Put
Yourself in Rogue Spear
Report : Soto Mac , Rodion
NOTE: Please make backup
files of whatever you are modding.
Here
is a simple guide on how you can construct
one of the Operatives in "Tom Clancy's
Rainbow Six : Rogue Spear . The key is knowing
what RS files need to be created (or modified),
so that you can come up with the New Operative(s)
for RS. Please take note however, that you
must have some degree of familiarization
with the file types and folder structure
of Rogue Spear, and with Graphic/Photo editors.
Although
"Red Storm Entertainment" provides
a "Mod" folder for user-created
modifications, this method involves direct
modification of files found in the RS data
folder. Thus, it is advisable to backup
the files to be altered so that you can
revert back to it if anything goes wrong.
To
create this tutorial, I used an example..ME!
Yes, I have created a "Blaque"
Operative in RS, and will use it as reference
in discussing how to create New Operatives.
Contents
I.
Identifying the Necessary Files
II. Editing Existing Files
to Come Up with New Operative
III. Editing the Text Files
IV. Creating/Editing the Bitmaps
(RSB)
V. The RM01.MIS File
VI. Credits and Conclusion
I.
Identifying the Necessary Files
The
following files are the ones you need in
order to begin creating your Operative (i.e.
You) in RS. Take note that this indicates
that you have to supply a name for this
file, and you should use ONLY ONE NAME for
all files, even though their extensions
may differ. In my case I used "Blaque".
A.
TEXT FILES
The following are Text files to be added/edited.
Take note that even though they don't have
the *.txt extension, they are still text
files containing ASCII text. If you want
to edit them using "Notepad",
make sure you have the "All Files"
in Files of Type, set, when you load the
file.
<name>.act
- This is the "actor" file containing
important information about the Operative
(I.E. his Attributes, Textures, Voice pitch,
Height, etc.). In my case, it's Blaque.act.
This file should be placed in the data/actor
folder. This file will be examined in detail,
later.
RM01.MIS - This is the "Mission
1: Pandora Trigger" mission file. You
need to edit this file so that you can add
your New Character. This file is found in
the data/mission folder. Take note that
you have to edit this file's properties
(right click on the file and choose "Properties"),
so that it's not a "read-only"
file, otherwise you won't be able to edit
its contents.
<name>.bio - This text file
contains a short biography of the New Operative.
Go ahead, write what you want. In my case,
it's Blaque.bio. Try to keep it within 150
words. This file should be placed in the
data/text/bios/englishfolder.
<name>.prf - This text file
contains a profile of the New Operative.
There is a specific format in writing this
file, and I'll explain more about it later.
In my case, it's Blaque.prf. This file should
be placed in the data/text/profile/englishfolder.
B.
ROSTER BITMAP (RSB) FILES
Pictures files to be added/edited.
<name>.rsb
- This is the "glamour" picture
that appears when you select Operatives
for a Mission. It's the largest bitmap you'll
need. This file is found in data/shell/roster.
In my case, this is Blaque.rsb Dimensions:
141 X 211 pixels).
<name>l.rsb - This icon appears
in the Action Bar when you start playing
the game. It is the face you see while playing
your character as TEAM LEADER. This file
is found in data/shell/faces. In my case,
this is Blaquel.rsb (Dimensions: 48 X 88
pixels).
<name>m.rsb - This is the icon
that appears in the New Team Window Screens.
Take note that this bitmap is a composite
of three pictures - Normal, Dimmed and Highlighted.
This file is found in data/shell/faces.
In my case, this is Blaquem.rsb (Dimensions:
31 X 93 pixels).
<name>f.rsb - This is a small
icon that appears in the Team Window. Take
note that this bitmap is a composite of
three pictures - Normal, Dimmed and Highlighted.
This file is found in data/shell /faces.
In my case, this is Blaquef.rsb (Dimensions:19
X 57 pixels).
<name>f_el.rsb - This is the
face icon that appears in the Results Screen
after you complete (or fail) a mission.
This file is found in data/shell/faces.
In my case, this is Blaquef_el.rsb (Dimensions:
64 X 64 pixels).
C. FACEMAP
(RSB) FILES
Facemap files to be added/edited.
