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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jun 10, 2019 9:05:01 GMT 10
RE4UHD/RE 2007 Ubisoft STAGE MODDING THREAD Greetings Stage modders! I have created this thread to help a few users who are essentially asking the same thing. In order to keep the info flowing smoothly I am going to just answer questions about stage modding here so everyone is getting the information they need. This knowledge will spawn BOTH the RE4UHD and the 2007 Ubisoft version (some things are the same, while others are not but we can discuss them both here). Ask anything that relates to making stages, editing enemy positions, modifying UDAS/DAT files like AEV, CAM, SAT/EAT LIT etc. OK on with the show!~
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jun 10, 2019 9:37:07 GMT 10
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Jun 10, 2019 9:45:57 GMT 10
Ok for my first contribution I am going to share some import/export settings for 3dsMax that I use to make sure that the OBJ files work with the RE4UHD tools properly and that the scale of the OBJ we import are in the correct scale. IN this post you will learn how to create a preset in 3DsMax for importing.exporting the OBJ files that we work while stage modding. Now, lets look at how to create a custom preset in 3ds Max for export. The settings for export below are calibrated to work with the RE4UHD 2018 Son of Persia tool sets. First we select an object in our 3dsMax scene and then export it in OBJ format. Upon exporting a dialogue box will open with the settings. In this dialogue box is a small icon for presets.. Click on Preset Editor button: Now we can see all the settings for each factory preset while also having option of creating a new preset. To create a new preset, simply right click on any preset name on the left. A dialogue box will small pop up menu will appear with 'create new preset'. After creating a new preset simply edit the boxes to look like this: The important difference we see here is that the 'Faces' checkbox is set to 'Triangles' as the RE4UHD tools with not work with Quads. Once all the boxes are set to our liking, press the 'OK' button in the bottom left corner of the Preset Menu dialogue box. Wait a second for it to save. For creating an Import preset we will do almost the same thing. Do to this, simply import any OBJ file into 3dsMax from your hard drive. Again, a dialogue box will appear, and we will do the same thing by clicking the Preset Menu button as we did above. This time we will be creating 2 OBJ import presets; the 1st preset we will create is for OBJ files that are created with the Japanese tools by Crzosk and the 2ns one is for regular OBJ files that are extracted from the stage .SMD files. SO lets have a look at the import OBJ preset menu.. Here we have 2 settings: 1 - ESL/CAM for the Cazosk tools 2 - Imp OBJ for the RE4UHD tools As you can see the ELS has the XY axis flipped and the Object scale is x1000. This is because Crzosk made his tools with improper scaling. We often need to use the Japanese tools to create OBJ files to use a reference with our 3dsMax scene as Son of Persia did not make tools for all the files that Crzosk did. For example, if we want to manually hex edit a CAM file we need to export the CAM file as OBJ from the Crzosk CAM tool, then import it into 3dsMax. The same thing goes for other files like ESL enemy positions or other files like EMI. So thats it. Now you will have these import/export settings saved each time you use 3dsMax. Once we have created these new presets they will be saved in the 3dsMax ENU settings folder in 2 files: gw_objExp.ini & gw_objImp.ini files inside the plugcfg folder in the language sub-directory (say en-US) of the ENU folder. We can save these 2 files once we have created the presets and back them up in case we need to reinstall 3dsMax at any point. Ok that's it for now.. Please feel free to ask questions about stage related stuff here, and I'll do my best to help out! Happy Modding!
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Post by Gustavo 2099 on Jun 10, 2019 10:20:15 GMT 10
I have done some tests with the tools of Persia. being honest almost nothing is the same when we extract files of any kind. As they are LIT, EFF, AEV, SAT, EAT, SMD (can not edit ! ). ESE, FSE, SMX are the same.You can see the tests in my videos.I have discovered that collisions are not enough to that the enemy obeys the collisions, it is necessary to edit RTP, and I am almost sure it is the same for the RE4UHD version, I have a tool that was not created by crzosk, the bad thing is that it is not compatible with current versions of Windows. I pass the page for you to see it and if you know someone who can modify it and make it work, I would be glad too. The functions of this tool go a little more detail with character scales as well as change the inventory from the beginning, etc. etc. see it yourself secondfiddle.jp/re4/mod/neta/umbrella_last/comment/Index.htmldownload: www.mediafire.com/download/g4boc497lvb6e2b/UMBRELLA.exe
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Post by Biohazard4X on Jun 10, 2019 10:33:51 GMT 10
Well this is a little convenient but here I go still having issues with SAT Video and pic is pretty much self-explanatory any idea why the stuff in pic doesn't match in game?
