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Post by zardozxerxes on Apr 3, 2019 5:12:32 GMT 10
When I was making my mod I searched on here for some info about how the wet maps work & some other stuff like how the whole file structure works. Making my mod I have worked out how some it works & will describe it here for anyone interested.
The file "contentsholder_dlc_costume_[LETTER CODE].scn.19" found in "natives\x64\objectroot\scene\contents\extra" is the file that links to other files used below.
Files in "natives\x64\objectroot\prefab\character\survivor\parts\[# CODE]", are ".pfb.16" files & have the links to mdf (material / texture linking files) files & the wet / damage maps.
The file in "natives\x64\objectroot\scene\ui\figure\extra" a ".scn.19" file has links to where / what meshes are used so you can rename or remove the meshes (like some dlc that only has mdf files & no meshes).
The mdf files in "natives\x64\sectionroot\character\player\[# CODE]\[# CODE]\" has links to the names of textures.
Alter these files with a hex editor to change any of these things or redirect / remove them.
I hope this helps people having problems working it out like I did!
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Post by simonsaid13 on Apr 8, 2019 22:24:51 GMT 10
I applied redhair mod on Classic Clarie by modding general hair file 1070 but it will affect other dlcs as well. I want it to be specific to classic Clarie 1002 so I am looking for the file that links 1070 and mod it to tailor made eg 1071. Hope this method works.
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Post by es47 on Apr 19, 2019 19:04:04 GMT 10
Files in "natives\x64\objectroot\prefab\character\survivor\parts\[# CODE]", are ".pfb.16" files & have the links to mdf (material / texture linking files) files & the wet / damage maps. Can I use the *pfb.16 file to specify the path to my own folder? Let's say ... in the folder pl9999, where I will place (for example) models and textures hairstyles. If this is possible, then how to edit the file * .... pfb.16?
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Post by Miki_V8 on May 7, 2019 17:55:23 GMT 10
Files in "natives\x64\objectroot\prefab\character\survivor\parts\[# CODE]", are ".pfb.16" files & have the links to mdf (material / texture linking files) files & the wet / damage maps. Can I use the *pfb.16 file to specify the path to my own folder? Let's say ... in the folder pl9999, where I will place (for example) models and textures hairstyles. Yeah it's possible, you must edit pbf.16 file in Hex editor and change all shortcuts to mdf2 file.
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Post by VLADISLAV on May 8, 2019 2:04:32 GMT 10
When I was making my mod I searched on here for some info about how the wet maps work & some other stuff like how the whole file structure works. Making my mod I have worked out how some it works & will describe it here for anyone interested. The file "contentsholder_dlc_costume_[LETTER CODE].scn.19" found in "natives\x64\objectroot\scene\contents\extra" is the file that links to other files used below. Files in "natives\x64\objectroot\prefab\character\survivor\parts\[# CODE]", are ".pfb.16" files & have the links to mdf (material / texture linking files) files & the wet / damage maps. The file in "natives\x64\objectroot\scene\ui\figure\extra" a ".scn.19" file has links to where / what meshes are used so you can rename or remove the meshes (like some dlc that only has mdf files & no meshes). The mdf files in "natives\x64\sectionroot\character\player\[# CODE]\[# CODE]\" has links to the names of textures. Alter these files with a hex editor to change any of these things or redirect / remove them. I hope this helps people having problems working it out like I did! Do you know what hair code Claire has in HEX? I have a file pl1378.mdf2.10 in which the link to Ada's hair is of golden color. And I need in this file pl1378.mdf2.10 to replace the link of Ada's hair, with the link of Claire's hair. But I don’t know how to do this, because I don’t know Claire’s hair code in HEX to be replaced. I need help.
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Post by Miki_V8 on May 8, 2019 2:42:34 GMT 10
When I was making my mod I searched on here for some info about how the wet maps work & some other stuff like how the whole file structure works. Making my mod I have worked out how some it works & will describe it here for anyone interested. The file "contentsholder_dlc_costume_[LETTER CODE].scn.19" found in "natives\x64\objectroot\scene\contents\extra" is the file that links to other files used below. Files in "natives\x64\objectroot\prefab\character\survivor\parts\[# CODE]", are ".pfb.16" files & have the links to mdf (material / texture linking files) files & the wet / damage maps. The file in "natives\x64\objectroot\scene\ui\figure\extra" a ".scn.19" file has links to where / what meshes are used so you can rename or remove the meshes (like some dlc that only has mdf files & no meshes). The mdf files in "natives\x64\sectionroot\character\player\[# CODE]\[# CODE]\" has links to the names of textures. Alter these files with a hex editor to change any of these things or redirect / remove them. I hope this helps people having problems working it out like I did! Do you know what hair code Claire has in HEX? I have a file pl1378.mdf2.10 in which the link to Ada's hair is of golden color. And I need in this file pl1378.mdf2.10 to replace the link of Ada's hair, with the link of Claire's hair. But I don’t know how to do this, because I don’t know Claire’s hair code in HEX to be replaced. I need help. Try change all 2070 to 1070. I think well, or do you mean something else?