<name>_camo_head.rsb
- This is a facemap that wraps around the
whole head of your Operative's 3-D model.
It's supposed to have a "dirty"
look, simulating camo-paint. This file is
found in data/textures/faces. In my case,
this is Blaque_camo_face.rsb (Dimensions:
128 X 64 pixels).
<name>_camo_head_blink.rsb
- Same as above, but eyes closed, to simulate
a "blink". This file is found
in data/textures/faces. In my case, this
is Blaque_camo_face_blink.rsb (Dimensions:
128 X 64 pixels).
<name>_des_head.rsb - This
is a facemap that wraps around the whole
head of your Operative's 3-D model. It's
supposed to have a "clean" look,
simulating a clean face with NO camo-paint.
This file is found in data/textures/faces.
In my case, this is Blaque_des_face.rsb
(Dimensions: 128 X 64 pixels).
<name>_des_head_blink.rsb -
Same as above, but eyes closed, to simulate
a "blink". This file is found
in data/textures/faces. In my case, this
is Blaque_des_face_blink.rsb (Dimensions:
128 X 64 pixels).
<name>_hrt_head.rsb - This
is a facemap that wraps around the front
part of the face of your Operative's 3-D
model. It only shows eyes peering through
goggles. This file is found in data /textures/faces.
In my case, this is Blaque_hrt_face.rsb
(Dimensions: 64 X 64 pixels).
<name>_hrt_head_blink.rsb -
Same as above, but eyes closed, to simulate
a "blink". This file is found
in data/textures/faces. In my case, this
is Blaque_hrt_face_blink.rsb (Dimensions:
64 X 64 pixels)
D.
FLAG (RSB) FILE
If you want a custom flag (I.E. your country
is not in the default RS Operative Nationalities
list) for your country, then you must create
the following bitmaps.
<nation>.rsb
- flag file
<nation>_el.rsb - extra-large
flag file.
II.
Editing Existing Files to Come Up with New
Operative
Now
you know that RS needs, 4 text files, 13
bitmap (RSB) files, for a total of 17 custom
files, to create a Custom Operative.
Theoretically,
you can create all files from scratch, provided
you follow certain rules for formatting.
But this could take a lot of time. A more
rapid way to come up with Custom files is
modifying copies of existing ones, using
the following steps:
Choose
an Original RS Operative (i.e. Chavez, Jorg
etc.) to act as your "base" character.
It is important to note that the Speciality
of your New Operative (I.E. Assault, Recon,
Sniper), depends on who you choose as your
"base" Operative. So If say, I
choose Chavez, my new character will be
an Assault Specialist - If I choose Maldini,
my New Character will be a Recon Specialist.
-
Now,
locate all files (remember, there are
14 in all) whose filename contains your
chosen surname (I.E. chavez.rsb, chavezl.rsb,
chavez.bio, chavez.act etc). Remember
that some files have some extra letters
appended to them, such as "l"
or "m", or "_el".
-
Create
a new folder (anywhere, except the folder
containing "RS") using the surname
of your new character. In my case, I created
a folder named Blaque. Under this new
folder, create the directory structure
(of folders and subfolders) as those used
in "RS" for Characters
-
Copy
each of the "base" Operative's
files from their original folder into
the equivalent folder - Blaque. Example,
you copy Chavez.act from data/actor, and
paste it into Blaque/data/actor. Remember
that you need to copy all 17 files !!!
Once all 17 files are where they should
be, you can begin Editing them.
III.
