Posts: 251
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Post by Re-Play games on Aug 16, 2019 10:58:40 GMT 10
Resident evil 4 2007 LIT archive
Here is some information I found out by parsing the LIT file via HEXADECIMAL.
These are the bytes corresponding to a point of light. Each light spot always starts with byte 07 and ends with CDCDCDCD.
Functions of each byte
======================================================================== 07 02 00 10 00 18 8E 45 EA AE 69 80 4F 0C 62 3F DD FF DC 47 C2 29 23 46 68 02 4D C7 00 00 00 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 CD CD CD CD
========================================================================
02 = Light Type
18 8E 45 = Range
EA = Color_R AE = Color_G 69 = Color_B 80 = Color_A 4F 0C 62 3F = Intensity
DD FF DC 47 = Coordinates X C2 29 23 46 = Coordinates Y 68 02 4D C7 = Coordinates Z
========================================================================
Light types (Special thanks to Mr. Curious and Albert for identifying the types of lights).
01 = Floor Shadows 02 = Omni Light 03 = Area light 04 = Shadows light
05 = Sky Light 06 = Spot Light (Work only UHD version ) 07 = Sky Light again???
========================================================================
That's it for now! I will update this thread when I find out more.
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Post by Gustavo 2099 on Aug 16, 2019 15:55:44 GMT 10
Es una informacion valiosa Re-Play. añadire esto a los tutoriales que estoy realizando
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Deleted
Deleted Member
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Post by Deleted on Aug 16, 2019 20:41:49 GMT 10
WOW Awsome Work
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Posts: 65
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Post by Gustavo 2099 on Jan 21, 2020 15:10:35 GMT 10
07 02 00 10 00 18 8E 45 EA AE 69 80 4F 0C 62 3F DD FF DC 47 C2 29 23 46 68 02 4D C7 00 00 00 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 CD CD CD CD
========================================================================
00 18 8E 45 = Range
02 = Light Type
EA = Color_R
AE = Color_G
69 = Color_B
80 = Color_A
4F 0C 62 3F = Intensity
DD FF DC 47 = Coordinates X
C2 29 23 46 = Coordinates Y
68 02 4D C7 = Coordinates Z
I discovered two other values. the (illumination range) and (intensity). in intensity, if the decimal number is large the intensity will be lower, obviously converting the floating value. that is decimal to hexadecimal.
I hope to be helpful
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,991
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Post by Mr.Curious on Jan 22, 2020 9:55:19 GMT 10
Of big importance also is the Main LIT parameters at the top of the file. This section of the LIT file contains the number of lights, the number of LIT groups, room fog parameters, and other general lighting adjust adjustments (base color for enemies, base color for Leon & Ashely etc). have compiled a package to download of all the LIT info I have on file. Most of this pertains to RE4UHD but there is a bunch of info-graphics in HEX that I am sure will be helpful to anyone modding the 2007 version. Happy Modding!
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Posts: 251
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Post by Re-Play games on Jan 23, 2020 11:05:51 GMT 10
07 02 00 10 00 18 8E 45 EA AE 69 80 4F 0C 62 3F DD FF DC 47 C2 29 23 46 68 02 4D C7 00 00 00 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 CD CD CD CD
========================================================================
00 18 8E 45 = Range
02 = Light Type
EA = Color_R
AE = Color_G
69 = Color_B
80 = Color_A
4F 0C 62 3F = Intensity
DD FF DC 47 = Coordinates X
C2 29 23 46 = Coordinates Y
68 02 4D C7 = Coordinates Z
I discovered two other values. the (illumination range) and (intensity). in intensity, if the decimal number is large the intensity will be lower, obviously converting the floating value. that is decimal to hexadecimal.
I hope to be helpful Infernal had already told me about these bytes, I didn't update this post because I'm getting more interested in the HD version
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Posts: 65
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Post by Gustavo 2099 on Jan 26, 2020 11:57:21 GMT 10
Of big importance also is the Main LIT parameters at the top of the file. This section of the LIT file contains the number of lights, the number of LIT groups, room fog parameters, and other general lighting adjust adjustments (base color for enemies, base color for Leon & Ashely etc). have compiled a package to download of all the LIT info I have on file. Most of this pertains to RE4UHD but there is a bunch of info-graphics in HEX that I am sure will be helpful to anyone modding the 2007 version. Happy Modding! thank you very much mr.curious. you are great friend. I have also observed that the illumination of objects in LIT. The number of faces in the scenario model is very important. since if it has few faces the lighting is in the whole model. that is lit lit illuminates the faces of the model. I don't know if the same thing happens in UHD
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,991
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Post by Mr.Curious on Jan 26, 2020 13:53:44 GMT 10
Actually, the way models are lit depends on how many vertices there in the model (not faces). If we have a huge plane and only vertices for the edges we wont see the model illuminated properly. This is a good thing to know when trying to get models lit properly. Tip of the day from Albert: If you generate a light source in front of a BIG wall you must be sure there is at least one wall vertex close to the light source. A light source reach the vertices of the models, not their faces. Otherwise, it would generate a really faint light like in the upper image (even if you increase the intensity)
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Posts: 251
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Post by Re-Play games on Feb 18, 2020 11:52:44 GMT 10
Bytes of Main Light r100
0A 02 01 80 06 00 00 00 04 00 00 00 00 E0 86 C4 96 6A 80 48 69 63 58 71 02 00 00 00 00 FC 0C C6 00 7B 1D 48 6E 68 5D 61 0E AC 04 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 04 04 00 00 E2 41 3F 3F 32 09 00 00 00 1D 12 6B 00 00 00 01 01 01 C8 1E 5B 0B C1 43 38 38 36 80 0F 0F 0F 80 07 05 00 05 00 00 00 00 9B 96 91 80 01 00 C0 3F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 03 00 00 00 00 00 00 00 00 00 00 00 00 99 C3 9B C8 E3 20 05 49 32 40 3D 49 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 CD CD CD CD =============================================================================================
0A = Color_R.
02 = Color_G.
01 = Color_B.
80 = Color_A. 06 = Group light count. 04 = '5' Must be set to 5 if we are using 'General Fog'. 00 E0 86 C4 = Is the ammount of fog.
96 6A 80 48 = distance the fog starts to be visible (00 00 00 44 is almost in the face of Leon, 00 00 00 48 the fog starts at almost 50 m from the player position). 69 63 58 71 = colour of the fog.
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Post by lucioneto on Feb 25, 2020 0:23:25 GMT 10
Actually, the way models are lit depends on how many vertices there in the model (not faces). If we have a huge plane and only vertices for the edges we wont see the model illuminated properly. This is a good thing to know when trying to get models lit properly. Tip of the day from Albert: If you generate a light source in front of a BIG wall you must be sure there is at least one wall vertex close to the light source. A light source reach the vertices of the models, not their faces. Otherwise, it would generate a really faint light like in the upper image (even if you increase the intensity)
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Post by lucioneto on Feb 25, 2020 0:25:06 GMT 10
Of big importance also is the Main LIT parameters at the top of the file. This section of the LIT file contains the number of lights, the number of LIT groups, room fog parameters, and other general lighting adjust adjustments (base color for enemies, base color for Leon & Ashely etc). have compiled a package to download of all the LIT info I have on file. Most of this pertains to RE4UHD but there is a bunch of info-graphics in HEX that I am sure will be helpful to anyone modding the 2007 version. Happy Modding!
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