Post by FluffyQuack on Feb 11, 2016 2:54:09 GMT 10
XFS support was recently added to arctool which makes it possible to edit data which wasn't practical to change before. This includes scripts, enemy spawn information, and a lot of other things. Use latest version of arctool and add the "-xfs" option to enable conversion of XFS files. It'll create an XML file you can edit. There's also a text file with struct information for the XML, but you'll want to that leave alone unless you really know what you're doing.
While I haven't tested editing enemy spawn data myself, I'll just include this information as a starting point for someone who wants to try to edit enemy spawn information in REmaster. If you unpack r10a.arc and edit r10a.ems.xml you'll see entries similar to this: <classref type="1658741651"> <vector3 name="mPos" x="-91.538612" y="0.111853" z="90.161034"/> <vector3 name="mAng" x="0.000000" y="-3.822268" z="0.000000"/> <u8 name="mIdx" value="0"/> <u8 name="mType" value="0"/> <s8 name="mNumber" value="0"/> <u8 name="mSet" value="3"/> <u32 name="mFlag" value="2048"/> <u16 name="mAreas" value="0"/> <u16 name="mTopAreaNo" value="0"/> <u8 name="mHp_set" value="0"/> </classref>
That definitely looks like it would correspond to one enemy being defined. Some information is pretty straightforward. "mPos" is the spawn location of the enemy. "mAng" is the starting angle for the enemy. Some of the other information is more vague though. "mFlag" are bit flags set for the enemy (maybe defining starting behaviour, variants of the enemy, or something else?). Maybe "mType" defines the actual enemy type. "mHp_set" has to be the starting health for the enemy.
I personally recommend using notepad++ for editing XML files, but any text editor would do.
mabara: I wish I was smart enough to understand RE6 tools so I wouldn't have to request
Aug 8, 2018 1:49:01 GMT 10
JP: Thanks Mr.Curious , but i mean the grenade model that she holds, not the one on her back
Aug 8, 2018 7:26:01 GMT 10
silvernight: hello guys i need modify RE5 weapon in game (damage.reload.speed..etc.).so. what should i do? . ty
Aug 9, 2018 3:43:14 GMT 10
[:-:-:Billy-Jr:-:-:]: i need a link for download chris from re remake or re cv
Aug 10, 2018 10:11:36 GMT 10
Mr.Curious: does anyone know which emxx.xwb file contains the sounds of the Garradors? RE4 UHD version
Aug 11, 2018 15:56:18 GMT 10
r636eoss: Hello people, I'm new here on the forum. I would like to modify some items in RE 4 (The PTAs to be more precise). Does anyone know in which folder is pmd for me to modify?
Aug 12, 2018 5:37:24 GMT 10
r636eoss: I found where they are. Sorry for the inconvenience
Aug 12, 2018 6:06:32 GMT 10
Mister T: LFS File Name = Sound File Name
Aug 12, 2018 6:16:50 GMT 10
Jill Redfield: So how do you actually take Wizards HQ Mansion over Ancient Ruins and apply it the right way because ive tried a few things and ive failed each time.Trying to learn without asking questions but it isnt working out for me
Aug 12, 2018 15:42:07 GMT 10
Mr.Curious: Mister T that link you sent is a list of BIN models not .xwb files with sounds. I'm looking for the .xwb file that has the Garrador sounds. There is no em1c.xwb file.
Aug 12, 2018 18:04:05 GMT 10
Mr.Curious: emab.xwb seems to have some st2 enemy sounds, but doesnt contain all of the Garrador sounds.
Aug 12, 2018 18:09:04 GMT 10
Mister T: Ok, it worked for Krauser. Em39.udas = Em39.xwb (same enemy, just other file type)
Aug 12, 2018 22:07:55 GMT 10
Mister T: Wish you luck while searching
Aug 12, 2018 22:08:29 GMT 10
muhammed87: what is the password
Aug 13, 2018 1:25:12 GMT 10