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Post by pen15 on Aug 15, 2019 4:40:40 GMT 10
can we add more zombies in both campaings with the today tools?
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Post by alphaz on Aug 16, 2019 15:57:07 GMT 10
I don't think so, it seems we can only swap enemy types for other enemy types right now. But maybe no one has really tried, or people have not yet looked in the right places? Does anyone know specifically what game files decide the enemy placements on the maps? There must be some small config file in the "objectroot" folder of the game files that says how many and of what types of enemies go where. I extracted the game files ( see tutorial) and dug through them with a hex editor and they kept referring to eachother like this for the "laboratoryundermost" level (which is the escape sequence for the lab, I'm assuming?), and you can see there are a bunch of files there for the level: There's stuff for AI (which refers to another "AIMAP" file for the lab which is pretty large and filled with a lot of hex gibberish), items, doors, etc etc and a file for enemy locations. The enemy locations file looks like this and seems to tell the game to look to look at different "scn" files. I am guessing the "scn" files are used like scripts for the game to run as you reach certain checkpoints or objectives, or whatever the game needs the SCN file for the enemies on "laboratoryundermost" (highlighted above in blue) is in its own folder specifically for enemy SCN files, and looks like this: and that Leon-specific enemy file for laboratoryundermost (also highlighted above in blue) has basically nothing in it, I guess maybe there are actually no enemies in this part after all? Because I go back up a few folders to the same enemy-subfolder inside the "laboratory" scenario (instead of "laboratoryundermost") and look at the enemy SCN file for Leon, and he some interesting stuff, like "zombie" "escapezombie" and "nakedTyrant". THIS must be for the actual escape sequence part, if only maybe just the little bit where the tyrant grabs him and he falls through the floor (or maybe just the tyrant boss battle itself and then the part where you blow up the 7-8 zombies that bust through the door with your remaining rocket). It looks like this: Meanwhile Claire's version of the same enemy SCN file looks like this: Perhaps they are both just Claire and Leon-specific addendums to the real enemy spawn script file for the lab, which is much longer and seems to be called s05_s0100.scn.19 (25KB): and also s05_s0000.scn.19 (10KB): now I don't really know how to make sense of all this but hopefully this narrows it down a bit. Maybe we can try copying and pasting hex from other enemy SCN files and see if we can make extra enemies spawn, or change one zombie type into another zombie type, or something. The "enemyspawncontroller.pfb.16" file referenced everywhere is a very short, small file with not much to hex edit. This is all it is: {Custom Spoiler}
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Post by alphaz on Aug 16, 2019 20:24:47 GMT 10
After a bit of testing, I was only able to get this one zombie that is normally dead slumped up against the wall to be standing up and aimlessly walking into the wall towards a flower pot that blocked him, his legs clipping through the bench. He didn't try to attack me and he didn't even have his arms raised up at me. He must have no AI or something. EDIT: it turns out his AI was just having him meander over to the room where the zombie that I copied + pasted the hex was located. I guess he has to go back to that room first, then maybe he would aggro (but he cannot pass through the doorframe). These files seem very hard to modify. Most of the time when I tried changing anything, the game just crashed on loading the area. Either that or the zombies would become invisible but still shootable (sometimes just the ones I messed with), or all the zombies and lickers would disappear outright from the area and would not spawn (this happened when I tried to make the fat dead zombie like the three that normally are scripted to wake up together). All this just from modifying the hex under one normally-dead zombie. I got this result of him sorta waking up by finding a zombie that I knew wakes up when you shoot it (the female one against the wall by Dr Li's computer, outside the cold room), copying a bunch of lines from where the "z" starts in the below pic under her zombie name (a length of 23C characters), and pasting it over where that same "z" would start under the always-dead fat zombie by the vending machines (for him it was actually a Y not a z). This block of hex: If I copied+pasted the hex above the "yyyy" from the freezing room zombie onto the fat dead zombie, the fat dead zombie would vanish from the game the fat dead zombie would spawn on the location of the cold room zombie. There must be coordinates in there or something, and maybe something to designate a room / territory for the zombie inside the pasted hex. It all seems quite complicated, I wouldn't even know where to begin with adding entirely new zombies or other enemies to the game. A lot of things seem to be set up very specifically and dependent on one another. Each zombie seems to have an ID. I tried changing the ID for the fat zombie that I resurrected from ID003 to ID004 (just adding +1) and it turned him into a fat sewer zombie (still with no aggro AI):
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Post by pen15 on Aug 19, 2019 16:00:17 GMT 10
wow awesome job bro that maybe get us into something impresive!. but i guess we need more research from more modders into this,its like adding the A.I,position,kind of enemies,health,in which place the enemies will gonna move and more complicated stuff just trying to guess to hex edit the codes into the files with luck.i guess we cant do this simple with hex editing so easy i tried to manipulate the game files but nah. meaby we need a tool or something in order to do something like that something too difficult to happend.damned i wish capcom someday could gave us a way to manipulate the game like other companies do with mods easier.i will keep searching anyway thanks by the way.
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Post by Deleted on Dec 2, 2019 21:27:42 GMT 10
Any headway/progress into this as of now two months later? Would like to mod more enemies into the game as well!
