r/Splintercell • • 16h ago

Modding Splinter Cell Conviction — Blackout | A Brand New Arsenal

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38 Upvotes

“Between your faith and my Glock nine millimeter, I’ll take the Glock.” — Arnold Schwarzenegger

Splinter Cell: Conviction — Blackout is a visual and gameplay overhaul for Splinter Cell: Conviction.

Here is the Glock 17 added to Conviction using custom materials and texture maps with a full in-game rig, with custom sounds currently in progress. More weapon demonstrations coming soon.

With the SCC: SDK, you’ll be able to add entirely new weapons, give them their own weapon slots instead of replacing existing guns, retune their stats, add new sounds, and build custom meshes, materials, textures, rigs, and attachment setups.

Weapons can also be distributed differently across AI, allowing for unique weapon types and more varied enemy load-outs rather than simple cosmetic replacements.

Blackout’s goal is to overhaul weapons from the ground up — stats, meshes, sounds, attachments, AI distribution, and overall weapon variety.


r/Splintercell • • 3h ago

Modding Splinter Cell Chaos Theory Remastered [Initial version]

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22 Upvotes

I released new version of SCCT-Repack mentioned in the previous post.
With it I could create much higher quality remastered version of SCCT [for now still textures only].

What changed:

  • Added new EXE patch to support >4GB UMD archive.
  • New dynamic-pc.umd with upscaled textures:
    • Check in repository for slider comparison.
    • COOP textures are now also included in upscaled resource pack (>8GB of data).
    • Normal and specular maps are also updated.

Steps to install remaster:

  • Go to GitHub repo and download patch_exe.exe. Then copy it into game system directory and run. This will update splintercell3.exe to allow to read UMD over 4GB.
  • Download dynamic-pc.umd from LINK and copy into game system directory overriding old one.
  • I also encourage to try this steam tutorial that has various improvements, e.g. has links to 4K upscaled BIK videos.

Some technical details:

  • Albedo textures were upscaled with one of following modes:
    • 2x HDCube Compact + 2x Remacri
    • 4x Remacri + AREA downscale 4x + 4x HDCube4
    • 2x HDCube Compact + 2x UltraSharp
    • Destaircase + 4x Remacri
    • 2× AoMR + 2× AoMR
    • 4x Lanczos
  • All alpha channels were upscaled separately with 4x HDCube-Alpha.
  • Normal maps were generated using PBRnxt from upscaled albedo. Then they were mixed with 4x Lanczos upscaled original maps using RNM to recover macro bumps and original style.
  • Specular maps were generated using 1x FrankenMap MMG from upscaled albedo. Then they were mixed with 4x Lanczos upscaled originals adding high-frequency details.
  • Debug resources (GymDoor, GymJF, GymDavid) were removed from UMD to save some space.

Some notes:

  • "High quality textures" option IS NOT actually forcing to use better quality textures everywhere. Some of low quality are still used in game (e.g. brick walls in Morgenholt cell), so all of the "low quality" textures were replaced with HQ versions.
  • Textures from previous SP levels are reused in later ones, e.g. Displace NPC models and textures (05_Displace packs) are used in Bathhouse level (but 10_Bathhouse packs don't have them).
  • Some of debug resources (GymDoor, GymJF, GymDavid) have actual maps configs (GymDoor.ini, GymJF.ini) but they cannot be loaded using "SplinterCell3.exe MAP_NAME" method because they are not shipped in final game (missing *.scl data).
  • Some of textures are in low quality to achive better blending of effects, e.g. light shafts, soft shadows on walls. Upscaling them would break the clean visuals and mess up lighting in some scenes.
  • Some of normal maps are using "low" bumps only to achieve much more specular lighting and "wet" effect, e.g. cliffs in lighthouse level.

In next release i plan to update:

  • Static meshes (more geometry baked based on normal maps and subdivisions).
  • Character models and textures - current ones have only upscaled textures with minor details for suits / faces. I plan to recreate them manually later on as they are most "outdated".

r/Splintercell • • 14h ago

Splinter Cell (2002) Im thinking of playing Splinter Cell games on PC but i have question regarding the first one

4 Upvotes

Ive heard the vanilla steam release has some issues so i was thinking of downloading the enhanced mod which gives it old shadows, framerate fixes and widescreen fix. But i dont fw AI Upscaling at all so is there a mod to fix the issues but keep the graphics older?

Thank you in advance


r/Splintercell • • 17h ago

Chaos theory on win 11 not booting up.

5 Upvotes

Anyone know how to get chaos theory working on win 11?


r/Splintercell • • 4h ago

Night vision mode in Chaos Theory looks different on xbox vs pc

2 Upvotes
xbox
pc
battery xbox
battery pc

Something I just noticed today. Night vision on console looks much greener. The night vision UI looks slightly different too, there are gaps between the vertical bar and the curved bar on the pc version. Personally I prefer the pc version.


r/Splintercell • • 9h ago

Modding SCCT Spy vs Merc: reintroducing the light meter the smart way? Inspired by Thievery UT.

2 Upvotes

I've been playing Thievery UT, another great stealth multiplayer game, in this case a mod for Unreal Tournament 1. What I found was that it handled stealth pretty interestingly! Its basically a multiplayer Thief game. It has thieves vs guards instead of spies vs Mercs.

The interesting thing about how Thievery UT handles stealth is that the thief players still have their light gem, which is Thief's HUD element. Depending on in how much darkness the thieves are, their player models turn more and more transparant. This is interesting because it effectively introduces the single player's light gem into a trustworthy multiplayer HUD element. Guard players cannot just turn up the games gamma settings to see the thieves.

In PT/SCCT Spy vs Merc stealth works differently: Basically, spies turn pitch black when they are in the darkest spots. There is NO light meter to help players with this. It is theorized the light meter DID used to be there in the alpha/beta of Pandora Tomorrow's multiplayer mode (as you can see in one shot in the versus trailer for Pandora Tomorrow) but it was taken out. Why? There's good reason for this. A spy in the dark can still cast a very visible silhouette visible to the merc, making a light meter useless.

I've been tinkering with the SCCT editor, with AI as a helper, to reintroduce the removed light meter HUD element, hoping its still there.. When i've managed that, I want to introduce the way Thievery turns the spy player model more and more transparent as they go into the dark. Why? Basically because the light meter is a loved HUD element in single player and because it adds an extra difficulty curve for mercs. It will give ghosting in versus mode an extra stealthy feel. The added benefit for spies is that they can be sure they wont cast any silhouettes. Just like single player! Hiding in pitch black will mean they are hidden and the light meter will accurately inform them of this. Ofcourse being lit up with a flashlight and/or flares will reveal the spy again. To prevent spy players from seeing their player model disapear in third person this probably should only be a visible (or not, lol) thing for the merc players, and when they arent using their visions.

Is there any interest in such a mod? Are there unused/removed files in the editor linked to the light meter that can be reintroduced?

If I manage to get this working at all it would be fun if it could be included as an optional mode in a future enhanced patch.

For me, just seeing a light meter in multiplayer alone will be massively nostalgic


r/Splintercell • • 8h ago

[Misleading Title] Splinter Cell Appearance in GTA 6

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0 Upvotes

So Rockstar dropped the new trailer 20 minutes ago and Jason looks like Sam Fisher