a "why don't you get it?" manner rather than with explanations a non-insider could follow.
Expect the next update in this thread in 2 or 3 days - I want to get a map done right now and I am still 2 days away from getting to that part where I can take screen shots to illustrate the process I just described here. I really need to be doing those things to the new map before I can get you proper samples. I assume that if you are actually trying to make a map, the information provided so far will keep you busy for a few days.
Feel free to ask questions - I am sure I forgot to explain some stuff that didn't cause me any trouble understanding. Right now I am going back to the machine gun post to add one thing I forgot about...

Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:41:36 PM »
Now to the vehicles, and since Panhards are the most common, let's do one of those. The vehicles get spawned by using orders inside the script that are different from the AI and you don't have to use the same group ID with a spawn area. You just name vehicle and crew alike to make sure they spawn together when called by the script.
First you need to place the panhard on the map. The vehicle layer is where you find those that can be loaded up with AI crew. The "Dynamic" layer has panhards as well, but those are only good as decoration and can't drive or haul enemy around.
So pick it off the list and right click on the map as you hover over where you want to place it. Rotate the thing with the cursor keys, and drop on the map with the left mouse button. Sometimes they bounce and you end up with a wreck - just hit delete and do it again, dropping from lower altitude (use flight keys to get where you need to be). Here is a panhard hovering before being dropped on the bridge:

Remember that vehicles must snap to the vehicle AI graph (N-key on AI Graph layer). When dropping it in the map, make sure the location is near the AI Graph for vehicles, or it won't work. Note the green ring around the AI Graph node here (select it to see the range): your vehicle should be in that range to be able to spawn or move or drive there.

I usually place a second Panhard for each actual vehicle I set up as destination marker. The world.xml file will have the exact coordinates for the destination panhard that I need for the mission script. I just delete those vehicles from the world file when I am making the script work. More on that later.
Next we need to fill in a few items in the box on the bottom left. I number my panhards from 0 through whatever (I heard 10 is the most you'd ever want on a map). This is Panhard2 on this map. Make sure it is set for "hostile" and check the "sequence spawn" if you don't want it to be sitting on the map from the start of the game, but be triggered by a spawn area (less AI on the map is always preferred)

Next we need to go over to the Human layer and set up some AI to operate this thing. The key is to make those soldiers "Group ID" and "Transport ID" match the Vehicle ID" you gave the panhard. Also, if it is the "crew" you must check the crew box. There is a Crew1 and crew2 option: only crew2 will man the machine gun.

After the crew, you can add passengers to the panhard. They need to be placed close to the vehicle just like the crew. You can put between one and 4 passengers in there, and they come in guerilla, infantry and special forces caliber with appropriate skill levels. Here is how I set up the 4 passengers on this vehicle to match the crew and vehicle IDs:

I read somewhere that crew and passengers should have "patrol" orders and it should be moveguard recon. Not sure why, but it works and they are nicely active when they unload from the vehicle, so why bother trying the other options?
This is all you need to do to get a fully loaded panhard on the map. The scripting for this are two lines of code you can copy paste in your mission script, change panhard ID and coordinates for the destination and you are all set. Rinse and repeat for the next one.

Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:40:40 PM »
Let's have us some .50cals on our map!
What is different? To get a soldier to spawn with a /50 cal or MK19 launcher, you have to set up a set of area, AI human and gun prop with the same name and spawn this separately from a normal soldier group (easiest solution)
so first set up another trigger area, just for the MG coming up ahead. It can overlap with a group area, but can also be different to add some randomness. I sometimes make the zones not inclusive, allowing it to be bypassed by accident.
Anyway - for the coming pix, I set up "area_mg4" and then went to props and placed an MG on a building. This may be said easily, but your little green props pointer may refuse to "snap" to the roof of a building or the ground plane where you want to place the prop. That is because for prop placement there are two different modes in the editor. Hit the "N" key on the keyboard and see what it does to the placement tool - one mode automatically snaps to surfaces, while the other is locked at a fixed height. Most of the time you'll want the auto-snap, unless you want to override it and place an object half way below the main level (use the page up and page down keys in that mode to adjust height). Anyway - in this case and most of the time when you are placing props, use the N key to find the mode when the little green ball thingie snaps to the surface you want to snap to. Right click to place the MG, then go and name it "area_mg4" or whatever number MG you are working on.
See below what to choose from the props list and what I did to name the prop:

the legs of this thing are like the humans - use the arrow keys to rotate the legs so it points with the single leg in the direction it is supposed to shoot. The top part will point into all sorts of directions in the editor - ignore that and look at the red line at the base instead. It is the right side facing forward. I named it "area_mg4" to match the trigger zone name.
Now the human to operate it:

