Posts: 33
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Post by shadyx49 on Aug 2, 2020 5:37:08 GMT 10
you need to ask praydog to make an editable script system for his plugin because the 1st person plugin that he made already has a free roam camera mode that can be fixed at any time he only has to create a camera position/angle editing system, and a character position tracker for switching the angles and every position/angle saved should correspond to a certain position of the player, there should be a xyz memory pointer for that, this maybe created with the cheat engine app like the randomizer who knows...
p.s: i think praydogs app is open sourced on github maybe someone with knowledge in programming can make something like this.
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Deleted
Deleted Member
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Post by Deleted on Aug 20, 2020 0:46:20 GMT 10
Experience I had using the free camera mode to simulate the fixed camera:
Using assisted aiming mode, for some reason the camera position is different, the character cannot shoot well.
Dusk Golem (one of the current RE leakers) said that the first-person camera and fixed camera were left in the game's debug mode but probably removed from the final game.
A fixed camera mod is possible, Resident Evil 4 after a long time of release has this mod implemented in mod 3.5 but it needs a lot of interest and time for this to happen.
Only this week that they managed to implement a third person camera relatively well in RE7
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The 豆腐 Survivor
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Post by tofu.is.vegan on Aug 21, 2020 13:20:03 GMT 10
I'm here for this mod. a character position tracker for switching the angles and every position/angle saved should correspond to a certain position of the player, there should be a xyz memory pointer for that, this maybe created with the cheat engine app like the randomizer who knows... so I went through praydog's source code on Git, and I don't really know C or C++ but what I gather is that since he's created the free camera as an object, it would be possible to painstakingly code these angles into the PAK. The problem is, there aren't RE(ach for the moon) Engine resources available yet. It's proprietary and Capcom is satisfied with making other titles with it. Boy that's some juicy IP. However, hopefully they will end up licensing it to other companies and it will end up going the way of Unreal over the next few years where amateur devs can get in on the fun and make more resources for everyone to mod with. I'm not sure what information can be extracted from the PAKs yet, in fact I'm on this very forum to learn more about that... but I'm fairly positive that nobody is making the camera angles happen without access to the stage editing tools used for RE Engine. The moment those drop then it should be a fairly short path to making a new class of free camera object that takes precedence based on what area the player is in. In 2009 UED terms, I'm thinking of it like "zones," where you would go into a geometrically drafted water zone and instead of water being rendered in there would just be an underwater texture overlaid. This but the zones trigger the free camera angles. Right now it seems more realistic to focus on trying to mod in the classic tank controls and auto-aim. I'm only learning to program, but I'll be thinking about it. Tank controls first, then if we can change the binding like that then it seems like it'd be only a hop from being able to create nested subroutines for the auto-aiming using existing code from the assisted aiming and from "slow down the reticle when it's over an enemy 0-100." I haven't done modding in over a decade but I'd love to be able to help recreate my favorite childhood gaming experience, some of those uneasy camera placements were scarier than the monsters. That is what Resident Evil was always about to me, making someone feel like they were in a Hitchcock film about agoraphobia one minute and claustrophobia the next.
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The 豆腐 Survivor
Posts: 6
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Post by tofu.is.vegan on Aug 21, 2020 14:06:11 GMT 10
I've been messing around a bit, trying to make a fixed camera mod in C#. The cameras change automatically depending on Leon's position, but I haven't found the memory address for the rotation so when the camera changes it still has the previous rotation and the player has to move it around. If someone finds the correct address for rotation, I might be able to make this. Not for the full game of course but it'd be a cool experiment to try doing it for the demo lol. A video (it's not edited so I'm sorry if it looks like crap):
that looks amazing though, and I even skipped that page before responding. My understanding was that nobody had been able to actually fix the camera's position like that. The closest I'd seen was the Enveloping Sounds vids which he acknowledges are edited and use the cheat engine, as they're just proof of concept (I think). this makes me very hopeful and excited that you were able to do that just with C#... nice work. thanks for your trainer repository, I'm going to look into it and then bother you for further info.
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