Editing the Text Files
When you open an existing Operative's file,
you can edit it to your heart's content. The
following are changes I made to the Chavez.act
file, to convert it into a "Blaque"
actor file:
"Mac
Blaque" // Actor Name
"blaquef.bmp" // Graphic of team
member that appears in Team Window
"blaquem.bmp" // Graphic of team
member that appears in new Team Window
"blaquel.bmp" // Graphic of team
member if a leader in action widget
100 // Health
100 // Fatigue
90 // Agression
95 // Leadership
96 // Self-control
89 // Stamina
92 // Sniper
45 // Demolitions
45 // Electronics
95 // Assault
85 // Grenades
100 // Stealth
1165 // Radio voice pitch adjustment (1000
= normal)
"blaque.bmp" // Headshot of team
member that appears in Content Window
"blaque.bio" // Background text
file
"phils.bmp" // Nationality flag
bitmap
"blaque.prf" // Actor profile
"USA" // Gun Ready style - USA or
Europe -
"MALE" // Sex, MALE or FEMALE
1.03, 1.03, 1.03 // Scale
"blaque_hrt_face.bmp" // HRT light
face texture "blaque_camo_head.bmp"
// Camo light face texture "blaque_des_head.bmp"
// Desert light face texture
"blaque_hrt_face.bmp" // Winter
light face texture
1 // Terrorist Threat
As you
can see, each line has two sections. The first
section contains the parameters, and the second
contains a brief description or comment of
what they control (starts with doubleslash
or "//"). You may notice that the
bitmap extensions are not *.RSB but *.BMP.
Just ignore this and assume that a .BMP file
is an .RSB file (Example: blaquef.bmp is actually
blaquef.rsb).
Using
common sense, you can figure out for yourself
what each parameter does,but there are some
portions that need a more in-depth explanation.
Gun
Ready Style - This refers to the way a
gun is held in "ready" position
by the Operative.
Europe means
the Operatives place the flat part of rifle's
stock against the shoulder/ collarbone.
USA means
the Operatives place the butt of the rifle's
stock against the shoulder vertically.
Scale
- this refers to the size of the New Character.
The three values represent width, height and
"thickness" (front to back) of the
Operative, in relation to a "standard"
size, which is 1. The question is, how do
you create a character whose height is equal
to your "real-world" height ?
- Therefore
we use the following formula.
- <Your
height, wearing shoes in cm> / 100) /
1.83 = your scale factor
- Example:
(187.5 cm / 100) / 1.83 = 1.03, my scale
factor
- Thus,
my scale factor used in Blaque.act is 1.03,
1.03, 1.03
- Actor
Name - Make sure to include only a First
Name and a Surname, separated by a space.
IV.
Creating/Editing the Bitmaps (RSB)
There are 13 RSB bitmaps that need to be edited
(or created from scratch) in order to come
up with pictures of you in the Planning Phase
Interface, Action Phase Interface, and 3D-model.
NOTE: In order to load and save image files
in RSB-format, you need to have at least "Paintshop
Pro 5.0", and the RSB-plugin (found on
the "RS" CD) installed. Once converted,
you can save it in any format you want, and
then use your favorite bitmap/photo editing
tool (I personally use PaintShop Pro 6.0).
A.
HOW TO CREATE THE FACE ICON PICTURES
<name>.rsb
(Dimensions: 141 X 211 pixels) Copy any existing
roster RSB (I.E. Chavez.rsb) into the new
shell/roster folder you created for your New
Character (in my case, it's in the Blaque
folder, so I put Blaque.rsb in Blaque/shell/roster).
- Open "Paintshop
Pro", and load a bust-level photograph
of yourself - Its recommended that it be
roughly the same size as Chavez.rsb, so
you won't have to resize much -- If not
done carefully, too much resizing can decrease
the quality of your photo. Crop further,
and adjust brightness and contrast. Make
the pic roughly the same size as the Chavez.rsb
- Adjust the "Hue
and Saturation" of your pic so that
it matches the Chavez.rsb skin tone. Next,
cut out your head from the background and
paste it on Chavez's shoulders then align
until it looks right. Then of course, clean
it up.
You
can further Edit it so that it will have the
"TV-raster effect" lines, filters
for that effect are available on most good
paint packages. You can also edit your facial
expression to reflect a more "grim"
look. Finally, save your finished product
as an *.RSB file. Then you will have the final,
Roster-ready RSB - Saved as <name>.rsb.
Now,
since you have finished creating your <name>.rsb
file, you can now use it to create the smaller
icons. All you have to do is resize it to
desired dimensions.
<name>l.rsb
(Dimensions: 48 X 88 pixels) - Team leader
pic.
