Hi. friends of the forum. I want to share information on how to modify the scenarios, I have some tricks since the tools of son of persia do not work 100%.
I'll start with smd and smx:
the smd tool does not work in re4 2007 (so let's eliminate the idea of using it until someone can create one for this version: D)
then we will open Bio4_smd_edit.exe from the Japanese tools of the Crzosk master.
let's find the file to edit in my case is r100.
we can see that in total there are 283 entries of smd files.
1. movement (not all smds have exact coordinates entries)
there are some that appear in 0 but their original position is another.
2.rotation
3.scale. (And here is where the trick)
In order to better visualize the smd we are going to do the following.
We are going to export to .obj format to be able to visualize with 3ds max or milkshape.
will save the map in parts as you see in the image. You can save it with the name you want, I log in as MAPS ....
inside a folder with the same name
now I'm going to import it to milkshape, and that's what the first part would look like.
now we will choose which file we want to edit. I will choose the 24th of the interior of the villager's house as seen in the picture.
they will ask, I like it because you chose the 24 demons.
Well remember that the trick is the SMD scale. If we look at the model 24 it is an SMD that if we change its movement in SMD_edit its position will be 0 on the map, also remember that not all the SMD have exact coordinates, so I occupy the 24.
An interesting fact is that the smd are to reduce the polygons of game bone if we move away from the smd or lose sight of it simply disappear, so the trick is the scale. Now if we have too big a scenario we will need more focused smd, for now I only occupy 24.
in this image we can see that the movement value of X is equal to -78.732406 and of Z the value is -35.551676.
if we change these values to 0 the interior of the house will be in the center. as seen in the following image.
Now what follows is to scale the SMD to the extent of the scenario that we want to change in the game and that is visible. for example in the mod that I did and that you can see here.
The scale of Silent Hill Lake View Outside is 10 times larger than the interior of the house. then in the scale we can see that the value assigned to the smd 24 is 1.000000 and I will change in the X position to 10.00000 in Y I will change to 5.000000 and in Z to 10.00000.
because in the position x is greater 10 times equal in Z but in Y it is not so much.
and we can already see the great magnitude of the interior of the house.
FACT: however the other smds continue to appear. to avoid that we are going to put in 0 in scale, movement and rotation all the other smd that we do not want to use. this to avoid having to create empty pmd files and improve game performance.
In the following image we can see how only the files that I used appear. which are the sky and the surrounding trees that by default are large.
I'll explain the smx entries in another section, if you tell me if this helped you, I never made an explanation. and if they authorize a special section for these issues.
See you soon, and have fun modeling.