Posts: 738
Original Join Date: May 20 2009
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Post by Overseer on Mar 6, 2017 10:53:15 GMT 10
As per the topic title, I know about the old effect editing to prep stages for different lighting and effects as well as the door swapping tricks.
However, I was more curious about the tricks that Infernal had shown in some mod progress and if anything had ever been publicly documented on stage modification for the classic version of 4 in that particular fashion?
I know that with the tools that Son of Persia has made for UHD that there's more than can be done with the newer version, but I'm fond of the old version and am more familiar with it than UHD so I was just curious for more information as I'd like to learn more about stage modding beyond some general retexturing and the like.
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Posts: 738
Original Join Date: May 20 2009
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Post by Overseer on Mar 7, 2017 7:53:00 GMT 10
Updated - - Have gotten some further information on roads, how they can be handled and some details regarding general interactions (such as climbing). - Know the rooms/areas of the game.- Know how to door swap using the original stages.- Know how to edit the enemy spawns & spawn points. | More detailed tutorial for general reference.- Know how to edit the item spawns.- Also am aware of how to edit effects/sprites/menus, also modify stages with swapping around EFF and LIT files. Not aware of the general rundown of adding in new light sources, or exact positioning but am aware it's entirely based within the LIT files. If there's any information written out (or that anyone would be kindly willing to share) regarding repositioning of objects or general means to calculate the positioning and distance from the character or interactive range, I'd be grateful as I know that stairs have posed a problem due to the inability to create new "complex" / non-plane collision maps for the game and would like to know more about how one can position doors correctly with working on custom stages to try and bypass the stair problem. I know this varies per individual room/area, so just being pointed in the right direction of a couple of the positioning bytes would be very helpful as a general start for me to get back into Bio4 modding.
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Keep Calm and Install Mods
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Post by guiasilencioso on Mar 7, 2017 20:45:01 GMT 10
I believe DavidFlores can help you on this , since he made some stage related stuff in the past.
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Post by weskeralbert on Mar 7, 2017 23:07:58 GMT 10
you should ask Infernal...he's a pro on re4 modding
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Posts: 738
Original Join Date: May 20 2009
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Post by Overseer on Mar 8, 2017 16:25:08 GMT 10
I believe DavidFlores can help you on this , since he made some stage related stuff in the past. A lot of that is retexture, effect editing (sprites in the effect files) with some model tweaking but not really going into placement of things unfortunately from what I can see as I'm aware of the other things for the most part. you should ask Infernal...he's a pro on re4 modding Thank you, I would if I could but I don't really know how to contact Infernal (not particularly active on here? Also how the heck do you do messages on the new YouTube layout? I'm very lost!) particularly easily and I know people have asked about things in the past but I don't really know if they're willing to share info or not. I just really wanted to port in some of the Umbrella's End / Dark Legacy stages and potentially some other ones, as I'd like to have a bigger 'Winter' mod going as I've also been working on recreating things like the communications room that Albert uses in 4 and UC, as well as extra props and things because I like winter and industrial, or research facility stages and wanted to ultimately connect things up to try and do it on Ada The Spy or The Another Order, Mercenaries stagefile versions. Just the problem is organizing additional lights, placement of lights, placement of doors and so-on to make certain things possible. I know it's possible to do a number of things with some hex editing of particular files, just would be nice to try and collate whatever information is around (that I have also potentially missed since not being active in modding for a few years), but I've looked around on multiple forums and have seen a few mods done, but no details on general notes which would certainly stop people such as myself no doubt being a bother to the modders in question.
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Post by weskeralbert on Mar 8, 2017 18:25:55 GMT 10
yeah the new youtube layout sucks..i'm not able to send private message anymore but usually Infernal was willing to share informations. try contacting him by normal YT comments
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Posts: 738
Original Join Date: May 20 2009
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Post by Overseer on Mar 8, 2017 18:53:13 GMT 10
yeah the new youtube layout sucks..i'm not able to send private message anymore but usually Infernal was willing to share informations. try cotacting him by normal YT comments I did try leaving a couple, but it seems like YouTube is glitching for me as it keeps coming up with error messages. Seems to be happening to other people so I'll try contacting Infernal that way once whatever glitch problem is fixed up. Thank you though!
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Posts: 641
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Post by weskeralbert on Mar 8, 2017 19:24:07 GMT 10
yeah i also have that comment glitch...i hope they fix youtube soon because right now it sucks
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Posts: 382
Original Join Date: Jun 4 2012
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Post by david flores on Mar 9, 2017 13:36:15 GMT 10
Infernal modder, is the best. I do not have that knowledge since I do not know exactly how it is done, but I can tell you that he has shared some tools with which he works, the links are in comment-discussion on his channel, there you can download them. Good luck friend .
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Post by Re-Play games on Aug 1, 2017 10:34:25 GMT 10
I tried twice to modify scenarios, (change positions of enemies, items and even effects I already have, but the great challenge is still adding collision... According to Gustavo Moreno, it is possible using the tool AEV_Edit... Here are my two attempts:)
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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 Aug 15, 2017 20:45:02 GMT 10
Yes you can use aev to make 'false' collision maps, but nothing else that will allow you to climb stairs, jump down or jump over. You will only be able to make walls that block you from walking.
About Infernal. David is correct in saying that he is the best (alongside Albert). Albert has sent me some documentation on lighting which I'm sure will apply to the old port which I can share with his permission. It is possible to edit the lights simply using hex. Unfortunately it looks like Infernal has gone dark. He hasn't answered any YouTube comments in many months and does not answer messages. That's the problem with modding old games, people move on and simply disappear without leaving much behind.
I can also send you my documentation on hex editing AEV files. Unfortunately there is no stage tool to unpack the SMD file for the the old version of re4 so you'll be stuck modding events and lights. It would be a good warm up though to when the UHD tools are released, then you can really start modding stages however you like.
Also David is correct about the Japanese tools. Very handy (a bit tricky to know Japanese, but I have translated much of the values into English using photo references). Feel free to PM me and I will get those over to you along with any other useful tools and documentat on you need.
All the best Mr.Curious
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Posts: 251
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Post by Re-Play games on Aug 16, 2017 8:20:07 GMT 10
Thanks) Yes, Infernal is the best in Mods from Re4 2007, he took me some doubts, but he's been missing for a few months. I am friend of the MArkos RC XD... We talk a lot about mods, and it also helps me.
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