My technique is the following. I create a
blank document in PSP, using the dimensions
stated. Using the blank document as a guide,
I resize Blaque.rsb to make it fit inside
this new, blank document. I then paste the
resized Blaque.rsb on the new, blank document,
and save it as Blaquel.rsb
<name>m.rsb
(Dimensions: 31 X 93 pixels) - Take note that
this bitmap is a composite of three pictures
- Normal, Dimmed and Highlighted.
My technique is the following. I create a
blank document in PSP , using the dimensions
stated. I create a second blank document using
dimensions of 31 X 31. Using the 2nd blank
document as a guide, I resize Blaque.rsb to
make it fit inside this 31 X 31, blank document.
I then paste the resized Blaque.rsb on the
31 X 31 blank document. I then copy the 31
X 31 pic, and paste it three times on the
1st blank doc (31 X 93), making sure that
the three pics fit on that one bitmap. I then
tint the middle pic darker than the top pic,
and the bottom pic lighter than the top pic.
I then save it as Blaquem.rsb.
<name>f.rsb
(Dimensions: 19 X 57 pixels) - Again, take
note that this bitmap is a composite of three
pictures - Normal, Dimmed and Highlighted.
My technique is the following. I create a
blank document in PSP, using the dimensions
stated. I create a third blank document using
dimensions of 19 X 19. Using the 2nd blank
document as a guide, I resize Blaque.rsb to
make it fit inside this 19 X 19, blank document.
I then paste the resized Blaque.rsb on the
19 X 19 blank document. I then copy the 19
X 19 pic, and paste it three times on the
1st blank doc (19 X 57), making sure that
the three pics fit on that one bitmap. I then
tint the middle pic darker than the top pic,
and the bottom pic lighter than the top pic.
I then save it as Blaquef.rsb.
<name>f_el.rsb
(Dimensions: 64 X 64 pixels)
My technique is the following. I create a
blank document in PSP, using the dimensions
stated. Using the blank document as a guide,
I resize Blaque.rsb to make it fit inside
this new, blank document. I then paste the
resized Blaque.rsb on the 64 X 64 blank document.
I then paste the resized Blaque.rsb on the
new, blank document, and save it as Blaquef_el.rsb
.
B. NOW
THE TRICKY PART: CREATING THE FACEMAPS
<name>_des_head.rsb
(Dimensions: 128 X 64 pixels) - Start off
by copying an existing facemap. In this case
I used Chavez_des_head.rsb.Copy any existing
facemap RSB (I.E. Chavez_des_head.rsb) into
the new texture/face folder you created for
your new character (in my case, it's the Blaque
folder, so I put Chavez.rsb in Blaque/shell/roster).
Open Paintshop Pro, and load an ID photograph
of yourself. It is recommended that it be
a frontal, head-on shot. Crop further, and
adjust brightness and contrast. Adjust the
"Hue and Saturation" of your pic
so that it matches the Chavez.rsb skin tone.
In order to create a "perfectly aligned"
frontal shot, you may opt to "symmetricize"
your face, by creating a mirror image of either
the left or right side of your face.
I then
pasted the two copies of the left side of
my face, and mirrored one left side to make
it look like the right side...Perfecto ! Although
in real life, no face is perfectly symmetrical,
but hey, who would notice here... Continue
to blend the jagged edges of the pasted image,
by starting from the mouth, upwards. Then
of course, clean it up, blend, smooth, recolor,
until you feel your face "blends"
into the original Chavez facemap. The picture
was then saved as Blaque_des_head.rsb. Now,
since you have finished creating your <name>_des_head.rsb
file, you can now use it to create other facemaps.
To create <name>_camo_head.rsb, all
you have to do now is add camo-paint...and
don't forget to add <name>_des_head_blink.rsb
as well as <name>_camo_head_blink.rsb
blaque_des_head.rsb
blaque_des_head_blink.rsb
blaque_camo_head.rsb
blaque_camo_head_blink.rsb
<name>_hrt_head.rsb
(Dimensions: 64 X 64 pixels) - since the HRT
costumes only show the Operative's eyes surrounded
by a goggle frame, you only need to show an
"eye-map". The technique I used
is similar -- Just get an existing <name>_hrt_head.rsb
file and paste your eyes on it, and voila,
you got yourself HRT eyemaps.
blaque_hrt_head.rsb
blaque_hrt_head_blink.rsb
C.
