Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on May 19, 2020 11:17:12 GMT 10
Couldn't stop thinking about Re engine editor tool after beating the game...I was so underwhelmed with the city segment. The intro got really nice alleys including Jack's bar and warehouse.I really wish there was a way to implement these somehow in the game/make an area accessible. While you are at it, it would have been nice to also remove these barricades to create a shortcut as the pathways behind leads to subway. There are two doors there that are locked though after you and Carlos pass through them at the beginning. imgur.com/UUbpp6cimgur.com/ESPEOjLomfg YES i want the same !!!!!!!! do ya think you can make this work ? nayefk93
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Posts: 543
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Post by rain395 on May 20, 2020 2:34:49 GMT 10
Couldn't stop thinking about Re engine editor tool after beating the game...I was so underwhelmed with the city segment. The intro got really nice alleys including Jack's bar and warehouse.I really wish there was a way to implement these somehow in the game/make an area accessible. While you are at it, it would have been nice to also remove these barricades to create a shortcut as the pathways behind leads to subway. There are two doors there that are locked though after you and Carlos pass through them at the beginning. imgur.com/UUbpp6cimgur.com/ESPEOjLomfg YES i want the same !!!!!!!! do ya think you can make this work ? nayefk93 This is a really good idea! What a good way to open up RC even more and make it feel a bit more open-world like. Such a huge difference one little thing could make
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Post by shion555 on May 20, 2020 4:05:53 GMT 10
You know if has a way to remove the scripts of nemesis? make more stalker like MRx of RE2 not the spiderman
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Post by zombieboyx620 on Jun 7, 2020 5:48:03 GMT 10
It would be awesome if someone could find a way to make Nemesis spawn right after you grab the fire hose in the power station, like here me out for a sec, maybe as soon as you grab the fire hose you walk through the donut shop like in the demo and then you get that cutscene of him infecting the zombie, and boom that's a new encounter right there. I saw a post about someone working on something like this. I just get really excited guys I could see it happening too. I also want to say what you guys are doing on here is amazing and I'm talking to everyone who's been modding since the beginning. What I'll say is this at this point I'm willing to pay who ever can put more Nemesis encounters into the game, I mean it as soon as it happens just private message me. I just want to fight Nemesis more and I know there are others out there who feel the same. anyway thank you all for the support great work out there guys. Hopefully we can see a mod where Nemesis replaces a hunter beta in the sewers too.
I posted this post in the (other modification More Investigation) section too
I'm also serious about paying the modder who can achieve this I know modding can be hard work and tiring but I know a lot of people including myself want this so i'm willing to help out by giving the modder some motivation.
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Post by tronvin on Jun 7, 2020 8:54:23 GMT 10
It would be awesome if someone could find a way to make Nemesis spawn right after you grab the fire hose in the power station, like here me out for a sec, maybe as soon as you grab the fire hose you walk through the donut shop like in the demo and then you get that cutscene of him infecting the zombie, and boom that's a new encounter right there. I saw a post about someone working on something like this. I just get really excited guys I could see it happening too. I also want to say what you guys are doing on here is amazing and I'm talking to everyone who's been modding since the beginning. What I'll say is this at this point I'm willing to pay who ever can put more Nemesis encounters into the game, I mean it as soon as it happens just private message me. I just want to fight Nemesis more and I know there are others out there who feel the same. anyway thank you all for the support great work out there guys. Hopefully we can see a mod where Nemesis replaces a hunter beta in the sewers too. I posted this post in the (other modification More Investigation) section too I'm also serious about paying the modder who can achieve this I know modding can be hard work and tiring but I know a lot of people including myself want this so i'm willing to help out by giving the modder some motivation. We're trying. It isn't easy.
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Posts: 44
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Post by zombieboyx620 on Jun 7, 2020 14:46:14 GMT 10
I hear you on that. regardless I fully support everything you all are doing. I'm glad there's more than one person who shares these ideals for this game..honestly when I heard that they weren't going to release DLC for the game I was disappointed simply because I was willing to pay for It but that's fine because now my money will be going to someone who's willing to Add in mod DLC lol. and I honestly don't mind either, if I'm the one who has to give a personal donation so that everyone can have this mod for free then so be it. I just want my next playthrough to have more (NEMESIS) and I want to fully support the people behind that vision so I want to personally thank all who are involved in this amazing project to increase encounters.
PS. I know you guys can do it!!!!!
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Post by SlaverStudios on Jun 12, 2020 16:06:33 GMT 10
OP can you please remove the barricade at the end of the Power Station street? And possibly the fire in front of the Donut Shop? Also for the shutter at the gas station, have it open.
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Post by alphaz on Jun 19, 2020 0:19:29 GMT 10
nayefk93You should check out my mcol Tool . It imports and exports the collision meshes for the areas in 3ds Max. Each area has up to two collision meshes: one "ct.mcol" file for player collision, and one "ce.mcol" file for bullet collision. This is the ct.mcol file for the gas station in RE2: With this tool, you can move walls, barriers and staircases and save them to a new mcol file (which you make by selecting the collision objects and exporting over the mcol file they were imported from) to change the collision for an area. Now I tried really hard to get it right, but the mcol format is very sensitive to modification, and deleting or adding any verts from the collision mesh causes collision to break entirely across the whole area mesh . This is because the mcol files are made of two components, and I don't understand how the first component (a collection of floating vertices that I call "Collision Verts") is used, nor how it was created. Every other vertex of the Collision Verts has an index to another random vertex, and too much modification to it naturally changes the indices, which scrambles the whole thing and breaks all collision. I don't know how those indices were assigned, so I can't recreate it. The most you can do is move faces and verts around to change the area collision (especially with the second component, the "Collision Mesh"). But if you do this carefully and in conjunction with model modification of the stage MESH, you can get some true area modification.
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"Welcome to the family, son!"
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Post by C.O.G.S on Jun 19, 2020 15:39:39 GMT 10
alphaz Brilliant! I'm glad you finally got the modder role, you definitely deserve it
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Post by theflyingmuffin on Jun 27, 2020 15:36:35 GMT 10
Holy $♓︎!†!!! That's an amazing breakthrough alphaz! That can't have been easy, well done! We are now one step closer to expanding this game.
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Post by alphaz on Jun 27, 2020 18:51:20 GMT 10
I did some more digging into mcol files and talked with mariokart64n about them. He took a look and found out that the collision verts are actually axis aligned bounding boxes. He also wrote a small tool for importing and exporting them. {Custom Spoiler} Mcol Edit (Maxscript)So it turns out that there's one box for every face on the collision mesh, then there are an equal number of container / group boxes that hold these face boxes, which are divided up into hierarchies / tiers based on group box size. The end goal of all this research is to figure out how these group boxes could be generated from the collision mesh along with the face boxes they contain, but it's hard to figure out how large each group box should be and how many face boxes or other group boxes it should contain.
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