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Post by VLADISLAV on May 9, 2019 0:34:56 GMT 10
Do you know what hair code Claire has in HEX? I have a file pl1378.mdf2.10 in which the link to Ada's hair is of golden color. And I need in this file pl1378.mdf2.10 to replace the link of Ada's hair, with the link of Claire's hair. But I don’t know how to do this, because I don’t know Claire’s hair code in HEX to be replaced. I need help. Try change all 2070 to 1070. I think well, or do you mean something else? Your method did not solve my problem. No matter. I have another question. Do you know how to make glitter effect on clothes? Well, for example, such an effect like latex? In some mods at Claire, the modders made an effect on her clothes, for example, on her skirt, that her skirt is very shimmering with white glitter, as if the skirt of her latex is made. Such an effect seems to be done only in HEX? Or in what files of textures, you can make such a latex effect? If you didn’t understand my question, then I’ll give you two next screenshots for comparing the usual Claire skirt that looks like leather, without the glitter effect, and show her skirt with glitter, as if she were in a latex skirt for comparison, and you tell me if you know how to make such an effect on a certain texture of clothing
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Post by es47 on May 10, 2019 20:45:16 GMT 10
Your method did not solve my problem. No matter. I have another question. Do you know how to make glitter effect on clothes? Well, for example, such an effect like latex? In some mods at Claire, the modders made an effect on her clothes, for example, on her skirt, that her skirt is very shimmering with white glitter, as if the skirt of her latex is made. Such an effect seems to be done only in HEX? Or in what files of textures, you can make such a latex effect? If you didn’t understand my question, then I’ll give you two next screenshots for comparing the usual Claire skirt that looks like leather, without the glitter effect, and show her skirt with glitter, as if she were in a latex skirt for comparison, and you tell me if you know how to make such an effect on a certain texture of clothing alpha channel in *...nrmr.tex.10 - "Latex" alpha channel in *...albm.tex.10 - "Metal"
darker - the effect is stronger, lighter - the effect is weaker.
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Post by es47 on Jun 18, 2019 23:54:46 GMT 10
After I transferred all the resources to the new folder, my model does not get wet. What can be wrong? (All textures are displayed correctly.)
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Posts: 366
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Post by mangakagirl on Jun 19, 2019 0:23:39 GMT 10
After I transferred all the resources to the new folder, my model does not get wet. What can be wrong? (All textures are displayed correctly.) never leave albm alpha black. try lighter like 2 2 2 or 4 4 4 RGB
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Post by es47 on Jun 27, 2019 3:53:46 GMT 10
Faced such a problem: - I want to make a mod based on Ada in a raincoat (there are a lot of bones with physics). but in the model there are no parts with human skin. only fabric - (scarf, stockings, raincoat). As a result, the skin of my model acquires the properties of a fabric (relief, gray, etc.). Something that managed to fix, but the gray color still remained. The effect appears when wet. The model is too light before it gets wet, and dark after it gets wet. Does anyone have any ideas? I tried to use MDF from another model, but then the physics disappears.
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Posts: 366
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Post by mangakagirl on Jun 27, 2019 5:34:25 GMT 10
Faced such a problem: - I want to make a mod based on Ada in a raincoat (there are a lot of bones with physics). but in the model there are no parts with human skin. only fabric - (scarf, stockings, raincoat). As a result, the skin of my model acquires the properties of a fabric (relief, gray, etc.). Something that managed to fix, but the gray color still remained. The effect appears when wet. The model is too light before it gets wet, and dark after it gets wet. Does anyone have any ideas? I tried to use MDF from another model, but then the physics disappears. its hex coloring in mdf. come discord resident evil i send you invite
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Post by cubistux on Jul 6, 2019 4:05:52 GMT 10
Hello, I have a question and I would like to know if you could help me solve it. I want to remove collisions (boxcolider) from barricades on the map to be able to make alternative paths and make different routes and make the game look fresh. I have the game file and the program for Hexadecimal but I do not understand what I should touch and what I should write to eliminate these COLLISIONS if you could help me would be great, Thank you very much in advance.
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