FLAGS
If you're
flag is already in RS (I.E. USA, Canada, etc.),
then you don't have to worry about this section,
unless you want to create a new flag for your
country.
In some
cases, since the all of the World's Flags
aren't in "R6", It may be necessary
to create one from scratch. This can be done
by creating a blank doc with the same dimensions
as the "RS" flags (145 X 88 and
292 X 178). Then, using a 3D-Graphics program
(PaintShop Pro 6.0), map an image of the flag
onto a wavy 3D-surface - Add lighting - Render
it - And save it as a bitmap. Then paste the
bitmap into the blank doc (145 x 88). <country>_el.rsb
- 292 x 178, and the Extra-large flag file
(I still don't know where this is used).
V.
The RM01.MIS File
Once you transfer all these new text files
and bitmaps to the proper directories in the
data folder of RS, you now have a brand New
Operative. However, this New Operative will
only be available during practice missions.
To make your New Operative an Active participant
in the Campaign, you must include his/her
name in the RM01.MIS file, located in the
missions folder. Shown below are the some
of the contents of the RM01.MIS file.
//---------------------------------------------------------
// MISSION DATA
//---------------------------------------------------------
"RM01.map" // Map Filename
"RM01" // Map Directory
"MSN_NAME_RM01" // Mission Name
"RM01.pln" // Default Plan
"jcf_gen4.wav" // // Sound to play
at mission start
// Renderer
options
10 // Near hardware clipping distance
10000 // Far hardware clipping distance
10 // Near software clipping distance
10000 // Far software clipping distance
1 // Is fog on?
. . (
other misc. data ) .
0 //
Number of weeks since last mission // Filtered
Kits
// Number
of filtered kits 12
13
14
21
22
23
24
25
26
// Roster modifiers
0 // restrict to operatives that went on the
previous mission
0 // only allow operatives that went on the
previous mission
31 // Number operatives to add <===== change
this from 30 to 31
"Arnavisca, Santiago"
"Beckenbauer, Lars"
"Blaque, Mac" <======= This is
where I inserted my New Operative.
"Bogart, Daniel"
"Burke, Andrew"
"Chavez, Ding"
"DuBarry, Alain"
"Filatov, Genedy"
"Galanos, Kure"
"Haider, Karl"
"Hanley, Timothy"
"Johnston, Homer"
"Lofquist, Annika"
"Loiselle, Louis"
"Maldini, Antonio"
"McAllen, Roger"
"Morris, Gerald"
"Murad, Jamal"
"Narino, Emilio"
"Noronha, Alejandro"
"Novikov, Arkadi"
"Petersen, Einar"
"Price, Eddie"
"Rakuzanka, Kazimiera"
"Raymond, Renee"
"Pak Suo-Won"
"Sweeney, Kevin"
"Walther, Jorg"
"Weber, Dieter"
"Woo, Tracy"
"Yacoby, Ayana"
0 //
Number operatives to remove
1 //
Difficulty Setting Exist
RM01Easy.mdf
RM01Med.mdf
RM01Hard.mdf
You
may notice that the names of the Operatives
appear near the end of this text file. They
are arranged in Alphabetical Order. All you
have to do is insert the name of your New
Operative in this list, making sure you follow
the alphabetization. Then change the "number
of operatives to add" from 30 to 31...
That's
it! Now you can enjoy using your new RS Operative,
even in Campaigns! Just remember, though,
you cannot make him/her join a campaign in
progress that was started before you created
your New Operative.
VI.
Credits and Conclusion.
I hope
you find this guide useful. I would like to
thank Rodion Herrara, for all his advice and
support. This guide was transcribed from Mr.
Herrara's guide on how to create an "RS"
Operative for himself in "RS". I
have Inserted my Operative's name as this
is how I constructed mine with these Instructions
as you see them here - Printed out before
hand so I would not make any mistakes. SOTO
Mac
Aug.
2001