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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

 



  Copyright © 2001 Aggression.
Red Storm Entertainment, Inc. is a Ubi Soft Entertainment company. All Rights Reserved.
Tom Clancy's Rainbow Six is a trademark of Rubicon, Inc. under license to Ubi Soft Entertainment.
Images used with permission.


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