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Post by Re-Play games on Jun 10, 2019 12:59:03 GMT 10
Well this is a little convenient but here I go still having issues with SAT Video and pic is pretty much self-explanatory any idea why the stuff in pic doesn't match in game? my test is failing, you have modified the position of the player at x, y, and z? or just x, and Y?
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Post by Biohazard4X on Jun 10, 2019 13:12:21 GMT 10
I have modified the player with custom coords i'll PM you what I did
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jun 10, 2019 13:32:09 GMT 10
I have done some tests with the tools of Persia. being honest almost nothing is the same when we extract files of any kind. As they are LIT, EFF, AEV, SAT, EAT, SMD (can not edit ! ). ESE, FSE, SMX are the same.You can see the tests in my videos.I have discovered that collisions are not enough to that the enemy obeys the collisions, it is necessary to edit RTP, and I am almost sure it is the same for the RE4UHD version, I have a tool that was not created by crzosk, the bad thing is that it is not compatible with current versions of Windows. I pass the page for you to see it and if you know someone who can modify it and make it work, I would be glad too. The functions of this tool go a little more detail with character scales as well as change the inventory from the beginning, etc. etc. see it yourself secondfiddle.jp/re4/mod/neta/umbrella_last/comment/Index.htmldownload: www.mediafire.com/download/g4boc497lvb6e2b/UMBRELLA.exeYes an RTP tool is really needed. I have tool that extracts RTP but unfortunately the tool is incomplete and does not work when repacking. I would love to see this other tool you mentioned, but it does not seem to work on Windows 7. Do you know which version of Windows this was made for?
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Posts: 65
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Post by Gustavo 2099 on Jun 10, 2019 13:37:00 GMT 10
I have done some tests with the tools of Persia. being honest almost nothing is the same when we extract files of any kind. As they are LIT, EFF, AEV, SAT, EAT, SMD (can not edit ! ). ESE, FSE, SMX are the same.You can see the tests in my videos.I have discovered that collisions are not enough to that the enemy obeys the collisions, it is necessary to edit RTP, and I am almost sure it is the same for the RE4UHD version, I have a tool that was not created by crzosk, the bad thing is that it is not compatible with current versions of Windows. I pass the page for you to see it and if you know someone who can modify it and make it work, I would be glad too. The functions of this tool go a little more detail with character scales as well as change the inventory from the beginning, etc. etc. see it yourself secondfiddle.jp/re4/mod/neta/umbrella_last/comment/Index.htmldownload: www.mediafire.com/download/g4boc497lvb6e2b/UMBRELLA.exeYes an RTP tool is really needed. I have tool that extracts RTP but unfortunately the tool is incomplete and does not work when repacking. I would love to see this other tool you mentioned, but it does not seem to work on Windows 7. Do you know which version of Windows this was made for? Windows XP Service Pack 2 apparently also it worked with a specific exe file all this information comes in the first link provided
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sed.akoson@gmail.com
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Post by seda on Jun 10, 2019 13:39:51 GMT 10
hi my dear Master long time no see oh God I miss you so much I'm really glad that you are here and we have such a genius kind friend who is always trying to help others thanks a lot man you are great lately my boring job is keeping me away of getting involved with my favorite hobby (modding) I haven't even played re2re yet! but you are almost going to make me excited enough to do something to get fire and get back to this heaven that you're presenting one question : have you ever succeed to increase the size of hemisphere and stags tto 8x or more? I mean the biggest length and size that engine is able to handle and render without issue im looking to make some bigger stages to feel more freedom and not being surrounded by collision boxes a bigger Lake as an example or having the lake in some other stages I mean as a connection between stages but without loading oh my.. i have lots of ideas to do (a dark forest perhaps will be my start) I'm already thinking about messing up something in my boss' office to get fire!
