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Rainbow Six Editor's Haven
Weapons Editing Tutorial

Section 1: The WPN Files

Lets Begin with the basic structure of the weapons definition file. If you look in the \data\kit directory of Rainbow Six (and Eagle Watch), you will find that there are several files with the extension of .wpn. You will find alot more if you have mods (like Nato) installed. If you look at these files, you will notice that they are in ASCII form (yea, no hex editor!). It should look similar to this (the CAR-15):

59 // Position of name text in localization file
"car15_inv.bmp" // Inventory widget bitmap file name
30 // Rounds Per Magazine
700 // Maximum Rate of Fire
"stoner63k-s.wav" // Single shot sound file name
"stoner63k-3.wav" // Three shot sound file name
"stoner63k-b.wav" // Burst sound file name
"stoner63k-s.wav" // Shot end sound file name
"rldsmg.wav" // Magazine change sound file name
"C_SBMSHL.WAV" // shell clink sound file name
subgun // Animate using subgun animations
"car15.sob" // File name of the weapon model
0 -64 10.5 // the position of the gun tip - for muzzle flash
"5.56" // type of ammo
0.76 // General accuracy of weapon
2.28 // Accuracy change for each round fired
1.12 // Reticule time constant multiplier
0.5 // Muzzle flash multiplier
0.8 // Zoom multiplier

This peticular file is the CAR-15, slightly modified by Nato 2.0, but you get the idea. The first number is the number of the gun's name definition in the primary.txt file (we'll talk about this later). The second line is the inventory bitmap (146x68, 24-bit) used when selecting kits in single-player mode. This bitmap should be in the \data\bitmap directory. Also, the BMP extension is misleading. If rainbow six finds a BMP in the the \data\bitmap directory, it will convert it to a RSB file. In this definition file, the BMP extension is changed to RSB by rainbow six...so always use the BMP extension instead of RSB, rainbow six will do all the converting for you.

The third line is the number of rounds per magazine the gun can carry (magazines are also known as clips). The fourth number is the fire rate of the gun. 1 = semi-automatic and 3 = three-round-burst max. rate of fire. Anything over that means max fire rate on full-auto. A normal gun fires anywere from 600 - 700. (Of course the Squad Gattling in Super Arsenal fires at 2000 =) )

The next six lines are the various sounds used by the weapon. The first one is of the gun firing when it is on its sungle-shot setting. Dont be mislead...this is not the sound of the gun firing one shot in full auto or three round burst. The second sound is of the gun firing a three round burst. Of course, this sound includes the sound of three rounds being fired. The next sound is of the gun firing on full auto. This sound includes the gun firing 5 rounds. The next sound is of the gun ending a burst in full auto. Its basically the gun firing ONE round. The next sound is of the gun reloading. That should be self-explanatory. THe last sound is of ONE bullet shell hitting the ground. Just a simple DING should suffice.

The eleventh line is the way the gun is animated. The three options are SUBGUN, SHOTGUN, and PISTOL. Just choose the choice that best fits your gun.

The 12th line is the name of the gun model (3D model) file. All models are in the data\model directory. Unfortunately, RSE is not releasing a editor or specs for the SOB files so we wont be able to edit these models for some time...but dont worry, im trying to figure them out as we speak (i type)...

The 13th line is the 3D coordinate of the muzzle of the gun. Just copy it out of the weapon file from the model of the gun your using (so if your using the model of the m16 for your gun...copy these numbers out of the weapon file for the m16).

The 14th line defines the type of ammo the gun uses. Consult the GFCM.TXT file in your data\kit directory for the types of ammo...or GFCMMP.TXT for Eagle Watch.

The next line is the general accuracy of the gun. The lower the number...the greater the accuracy. Thats about all i can say...

The next line is the accuracy change for each round fired. This means how much less accurate the gun will get with each round fired in full auto. Again, the lower the better.

The 17th line is the reticule (red aiming crosshair) multiplier. This determines how long it takes for the crosshair to get to the center....again...the lower the faster...

The next line is the muzzle flash multiplier. This variable determines how much flash the gun puts off. To be realistic...you want next to no flash for suppressed guns and BIG flashes for really high powered guns. This is also useful in multiplayer since the enemy will be able to see the flash so be careful with this variable..Again, the lower the smaller the flash.

The last line is the gun zooms. This determines how far the gun can zoom in sniper mode (pressing CTRL in game). Again, the smaller the farther it will zoom...

Section 2: Setting up your guns so you can HAVE FUN!

Just because you have made a new weapon file doesn't mean you can use it right away. You need to follow these XXXX steps first:

  1. Edit the primary.itm for primary weapons or secondary.itm for secondary weapons file in the data\kit directory and increase the first number by 1. Then go to the bottom of the file and add the guns description file in quotation marks (ill explain later), then the gun's bitmap (146x68, 24-bit) in quotation marks, then the gun's WPN file in quotation marks. Finally, put the number of starting clips the gun has at the end.

  2. Then switch to your data\text\kit\english and edit the primary.txt file or secondary.txt file (depending on gun type) and increase the first number by 1. then goto the bottom and type your gun's name in quotation marks. Now notice the location of the gun's name in the list. Counting first gun as 0, count the guns til u get to yours. Thats the number you put in the first line of your weapon file.

  3. *MULTIPLAYER ONLY* If you want your gun to be able to be used in multiplayer, you need to add's it weapon file to the multiplayerequip.txt file in the data\kit directory. Add it to the appropriate section.

Section 3: Things to keep in mind:

  1. Although you can modify the guns, the server will keep all guns in sync in multiplayer. so all guns have the server's versions in multi-player. Believe me, i've tried this. =)

  2. Good zoom isnt always a good thing. Too much can cause you to miss important things closer to yourself.

  3. ALL players must have the guns that the server has or they WILL NOT be able to connect. (keep in mind what I said in section 2 about the multiplayerequip.txt file).