sed.akoson@gmail.com
Posts: 651
|
Post by seda on Jun 10, 2019 16:14:35 GMT 10
seda Hello dear one. Nice to hear from you! You will be very excited to know that my Resident Evil Remix Project is almost complete. Over 60 new rooms. It's going to BLOW YOUR MIND! Basically, its a whole new game! To answer some of your questions: 1 - have you ever succeed to increase the size of hemisphere and stags tto 8x or more? Raz0r fixed many of these issues with his companion DLL which I am using for my Resident Evil REmix project. Here is a snippet form his README file: "Allocate more RAM for certain stuff(stage files, textures, enemies etc); - ss_pzzl.dat file can be up to 32MBs in size; - 32MBs of memory for player .udas and up to 16MBs for weapon .udas, 8MBs for vertex data, allowing to have around 55k polygons for player model and more than just 255 vertex bone/weight entries; - Player/Enemy models do not disappear when a certain poly limit has been reached; - Enemy table has been increased in size to hold more than 4 .udas entries; - Less limits when combining enemies. Incompatible enemies can be spawned with 01 flag (village ganados + zealots or army ganados). Other enemies don't seem to have issues when combined with one of the aforementioned types. TotalPolygonsOnScreenFix is used to enable/disable it"2 - a bigger Lake as an example or having the lake in some other stages, I mean as a connection between stages but without loading Well the truth is we can make HUGGGGGGGGGEEEEEE rooms, but we don't want to make them have too many polygons or have too many textures as they will take a long time to load (an example of this is my Teleporter Room mod which I made the error of using too many textures for all the doors which makes the room take a very long time to load. An example of a very huge room that exists in RE4 is r333 (the last room with Jet ski). If you walk outside the walls and walk to the end (instead of taking the jetski) it takes a VERY LONG time. I think this room is the biggest in the game =) 3 - im looking to make some bigger stages to feel more freedom and not being surrounded by collision boxesYou'll be happy to hear that I made lots of nature rooms in my game, some of which are big open spaces. There are basically 3 parts to teh Remix project: The Mansions, Outdoors, the Facility. I would have liked to add more nature rooms, but it is a lot of work to make nature. I thought making nature would be easier than square rooms, but it is much more detail oriented to get things looking real. The guys at Camcom really did an amazing job with their outdoor scenes. The way they blended things with AR_GB models is mind blowing. I edited many of these models, but it taook me a week of 10 hours days just to blend 1 cliff with the ground! XD Cant wait to show you this game im working on! Let me know when you have time to beta-test it! Happy MOdding! oh God what you said is more than what I expected to hear I got soooo hyped you really deserve to have the engine and Im imagine that you could even surprise Mikami by your talents I'm pretty sure that your project will bring the re4 on the top list of the re fans again about the nature that you mentioned I think it's better and easier if you cover up the symmetry of the objects by other natural objects like grasses or something like that it will looks good and lovely I believe and now I think It's the time ffo me to get fire and live in the heaven that you have made
|
|
✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
|
Post by Mr.Curious on Jun 10, 2019 17:24:18 GMT 10
seda thanks for all your kindness! I will send you a PM soon. Love brother!
|
|
|
Post by Biohazard4X on Jun 10, 2019 22:44:43 GMT 10
OK, time for a SAT test on the Ubisoft engine using the RE4UHD tools! Who is up for the challenge?As promised, here are the default collision (SAT) models for RE4UHD & the Ubisoft 2007 version of RE4. Included in the distribution are: 1 - OBJ files for both game formats 2 - 3DsMax project file (easier than importing all files manually) To use, simply import these OBJ files into your 3DsMax project. Copy them (as many as you need) to create your collision data, but make sure the naming convention stays the same (you can have repeated object numbers if you like, but all 0x0 offsets must stay the same as their original import name to function properly). Make sure to follow the principles outlined in the SAT EAT Tool Tutorial that I have prepared. Good luck and........ Happy Modding!I can confirm that the Normal Restrictive works appropriately. I have yet to try the other types yet
|
|
Posts: 257
|
Post by Re-Play games on Jun 11, 2019 13:55:56 GMT 10
I tried again, and now it seems to have effect ... but the scale of the collision still does not match my custom scenario model ...
1° I imported the obj file. SAT with the following settings:
2° I imported my custom 3D model with the following settings ...
3° I created a box to simulate the collision of a hilux 4x4 present in my scenario
4° I exported with the same settings that I had imported the original sat collision file ...