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jun 10, 2019 13:52:51 GMT 10
Ok I found an issue with unpacking the 2007 sat files. Here look at this comparison: While we are still able to get identical geometry, the SAT function order is slightly different, so the functionality of the SAT will be different if we cross SAT types from 2007 to UHD. If you look at the columns you will see that the SAT modifiers are in the 6th offset for UHD, and in the 4th for 2007, and vice versa. THis means if you took a UHD SAT it might kind of work, but the JUMP DOWN, JUMP ACROSS, etc would not work properly. This means you can't get functional SAT from one game and use it in the other, but there is a work around: I will edit my default SAT collision types tonight and upload them so that you can use these for the 2007 version. It should be as easy as renaming the sub object layers so that the game reads them properly. I will need one of you to test it out. Cheers
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Post by Gustavo 2099 on Jun 10, 2019 13:56:02 GMT 10
Count on me Mr curious. I already have experience with the 2007 version, in fact that problem had already identified
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jun 10, 2019 14:08:29 GMT 10
seda Hello dear one. Nice to hear from you! You will be very excited to know that my Resident Evil Remix Project is almost complete. Over 60 new rooms. It's going to BLOW YOUR MIND! Basically, its a whole new game! To answer some of your questions: 1 - have you ever succeed to increase the size of hemisphere and stags tto 8x or more? Raz0r fixed many of these issues with his companion DLL which I am using for my Resident Evil REmix project. Here is a snippet form his README file: "Allocate more RAM for certain stuff(stage files, textures, enemies etc); - ss_pzzl.dat file can be up to 32MBs in size; - 32MBs of memory for player .udas and up to 16MBs for weapon .udas, 8MBs for vertex data, allowing to have around 55k polygons for player model and more than just 255 vertex bone/weight entries; - Player/Enemy models do not disappear when a certain poly limit has been reached; - Enemy table has been increased in size to hold more than 4 .udas entries; - Less limits when combining enemies. Incompatible enemies can be spawned with 01 flag (village ganados + zealots or army ganados). Other enemies don't seem to have issues when combined with one of the aforementioned types. TotalPolygonsOnScreenFix is used to enable/disable it"2 - a bigger Lake as an example or having the lake in some other stages, I mean as a connection between stages but without loading Well the truth is we can make HUGGGGGGGGGEEEEEE rooms, but we don't want to make them have too many polygons or have too many textures as they will take a long time to load (an example of this is my Teleporter Room mod which I made the error of using too many textures for all the doors which makes the room take a very long time to load. An example of a very huge room that exists in RE4 is r333 (the last room with Jet ski). If you walk outside the walls and walk to the end (instead of taking the jetski) it takes a VERY LONG time. I think this room is the biggest in the game =) 3 - im looking to make some bigger stages to feel more freedom and not being surrounded by collision boxesYou'll be happy to hear that I made lots of nature rooms in my game, some of which are big open spaces. There are basically 3 parts to teh Remix project: The Mansions, Outdoors, the Facility. I would have liked to add more nature rooms, but it is a lot of work to make nature. I thought making nature would be easier than square rooms, but it is much more detail oriented to get things looking real. The guys at Camcom really did an amazing job with their outdoor scenes. The way they blended things with AR_GB models is mind blowing. I edited many of these models, but it taook me a week of 10 hours days just to blend 1 cliff with the ground! XD Cant wait to show you this game im working on! Let me know when you have time to beta-test it! Happy MOdding!
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Post by Re-Play games on Jun 10, 2019 14:11:03 GMT 10
I noticed this difference too, but I thought it was because I compared files from different rooms
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jun 10, 2019 15:35:22 GMT 10
OK, time for a SAT test on the Ubisoft engine using the RE4UHD tools! Who is up for the challenge?As promised, here are the default collision (SAT) models for RE4UHD & the Ubisoft 2007 version of RE4. Included in the distribution are: 1 - OBJ files for both game formats 2 - 3DsMax project file (easier than importing all files manually) To use, simply import these OBJ files into your 3DsMax project. Copy them (as many as you need) to create your collision data, but make sure the naming convention stays the same (you can have repeated object numbers if you like, but all 0x0 offsets must stay the same as their original import name to function properly). Make sure to follow the principles outlined in the SAT EAT Tool Tutorial that I have prepared. Good luck and........ Happy Modding!
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