✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Jun 10, 2020 4:58:09 GMT 10
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Post by scoovyhd on Jun 10, 2020 6:38:59 GMT 10
thats your problem. Razor's Coordinates (and those of the game), do not match those in the 3dsMax system. You must invert your Y data and you should be good to go! So for example in the image below we see that Raz0r's displayed values of the Y coordinates are: 33868.58then we must use the inverted value in the Son of Persia Tool. Here is an example of the .txt file that is generated with the RE4UHD ETS Tool: # Extra Item Data 0 Model_ETM_Number = 0x3 Model_ETS_ID= 0x0 ModelScale_X = 1.000000 ModelScale_Y = 1.000000 ModelScale_Z = 1.000000 ModelAngle_X = 0.000000 ModelAngle_Y = -0.000000 ModelAngle_Z = 89.997346 ModelPosition_X = -3499.36 ModelPosition_Y = -33868.58 (notice the - sign before the numeric value)ModelPosition_Z = 17341.09 If you were to import the SAT and compare it to where you were standing you would see that Son of Persia's tools line up perfectly with those of 3ds Max. Always remember that the Y values in RE4 coordinates are inverted, and that Razor's trainer and DLL will use this system with Inverted Y axis. Happy MOdding! ok so if anyone needs it i made a google docs link for this tutorial that Mr.Curious helped me with again All Credit goes too Mr.Curious for making this tutorial docs.google.com/document/d/1MLPUoIMxPQaJLexJ_M3rGJEIWpSGBgHt28Hk0Puk70k/edit?usp=sharing
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