I chose a "mex_guerilla_Patrol1" for the job. It has to be a single user, so all the types ending on "1" are ok". Careful - if you use the soldier type ending on no number, your game will crash on load. The only OGR compatible types except for the Rangers all have a number at the end to designate the count. _1 is what you want on a fixed weapon, or you have a crowd of guys hovering over that gun.
I also named the soldier's group ID to match my trigger area name and mg name: "area_mg4" - point his face where he's supposed to shoot and leave orders on guard. This is it - as long as you don't mess any of this up, you will trigger one MG with one trigger zone. To do more than one you need to use some "trigger random event" logic in the script, but that will be in the advanced lesson.


Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:37:44 PM »
and in case you were wondering why I keep getting shot on maps I made: here's spawn zone area04 in my upcoming map - 4 different AI options on the same zone, and I have no clue what will happen with each spawn scenario it's RANDOM. OK, so after a while you learn all the random spawns, but I can make these maps quite unpredictable with some effort in the randomizer department (more work)

That is the skinny on placing regular AI soldiers. There's a little more to the MGs and Panhards. The info on that will follow as soon as I work on those in my new map and can take the screenies to show here. It's pretty simple and only needs one or two more things to be observed.

Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:34:26 PM »
Of the soldier types on the list, you can see that there are three main categories: guerilla, infantry, and special forces. Their skill level and weapons skills go along with these levels. recon means mp5 or similar weapons, patrol means Scar or similar gun, heavy means light machine guns. The panhard crews are similar - three types for each as well as for their passengers. Use those only for Panhards or other vehicles which we will cover later. Also note that there are some "patrol" groups and panhard crews I marked as "do not use" - they absolutely do not work. Rule of thumb: if there's no number 1/2/3/4 behind it, you probably can't use it. Exception are snipers and RPG soldiers who only come in singles.
The naming box called "group ID" is very important, because the script that triggers the spawn of enemy soldiers needs to know which set of enemies to spawn at one time. When not using random spawns, I name each group after the area that triggers them. So for soldiers to trigger at the start of the game, I use "area01" as the group ID. All soldier groups labelled as area01 will be spawned by my script when a ghost walks into the area01 area trigger zone. For random spawn, I use area01easy, area01normal, area01hard and area01difficult, or a subset of those. This helps me sort out which set gets spawned but the name still has the area in it they belong to.
Once the ID is set, you can give the AI orders.

The order pull down is the first step - here I chose "patrol" which popped up the patrol type pulldown as well. For "guard" duty, you don't need to do anything else but pointing the AI in the proper direction, because they will not leave the area. Very good for AI on buildings, because they cannot move up there anyway. Very few buildings can be walked around on (only those you can get on top of as well)
Patrol types are important. Some mean they walk in a loop, others mean they run to the final location you direct them to and stay there and yet others mean they go slowly and then return back to origination point. I generally use "pingpong idle" for those guys that come forward from the back at higher speed. For patrols that wait for you in some area, I use the pingpong recon, which has them at a higher alert (guns ready) and they keep moving back and forth on the path you defined for them. Here's a good reference on what the different terms in the list mean:
The path is that green stuff to the right of the AI on the top view. How to do it?
Hit "Insert key" on the keyboard and start clicking the nodes onto the map. Make sure they can actually go to these places and no obstacles re in their path. To undo, use the right mouse button, to redo left button. when done you must hit "insert" again, because you cannot place another AI while in that mode (right mouse button will actually take away nodes then and not place a new guy on the map_). So if you are clicking the right mouse button and nothing happens, go back to your last guy and check his path - you probably just deleted the last node... Hit the insert key and you're back in business for the next guy.
When you place a group ending on e.g. heavy4, you are placing 4 soldiers with the same orders. This save time.
Sniper orders: usually you do that order type for a sniper but you can actually tell any soldier to behave like a sniper, even an RPG guy (I've done it...) What you do after orienting the soldier to face in the proper direction (again, red is right shoulder, green is front), is you hit the "INsert" key again, as if you were about to put a track for them on the map, but you have a yellow cone showing for the sniper orders. thiscone has a center dot that you can direct on the map. It tells the sniper where to focus. use the Mouse Wheel button to set that cone center to the direction you want the guy to look. At least that's what I think the key was - already forgot how to do it since I took the below picture:

as you can see all the other AI tracks show in the map all the time. This helps to see where you already placed some troops, but on big maps with multiple random group per area, it gets very dense and the fps in the editor drops massively at the end of the map. I now build the map in sections, cut the code of finished zones out, then build the next and at the very end when everything is tested, I paste all AI back into the very same world.xml to use for final export. For a simple map with just 100 soldiers you should not need to do that
Another important footnote to the above - when you give orders by hitting insert and clicking away with left or right mouse button to add or remove waypoints, you have to be extremely careful to NOT hit the right mouse button when there is no waypoint left to remove: it will crash the editor with some sort of cannot create in void error. Example, you place a sniper, don't need to place a waypoint, but you hit insert anyway. You then just aim the sniper cone with the center mouse button and want to move on placing the next enemy with the right mouse button before hitting insert again - kablammo, there goes the editor and all your changes since the last autosave... When in doubt what your insert key toggle is at, always click the LEFT mouse button, as it will add a waypoint when it's toggled on. You can remove that waypoint easily and toggle off, but when you try the right button and it's on, you crash without warning.

Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:33:04 PM »
And finally we can place some enemies on our map!
Go to the "human" layer and you will see a green stick man on your mouse pointer. That's the AI placement indicator.
To place an enemy at a location of your choice, click the right mouse button. Once placed, you can configure the AI in that spot by turning it to face the right direction, by assigning the type of enemy soldier(s) to spawn there, and by giving it orders and assigning it to an "enemy group" that will work well with our script code.
Every time you place a new soldier on the map, you get this "blackhawk crew" 4-enemy figure. The red dots on top are the number of enemies to spawn there. We really don't want a blackhawk crew to spawn where we want some gun toting Aguila 7 rebels to appear, so we need to change that.

first we want to orient the spawned enemy in the right direction. Note the red and green lines on the base. Red is the right arm, green is the viewing direction once spawned. Very important for soldiers on "guard" orders, as they will stare in that direction. I placed one guy in Lightning Unleashed on a balcony staring at the wall and he never notices any Ghosts - should have turned him...
Once placed and oriented, you select a soldier type and number to spawn there. The "Group Type" pulldown is where you do that, and it is a LONG list. Note that many items on that list will not work in OGR coop and actually crash the game if you put them in there (most recent mistake was one of these guys on an MG on the Snake on Point map). Here's a view at what is on the list - red means "do not use" - green means "works fine" and white means "I have not tried that yet but it may work"

and before this page gets too long and has too many images on it, let's break this post up into multiples.
And those rangers - you can use them. Not as lethal as Special Forces, but still pretty hard hitting enemy type. These are groups of multiple soldiers with various weapon combinations.

Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:30:32 PM »
Let's have a look at the "Area" layer on the main menu. When you go in there on a new map, you will see only a small box pop up in the right. What to do now?
Right-click anywhere on the map - a new box shows up on your screen (usually bottom left corner). This box usually has the default "area1" label. I change these for each area to have them work with my scripts and remain sorted. I over type that name with   area01, area02, area03 etc. I also use area_mg1, area_mg2, and so forth.
When done naming you can use the left mouse button to drag a box on the map. That "box" is then listed as "shape1" in the bottom left menu. Don't like it? Hit delete and it is gone. Already deselected it? Click on the shape1 item in the menu and it is reselected and can be deleted. You can have more than one shape for each area. This is good when you need  very targeted trigger zones between buildings without overlapping zones that you don't want to be triggered. Here is a screen of what the first spawn area looks like on my newest map project: it simply sits around the spawn bots at the game start, so that when the game starts and players spawn, they automatically trigger the first wave of enemies

note that every time you click your left button, you are creating areas when in that mode. Those show up as thin lines sticking up through the map and to get rid of these accidental trigger area shapes, just run through all your areas and shapes by selecting them until the one you want to get rid of gets highlighted in light blue. That's the selection color for individual shapes. Green shows multiple shapes belonging to the same area, while red shows other areas you currently have not selected. Things can look pretty dense once you get these things on the map, especially since MG trigger areas sometimes overlap with those that trigger foot soldiers, etc. Here's a vew at an area between two or three spawn zones on my new map:

You can change these areas as you go at any time, but the naming of them is very important to keep your AI groups sorted. I use the area name to name enemy groups so I know where they belong.  I also place these zones on the map one enemy group at a time so I can work from spawn to zulu, building map areas one at a time. That way you know you put spawn areas where nobody can see the enemy yet when they do spawn - well, at least that's the goal.

Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:29:36 PM »
Up next:
  • creating areas (trigger zones for the infamous "lag" moments)
  • selecting and placing AI on map, naming them for the scripting
  • giving orders to AI]

Then we go to the MGs and vehicles, before we wrap up the basic stuff with a look at what to do in the scripting to make it all work.   I will provide a base script that will work with my naming convention and explain where you have to make small edits and have control over things like vehicle orders.
At the very end, a look at how to "bundle" it all up - a step you don't need for maps you build from scratch, but when reusing terrain, this is important and saves a ton of time, plus in some cases is the only way to get decent textures on large maps.
Anyway - can't upload my next lesson pix right now -I'll try again after lunch.
I think when this thread is done, I'll do a little bit about how to build your own map terrain with the editor - for me that was the most fun in my first map, but it is a huge time sink.

Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:27:05 PM »
Quote from: G4F-Snake;180522
This stuff is way above my paygrade, I'd rather just shoot'em.

me too, but I got bored to be playing on the same map for 3 weeks in a row. The game is too good to have it get boring just because you don't get any new maps.

Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:26:15 PM »
In case you want to place your spawn and zulu in different corners than I did, you will need to go to the "Multiplayer" layer of the map and change the location where "base 1" Alpha and "base 2" bravo is located. That's pretty easily done by right clicking in that layer and then dragging a box on the map, then naming it off a pull down menu base 1 or base 2. Play with it to get the hang of the controls. You can delete them off the list if things don't look right and do it again.
here are my spawn and zulu zones (left spawn, zulu right). The red thing is the box that defines the minimap top view crop and the game area, although I have seen maps where we wander outside the box (that is when you are apparently outside the minimap). Anyway - here's my layout:

The very last thing to do before starting to set spawn trigger zones (area layer) and placing AI (human layer or vehicle) is to put 12 to 16 "spawn dummies" from the props layer menu into the spawn location. Here they are, defining where the Ghosts spawn, inside of "base 1" seen in purple on the top image. Select the spawn dummy from the props list and right click where to place them:

Now we're ready to get the mission made. If all this was too much hassle so far, don't worry - just unzip my ?my_level folder into your work folder inside of custom_levels and you got all the above taken care of. We can always operate like this - I release maps for you to place AI on and then you send me back your world file and I'll make it work, just in case you don't want to do anything but be the tango general that schemes the defense against the ghosts. Over time you'll learn how all this works together anyway.
Here is the zip with the map pretty much ready for AI scripting. I placed my mission script in there that allows for 10 spawn areas and 3 MG spawns. Vehicles and random stuff would need to be added, but for starters, let's ignore that.  (note that this file needs editing due to the invisible walls discovered later over the course of this project)
Up next information on the part that is much more fun than everything I have talked about so far - the creation of the AI on the map.

Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:24:47 PM »
At the risk of talking to myself - let's get back into this thing. Next step is to make sure the map we are hacking has what GRIN calls an "AI graph" - those are essentially a network of invisible hooks the AI tangos need to be able to walk around on the maps. They don't have a clue about where they can go unless there is a grid for them to hang on to. All multiplayer maps of the game except for the coop map, that graph is not present. So you just add it!
Here is what you need to see when you go to the AI Graph layer of a map. IF this stuff doesn't show up, just start right-clicking all over the place and make the mesh grow. That's what I did here - 45 mins and the AI can go into bunkers, on top of buildings, everywhere I put these little "anchors" on the map:

These things all have to link togther somewhere - not hard to do - the linking happens automatically if you click close to a node that can be reached.
There's a second AI Graph for vehicles. That one can be seen/edited/created by hitting the "N" key while in the AI Graph layer. Silly but that "N" key is a very valuable little key in the editor that does a bunch of stuff for placing objects as well. Here it toggles from human graph to vehicle graph.
The vehicle graph can only go where the biggest tank can fit - if the road is too narrow, it won't let you connect the dots. Do not have more than one vehicle graph on a map, as it will crash it when you try to load it later...
Here's my screen from the placing of my vehicle graph (right mouse button - green thing shows how far you can go from the last one)

When you're all done, you can check from overhead where you placed this stuff. Note that any vehicle you want to move on a map must spawn within the range of these green circles you see above to actually move somewhere on orders. Spawn away from the graph and the vehicle will not go anywhere.
This is where you order panhards or tanks or trucks to go in my map now:

And, to save you the hassles of doing this yourself, I am uploading my files so you can start from here (almost ready to place the bad guys)
Starting at this point, decisions about the mission have to be made. The spawn zones and zulu location need to be defined.

Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:23:11 PM »
this is the command line in my GRAW editor shortcut:
Target box:
"C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\GRAW.exe" -o context-editor.xm"
Start in box:
"C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter"
just make a copy of your GRAW game shortcut and swap the command line and possibly adjust the path to where your game actually resides and that should do it. If it then still goes straight into the game, we need to edit your context-editor.xml file to look like this (the line I highlighted is the key - if yours is different you may still be loading the game and not the editor, even if you do all the above correctly)
Code: [Select]

<?xml version="1.0" encoding="ISO-8859-1"?>
<!-- exchange this line with the one under the comment to start in editor mode
<script base="data" exec="menu/menu" editor="false" language="english"/>
<script base="data" exec="levels/editor/editor" editor="true" enforce_texture_sets="false" override_allow_autoload="true"/>
 <layer_config file="\data\settings\layers.xml"/>
 <scene_config file="\data\settings\scenes.xml"/>
 <unit_database file="\data\units.xml"/>
 <sound settings="/data/sound/settings.xml" />
 <network settings="/data/settings/network.xml" />
 <static_texture_scope file="\data\settings\static_texture_scope.xml"/>
 <skeleton_def file="\data\objects\def.xml"/>
 <animations def="\data\anims\anims.xml" state_machine="\data\anims\state_machines.xml"/>
 <texture base="\data\textures" />
 <effects file="\data\effects\effects.xml"/>
 <decals file="\data\effects\decals\decals.xml"/>
 <!--<keys disable_windows_key="false" />-->
 <default_shader_config file="\data\shader\default_shader_config.xml"/>
 <default_render_templates file="\data\shader\default_render_templates.xml"/>
 <physics settings="\data\settings\physics_settings.xml" fps="60" novodex="hardware" />
 <global_materials file="\data\settings\materials.xml" />
 <gui file="\data\gui" optimized="true"/>
 <camera shakes="\data\settings\camera_effects.xml" cameras="\data\settings\camera_settings.xml" />
 <bundler make_logs="false" />
 <nls_lookup size="64"/>
 <installer use="false"/>
 <calc_video_mem_adjust value="false"/>
 <!-- Enable this for bundled versions. -->
 <compile xml="false" scripts="false" mopps="false" texture_db="false"/>

The key line in that context file above your game should include is this one:

<script base="data" exec="levels/editor/editor" editor="true" enforce_texture_sets="false" override_allow_autoload="true"/>

Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:18:50 PM »
not fnding the editor? that is because the editor IS the game executable, just starting up with different parameters. There's a special command line that is all the shortcut does for you. I'll grab it off my box downstairs and post it here - then just make a new shortcut and put the line in. I had a similar problem when I first started using the editor, as I was constantly swapping the startup XML files to launch either editor or game by editing the files, however, there are two files in the graw dir that let the program read presets for either editor or game mode. Some stuff is shared, like video settings, but the mode you go into is controlled by those files.
The game starts up using "context.xml"
The editor starts up using "context-editor.mxl"
the server starts up using "context-standalone.xml"
more on this in the next post - I gotta go to the system that has the program installed to get the startup info in detail. 
The only other reason why there may be no editor is that you're not running version 1.35, but that's unlikely.

Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummis
« on: February 12, 2018, 01:17:39 PM »
Quote from: bullett;180511
If one could similate the terrain,A good mission would be to take hilltop Alpha in landing zone zebra of the movie "WE WERE SOLDIERS".What with the creekbed area,the small ridge,and then to take the mountain.Maybe a stretch but can it be done?

you have to remember that in OGR coop, there's only one single objective: reach Zulu. How you wrap that into a mission is up to you, however, to force a certain route and resolution of situations, you'll probably have to resort to blocking off the direct route with stuff on the map. I've done it on Snake On Point - lucky there are a few objects in the editor you can put on any map without causing major graphics issues. This is higher level stuff and right now I'd rather not get into that.
I'll continue with this thread in little while, and I will post my world.xml for everyone to download once I have fixed it up far enough to start putting in trigger zones and AI, which everyone should do for themselves. At that point I can also put a sidebar up how to block off routes in the map. The blow-up part to open up routes is something I have not yet done myself, so that'll have to wait

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