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Post by shadyx49 on Dec 28, 2019 7:01:59 GMT 10
I don't think so, it seems we can only swap enemy types for other enemy types right now. But maybe no one has really tried, or people have not yet looked in the right places? Does anyone know specifically what game files decide the enemy placements on the maps? There must be some small config file in the "objectroot" folder of the game files that says how many and of what types of enemies go where. I extracted the game files ( see tutorial) and dug through them with a hex editor and they kept referring to eachother like this for the "laboratoryundermost" level (which is the escape sequence for the lab, I'm assuming?), and you can see there are a bunch of files there for the level: There's stuff for AI (which refers to another "AIMAP" file for the lab which is pretty large and filled with a lot of hex gibberish), items, doors, etc etc and a file for enemy locations. The enemy locations file looks like this and seems to tell the game to look to look at different "scn" files. I am guessing the "scn" files are used like scripts for the game to run as you reach certain checkpoints or objectives, or whatever the game needs the SCN file for the enemies on "laboratoryundermost" (highlighted above in blue) is in its own folder specifically for enemy SCN files, and looks like this: and that Leon-specific enemy file for laboratoryundermost (also highlighted above in blue) has basically nothing in it, I guess maybe there are actually no enemies in this part after all? Because I go back up a few folders to the same enemy-subfolder inside the "laboratory" scenario (instead of "laboratoryundermost") and look at the enemy SCN file for Leon, and he some interesting stuff, like "zombie" "escapezombie" and "nakedTyrant". THIS must be for the actual escape sequence part, if only maybe just the little bit where the tyrant grabs him and he falls through the floor (or maybe just the tyrant boss battle itself and then the part where you blow up the 7-8 zombies that bust through the door with your remaining rocket). It looks like this: Meanwhile Claire's version of the same enemy SCN file looks like this: Perhaps they are both just Claire and Leon-specific addendums to the real enemy spawn script file for the lab, which is much longer and seems to be called s05_s0100.scn.19 (25KB): and also s05_s0000.scn.19 (10KB): now I don't really know how to make sense of all this but hopefully this narrows it down a bit. Maybe we can try copying and pasting hex from other enemy SCN files and see if we can make extra enemies spawn, or change one zombie type into another zombie type, or something. The "enemyspawncontroller.pfb.16" file referenced everywhere is a very short, small file with not much to hex edit. This is all it is: {Custom Spoiler} wow that's amazing! I wonder which is easier, to manipulate the hex files or to track the zombie spawning though cheat engine
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Post by raicho on Dec 30, 2019 17:35:50 GMT 10
TLDR; I think enemies are pooled together, and are assigned unique IDs with attached AI by a controller when loaded into a scene. If that's true then, theoretically, you could make a new ID for a scene and create a new instance of a pooled asset.
Let me start by stating that I know next to nothing about creating mods and deep-diving in game files, though I have dabbled in it very slightly and am in the process of learning game development. I may end up talking in circles as well, since my mind travels faster than my mouth (or hands in this case). Me no good with words for human contact.
Please correct me if I'm wrong, but I believe that most, if not all enemies in Re2R are handled solely through controllers used for identification, spawning, commands, and AI, meaning you cannot replicate them easily or place them on a scene in large quantities without throwing fatal errors. It's only a guess, but I think the enemy models are pooled within the engine, then are called out and assigned a specific ID relative to the scene they're placed in during the loading period, so their AI should always remains the same due to their ID. For clarification, when I say they are pooled, I mean the models and prefabs are set inside a container, then when they are called out, the engine creates a copy of them, thus essentially making a new instance of the original prefab. This means that a model can be copied, reused, and modified indefinitely without damaging the original asset, much like copying a file on your desktop.
Now, if it is discovered to be true - enemies being pooled into engine - and enemy assets are only copied from a pool and given IDs for a scene, you should technically be able to generate a new unique identification number within a scene, which is then given to a replicated zombie asset by the spawn controller, assigned coordinates, and then AI for commands and actions.
So, on reading through a bit more, I'm seeing a pattern in the initial hex data. Enemy Set Collider > Enemy Spawn Controller > Enemy Context Controller. I assume the Collider simply generates the collision meshes for prefab instances copied from the pool, the spawner literally places them on the scene in specific locations with assigned IDs, and the context controller gives those IDs their AI functionality.
That, or there is no pool and every single enemy in the game is simply a pre-made, named asset, which I personally think would be too time consuming and generally poor practice for a company such as Capcom, seeing as how they must have used pools for previous titles like Re5, specifically the indefinite spawns in the first map when you are attacked by a horde.
I don't know if any of this is true, as I am mostly basing this comment on pure speculation over something I have little to no knowledge of in any way, shape, or form, talking out of my ass in a somewhat pathetic attempt at sounding intelligent. If this was helpful, great. Otherwise, I'm terribly sorry for wasting the time it took for you to read through my bullshit.
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Post by bennpowell on Jan 8, 2020 0:39:20 GMT 10
I had a similar experience trying to randomize enemies for the RE2 randomizer, I found the same files and tried tweaking values to see what would happen but all I got was either missing enemies or game crashes.
I butted my head against it for 3 weeks and gave up, if someone could figure these out I'd be very appreciative as it's a key step to having potential enemy randomizers
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Post by ethanwu on Jan 9, 2020 20:08:29 GMT 10
I guess the highlighted code is the type of enemy, but when I tried to modify it, the enemy just disappeared. This is the file of first zombie in the gas station.
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Post by pen15 on Feb 12, 2020 17:48:17 GMT 10
guys i tried via hex edit like alphaz said i guess theres no way :/
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Post by shadyx49 on Jan 3, 2021 11:02:33 GMT 10
this is the big boy we need, its called "RE ENGINE Studio" someone needs to contact anyone over there at capcom to share it. Besides, the files mentioned by alphaz are probably binaries compiled from C# code if anything they could probably be decompiled.
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Welcome To The Party, Pal !!!
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Post by ReiKaz on Jan 22, 2021 14:15:19 GMT 10
I bet higher chances researching RE7, since it have standard game enemies placements and madhouse difficulty placements.
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