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Post by 80t on Jan 31, 2015 7:52:26 GMT 10
I think he means the fact that some rooms have pre rendered objects? so im not sure how capcom did it but i would like to put more if its even possible It's possible for sure. Only it would take tremendous amount of work to be done.
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
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Post by FluffyQuack on Jan 31, 2015 9:10:33 GMT 10
Crypt with crimson head is completely in 3D.
There's also many rooms with certain elements being 3D. Like most of the foliage in the game is 3D.
Edit: I should have refreshed thread before making my reply.
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Ada... Ada Wong :D
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Original Join Date: Aug 21, 2008
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Post by EvilLord on Jan 31, 2015 9:51:18 GMT 10
Crypt with crimson head is completely in 3D. There's also many rooms with certain elements being 3D. Like most of the foliage in the game is 3D. Edit: I should have refreshed thread before making my reply. its ok XD So Codman will it be possible to add more 3d stages ? if so how would one do that XD do you think you could somehow use the UC stages of the mansion ? and maybe with a little help from me or one of us modders xD
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SetMode : Enraged Mad Dog ---> SetMode : Ok
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Post by CodeMan02Fr on Jan 31, 2015 14:42:43 GMT 10
i will try to find this out in the afternoon after work, first think is to find out witch room id it is in files ...
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Resident Evil brings families together since 1996
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Post by CrimsonQueen on Jan 31, 2015 14:57:53 GMT 10
Only it would take tremendous amount of work to be done. It is.. I spent 2-3 days only to retex(so far) the bird cage room
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Post by 80t on Jan 31, 2015 15:49:05 GMT 10
Only it would take tremendous amount of work to be done. It is.. I spent 2-3 days only to retex(so far) the bird cage room Oh my! Is this room 3D or 2D ?
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Post by dxp on Jan 31, 2015 16:29:17 GMT 10
some progress on collision data, still a lot of work to reverse it to do..
click image to enlarge
each room have multipe collision data files, highter poly one may be used for the real time shadows i think
Are you 100% sure that is the collision data? Because if anything that in itself makes no sense to me at all =S Its like instead of making proper boundry SCA data, they just dumped a whole room mesh in...which imo doesn't make a lot of sense at all since that's now shitting out more polygons than it really needs to be. I don't even know why people would want reskinned backgrounds....we are at a stage now where we can do custom camera editing, which means entirely new rooms built from scratch inside a 3D modeling app. I've also done a bit of research into renders (since you know its needed for when the final set of stages are set.) Any render resolution that is below 1920 x1440 blurs like hell so the original GC renders don't show up perfectly at all. And we can forget the original 320x240 renders from the older games because you won't be able to tell a face from an ass. and the one final point I need to make...sure it would be nice to make new things...but then you need to know all about AOT_triggers, the RVD data, Item placement, coords the game uses to add things in the right position. And finally the scripting language aka SCD (i'm using old school re engine terminology here.)
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Post by Mr. Bunny on Jan 31, 2015 17:29:22 GMT 10
I think it's totally possible to recreate the backgrounds in 3D. This is something I've been working on recently.
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Post by 80t on Jan 31, 2015 17:51:19 GMT 10
It's that made from scratch ? Or it's partially collision data file like codeman posted, converted and used as reference ? If it's made from scratch how can you perfectly align the resulted room model with the collision model ? Will there be problems... ? Btw... it looks very nice so far. I can't help but wonder how that will be looking like when textures would be applied to it
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Post by CodeMan02Fr on Jan 31, 2015 20:50:39 GMT 10
collision data on Mtframework engine is *.SBC files the 3D data is the same as the gamecube version it seems (just different format due to different engine) as i said their is more than one collision data for each room one is for shadows generation, bullet collision, pathfinding of enemies ia, floor elevation etc.. less detailled ones must be for simple collision of players and enemies over the walls/objects mainly 2D squares or simple cubes/rectangles box
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Resident Evil brings families together since 1996
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Post by CrimsonQueen on Jan 31, 2015 21:11:51 GMT 10
It is.. I spent 2-3 days only to retex(so far) the bird cage room Oh my! Is this room 3D or 2D ? looks like 3D
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Posts: 127
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Post by Mr. Bunny on Jan 31, 2015 22:29:19 GMT 10
It's that made from scratch ? Or it's partially collision data file like codeman posted, converted and used as reference ? If it's made from scratch how can you perfectly align the resulted room model with the collision model ? Will there be problems... ? Btw... it looks very nice so far. I can't help but wonder how that will be looking like when textures would be applied to it I'm using this as a reference. It's one of the collision models CodeMan02Fr mentioned.
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SetMode : Enraged Mad Dog ---> SetMode : Ok
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Post by CodeMan02Fr on Feb 1, 2015 0:13:30 GMT 10
Bunny>wii version of my script ?
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SetMode : Enraged Mad Dog ---> SetMode : Ok
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Post by CodeMan02Fr on Feb 1, 2015 1:14:00 GMT 10
there is also mod files for 3d stage models in this game ? WTF ? why is there 3d models of the levels ? i now understand why this game have so much slowdown !
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Posts: 127
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Post by Mr. Bunny on Feb 1, 2015 1:25:04 GMT 10
Bunny>wii version of my script ? RE6 version actually. I thought there wasn't a huge difference between REmaster and RE6 .mod files so I changed the extension to .re6pc and used your RE6 script to view it in noesis. It was a shot in the dark but it worked.
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