Posts: 257
|
Post by Re-Play games on Jun 16, 2019 14:30:40 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? I do not understand very well, you want to change the water effect potion of the waterfall to another location, is that it?
|
|
|
Post by Biohazard4X on Jun 16, 2019 14:45:58 GMT 10
Yes but i just want to remove this effect from this model.
|
|
Posts: 257
|
Post by Re-Play games on Jun 16, 2019 14:52:21 GMT 10
You need to edit SMX
|
|
|
Post by Biohazard4X on Jun 16, 2019 14:53:39 GMT 10
But which bytes? Im pretty positive I know the ID of it but which bytes do i edit?
|
|
✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
|
Post by Mr.Curious on Jun 16, 2019 17:43:48 GMT 10
Yes but i just want to remove this effect from this model. There may be a script linking this model to the effect, which is not always governed by the SMX. For example the fountain in r20a is the same. There is a mesh in the SMD that is assigned to the water effect. Any reason why you are replacing the waterfall model? Why not replace something else without an effect tied to it? curious...
|
|
Posts: 257
|
Post by Re-Play games on Jun 17, 2019 1:01:29 GMT 10
Yes but i just want to remove this effect from this model. There may be a script linking this model to the effect, which is not always governed by the SMX. For example the fountain in r20a is the same. There is a mesh in the SMD that is assigned to the water effect. Any reason why you are replacing the waterfall model? Why not replace something else without an effect tied to it? curious... ahhhhh .. so I think it just suffices to rename the name in the .PMD model ... ex: if the model is r100_000, try some that follows a sequence ... r100_001, r100_002, r100_003, etc ...
|
|
Posts: 257
|
Post by Re-Play games on Jun 17, 2019 1:11:52 GMT 10
mr.Curious I'm trying to leave a part of my model transparent, but I have not seen result ... obs: in the dat file I'm using an SMD file created by Infernal, because when I use smd from the original room, my models disappear in the game, as I move
|
|
✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
|
Post by Mr.Curious on Jun 17, 2019 3:26:34 GMT 10
the issue here is with the SMX. Each model in the SMD is assigned a corresponding SMX entry which contains the lighting and transperancy values. WIth SMX we can change the color, the lighting, the alpha and control texture movement on a model. (we can also make the model move with the SMX). I don't know how to identify the SMX ID in the model entry for 2007 version. Gustavo 2099 should know the answer! Also of note r100 is probably the worst room to mod (at least in RE4UHD). I'm not sure of the file structure of the room in Ubisoft version, but in RE4UHD the room is compiled in a whole bunch of separate .dat files. Very hard to insert models.
|
|
Posts: 257
|
Post by Re-Play games on Jun 17, 2019 3:39:10 GMT 10
I was able to identify the id of the model in the corresponding smx entry, until I managed to make it spin, but when I move on transparency, it has no effect whatsoever ... this scenario is with 83,000 polygons, I believe UHD would not support even with the DLL of Raz0r
|
|
|
Post by Biohazard4X on Jun 17, 2019 3:58:29 GMT 10
mr.Curious I'm trying to leave a part of my model transparent, but I have not seen result ... obs: in the dat file I'm using an SMD file created by Infernal, because when I use smd from the original room, my models disappear in the game, as I move
Wait so when the camera moved the model disappeared and reappeared? You were able to fix this?
|
|
✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
|
Post by Mr.Curious on Jun 17, 2019 4:02:36 GMT 10
here's some info I dug up from a conversation with INfernal a while ago with my notes. I guess he was doing a lot of hex editing to the SMD. ANyways, there is some info here about which byte is used for the SMX.
every 64 bytes is a model, they do not always go in order
2F AD 65 47 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 20 41 00 00 20 41 00 00 20 41 00 00 80 3F 82 00 FF 01 00 00 00 00 09 00 00 00 00 00 00 00
2F AD 65 47 00 00 00 00 00 00 00 00 00 00 80 3F - (model postion in x y x) ignore 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3F - (model rotation in x y x) ignore 00 00 80 3F 00 00 20 41 00 00 20 41 00 00 20 41 00 00 80 3F - (model scale in x y x) ignore 00 00 80 3F These values are relative to how the model is positioned/scaled/rotated in 3d software.
FF 01 - this is the SMX entry for the model. It will not always be in ascending order. For default lighting simply use a value of 00 FE
For bin finding you need seek :CD CD CD CD CD CD CD CD
This is first bin equal on top 81 00 FF 00 00 00 00 00 09 00 00 00 00 00 00 00 (not sure what he meant here)
00 A4 65 C5 00 30 CC 43 00 CE C1 C5 00 00 80 3F 00 20 40 45 00 4C 86 44 00 B0 53 44 CD CD CD CD Real scale of bounds (optimizations)
- so im not sure how to make sense of the info completely because I dont know what room he used as an example, nor am I able to find strings that are similar in structure. The 64 byte thing is throwing me off. Anyways, Im no expert in modding the 2007 version. I really hope you guys get into modding the UHD version as the tools and information are all there for you.
Happy Modding!
|
|
|
Post by Biohazard4X on Jun 17, 2019 4:09:24 GMT 10
May I also add that you can’t edit the scale in SMD with a tool nor hex edit it you have open The PMD in hex and find a certain 12 byte (I think!) which act for Scale. I was able to find these bytes I’ll post later. When I have access to my pc.
|
|
✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
|
Post by Mr.Curious on Jun 17, 2019 4:10:29 GMT 10
about the model disappearing: there is a setting though in the LIT file which controls the distance at which models will appear:
Offset[68..71] = 0x3F199998 (pop-in models distance. Set to 0 to make all visible from all distances) example from r101 LIT file.
as said before, there are issues in r100, I cant explain why this is more prevalent in r100. Like I said, r100 is the worst room to mod. Better off starting in a different room
|
|
✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
|
Post by Mr.Curious on Jun 17, 2019 4:14:34 GMT 10
May I also add that you can’t edit the scale in SMD with a tool nor hex edit it you have open The PMD in hex and find a certain 12 byte (I think!) which act for Scale. I was able to find these bytes I’ll post later. When I have access to my pc. hmmm not sure about what you say. The SMD has parameters for scaling different models at different scales all the time. its usually x10, but some rooms use x20 and some individual models are scaled in the SMD config with micro adjustments. THis goes for UHD as well.
|
|
Posts: 257
|
Post by Re-Play games on Jun 17, 2019 6:10:13 GMT 10
mr.Curious I'm trying to leave a part of my model transparent, but I have not seen result ... obs: in the dat file I'm using an SMD file created by Infernal, because when I use smd from the original room, my models disappear in the game, as I move
Wait so when the camera moved the model disappeared and reappeared? You were able to fix this? no, I used an smd edited by the infernal ;-;
|
|