Well, the collision worked, but it was not a satisfactory outcome xD
|
|
✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
|
Post by Mr.Curious on Jun 11, 2019 14:33:15 GMT 10
try extracting the sat after you repack it and re-import it to see if it is still the same dimensions & scale.
|
|
Posts: 257
|
Post by Re-Play games on Jun 12, 2019 11:48:59 GMT 10
its working xD , thanks all dudes
|
|
Posts: 257
|
Post by Re-Play games on Jun 12, 2019 13:20:05 GMT 10
"Jump Over" it works, normal restrictive is also working ... the others I will still test
|
|
✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
|
Post by Mr.Curious on Jun 12, 2019 14:56:30 GMT 10
OH I have another piece of information that you guys might find useful for dealing with SAT. We are able to use other polyhedrons that are not named properly to function as normal restrcive, but there are some issues: In the example below we see that I have used a simple BOX to block player movement. While this is effective in blocking player movement we should not use this type of polyhedron for the entire room. In the example below you can see that I have used numerous boxes to block player movement, but that the walls & floors are using properly named objects (although they are using the naming convention of the previously unreleased BETA version of the collision tool, so don't be confused): You might find yourself asking.. "why should we take the time to have properly named polyhedrons if we are only using normal restrictive SAT?? Why not just these boxes for everything as it is much easier to manipulate"? The answer is because there is a another function of the SAT file that relates to Leon's camera. When there is normal restrictive collision data that is properly named the game will tell the camera to change its position if Leon's back is against the wall. This makes sure that the camera doesn't clip through walls when we are close to them. So if we are to use simple polyhedron shapes like boxes or cylinders without proper names as seen in the photo above, then we should only use them in small areas that will not affect Leon's camera; almost always avoiding using them for walls. I use these mostly for the little bumps that stick out in walls that arent flat, or for poles, and blocking out furniture etc. Happy Modding!
|
|
Posts: 257
|
Post by Re-Play games on Jun 16, 2019 2:48:56 GMT 10
I am extracting scenarios from Re2, Code Veronica and Re3, for future scenario mods
|
|
|
Post by Biohazard4X on Jun 16, 2019 3:08:42 GMT 10
I am extracting scenarios from Re2, Code Veronica and Re3, for future scenario mods Code Veronica? Hmmm? I actually want to see that come to life! Also when you say Scenario mods? Do you mean like mercenaries mods or Leon story mode? Because I would love to see code Veronica come to life for that, kinda like what Infernal did with his remake on re4! Anyway good luck dude!
|
|
Posts: 257
|
Post by Re-Play games on Jun 16, 2019 3:20:28 GMT 10
I'm extracting the Resident Evil Darkside Chronicles models ... I'm very far from getting close to what Infernal did, if I could edit Re4 effects just as he did, maybe I could try to make new scenarios for story mode.
|
|
✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
|
Post by Mr.Curious on Jun 16, 2019 5:29:56 GMT 10
I'm extracting the Resident Evil Darkside Chronicles models ... I'm very far from getting close to what Infernal did, if I could edit Re4 effects just as he did, maybe I could try to make new scenarios for story mode. Why not start modding RE4UHD? There's way more tools and info at your disposal. My Resident Evil Remix project is 90% complete!
|
|
Posts: 257
|
Post by Re-Play games on Jun 16, 2019 6:20:16 GMT 10
I'm extracting the Resident Evil Darkside Chronicles models ... I'm very far from getting close to what Infernal did, if I could edit Re4 effects just as he did, maybe I could try to make new scenarios for story mode. Why not start modding RE4UHD? There's way more tools and info at your disposal. My Resident Evil Remix project is 90% complete!
My re4 HD steam is no longer accepting modifications, MR Curious ... but interestingly this is accepting modifications made based on the SKIDROW version, I uninstalled and reinstalled the steam version several times, but the game crashed with any mod that I installed ... even the HD project is no longer working on the original steam version ... this limits me a lot because Raz0r's DLL and trainer only works on the original version 1.0.6 ... I think capcom may have released some update that does not allow more use mods in RE4 HD ... because I compared a room file any of the original version to a pirated version and I noticed different size of files ...
I recorded a video with mods that I made based on the files of the SKIDROW version
|
|
✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
|
Post by Mr.Curious on Jun 16, 2019 7:05:15 GMT 10
I'm not sure what skidrow version is, but when you said " I think capcom may have released some update that does not allow more use mods in RE4 HD" this cant be possible.
I am updating my files everyday with mods and it works fine.. also, simply changing a texture cant make the game stop working. Remember for teh DLL to work you need a 1.0.6 version of the game .exe (i have one if you need it). Also, I suggest you try this:
Log in steam ONLINE mode install fresh copy of RE4UHD turn STEAM to OFFLINE mode install a room mod (like say the teleporter room)
let us know what happens.
|
|
|
Post by Biohazard4X on Jun 16, 2019 14:04:32 GMT 10
Okay need some help here was doing some experiments and came across this. I made it replace r100_000.pmd Which is the waterfall and has moving water effect on it so the effect carries over this to this. Any knowledge on how to remove it?
|
|