Posts: 257
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Post by Re-Play games on Jun 14, 2020 12:36:47 GMT 10
does anyone have any list of effect ids?
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✫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 14, 2020 15:38:11 GMT 10
sorry to say, but there are literally hundreds of effects, most of which are unique in some way. I remember asking ALbert this a few years ago, and the simple answer is no there isnt.
Heres what ive writen down. I dont bother anymore though I just look at them in the tools and edit them
Heat Effect
1_17_28
1_08 _E
1_08 _1E
(heat is always placed at 0.0.0 and then triggered by EAR)
Animated Fire
1_B_2E
1_B_2C
Smoke
1_B_52
Fire Sparks
1_0_13
fake lightning
Id = 1_05_32
Offset[268..271] = 0x54 (interval for blinking.. the larger the value = the longer with no light
Local Effects
Animated Fires
1_0_26
1_B_29
1_B_28
Swaying Trees
1_48_D0
1_48_F6
Swaying Leaves
1_48_CB
Candle flames
1_0_85
1_0_86
Rain type A - (when under something looking outside)
1_8_C5
Water effect
1_0_FE
and:
Flashing bloom (doesnt seem to work)
Id = 0x1
Type = 0x0
Texture = 0x79
Offset[3] = 0x0
Offset[4..7] = 0xFE000000
Offset[8..9] = 0x1 (0 for round, 1 for flat)
Offset[10..11] = 0x0
Position_X = 23694.404297
Position_Y = -1349.699219
Position_Z = 1478.636719
Offset[24..27] = 0x0
Offset[28..31] = 0x0
Offset[32..35] = 0x0
Offset[36..39] = 0x0
Offset[40..43] = 0x0
Offset[44..47] = 0x0
Offset[48..51] = 0x3F800000
Offset[52..55] = 0x0
Offset[56..59] = 0x0
Offset[60..63] = 0x0
Offset[64..67] = 0x0
Offset[68..71] = 0x0
Offset[72..75] = 0x0
Offset[76..79] = 0x0
Offset[80..83] = 0x0
Offset[84..87] = 0x0
HorizontalAxis = 0.000000
VerticalAxis = 90.000000
Offset[96..99] = 0x0
Offset[100..103] = 0x0
Offset[104..107] = 0x0
Offset[108..111] = 0x0
Offset[112..115] = 0x0
Offset[116..119] = 0x0
Offset[120..123] = 0x0
Offset[124..127] = 0x0
Offset[128..131] = 0x0
Offset[132..135] = 0x0
HorizontalSize = 439.128784
VerticalSize = 439.128784
Offset[144..147] = 0x0
Offset[148..151] = 0x0
Offset[152..155] = 0x3F800000
Color_R = 0xF
Color_G = 0xD
Color_B = 0xFF
Color_A = 0xFF
Color_R_Config = 1.000000
Color_G_Config = 1.000000
Color_B_Config = 1.000000
Color_A_Config = 0.800000
Offset[176..179] = 0x5 (depth or fade time of blinking)
Offset[180..183] = 0x0
Offset[184..187] = 0x0
Offset[188..191] = 0x0
Intensity = 0x10000
BordersEffect = 0x0
WaveConfig[0] = 0x0
WaveConfig[1] = 0x0
WaveConfig[2] = 0x0
WaveConfig[3] = 0x0
WaterHorizontalDistortion = 0x0
WaterVerticalDistortion = 0x0
Offset[212..215] = 0x0
HorizontalFlickering = 0.000000
VerticalFlickering = 0.000000
RotationRadius = 0.000000
ModelHidingThreshold = 0.000000
Offset[232..235] = 0x0
Offset[236..239] = 0x0
Offset[240..243] = 0x0
Offset[244..247] = 0x0
Offset[248..251] = 0x0
Offset[252..255] = 0x0
Offset[256..259] = 0x0
Offset[260..263] = 0x0
Offset[264..267] = 0x1
Offset[268..271] = 0x12 (rate of blinking)
Offset[272..275] = 0x0
Offset[276..279] = 0x0
Offset[280..283] = 0x0
Offset[284..287] = 0x0
Offset[288..291] = 0x0
Offset[292..295] = 0x0
Offset[296..299] = 0x0
# Effect 3 flashing bloom (door) blue
Id = 0x1
Type = 0xB
Texture = 0x79
Offset[3] = 0x0
Offset[4..7] = 0xFE000000
Offset[8..9] = 0x0
Offset[10..11] = 0x0
Position_X = 23694.404297
Position_Y = -1349.699219
Position_Z = 1478.636719
Offset[24..27] = 0x0
Offset[28..31] = 0x0
Offset[32..35] = 0x0
Offset[36..39] = 0x0
Offset[40..43] = 0x0
Offset[44..47] = 0x0
Offset[48..51] = 0x3F800000
Offset[52..55] = 0x0
Offset[56..59] = 0x0
Offset[60..63] = 0x0
Offset[64..67] = 0x0
Offset[68..71] = 0x0
Offset[72..75] = 0x0
Offset[76..79] = 0x0
Offset[80..83] = 0x0
Offset[84..87] = 0x0
HorizontalAxis = 0.000000
VerticalAxis = 0.000000
Offset[96..99] = 0x0
Offset[100..103] = 0x0
Offset[104..107] = 0x0
Offset[108..111] = 0x0
Offset[112..115] = 0x0
Offset[116..119] = 0x0
Offset[120..123] = 0x0
Offset[124..127] = 0x0
Offset[128..131] = 0x0
Offset[132..135] = 0x0
HorizontalSize = 1455.128784
VerticalSize = 1455.128784
Offset[144..147] = 0x0
Offset[148..151] = 0x0
Offset[152..155] = 0x3F800000
Color_R = 0x34
Color_G = 0x88
Color_B = 0xFF
Color_A = 0xFF
Color_R_Config = 1.000000
Color_G_Config = 1.000000
Color_B_Config = 1.000000
Color_A_Config = 0.900000
Offset[176..179] = 0x1
Offset[180..183] = 0x0
Offset[184..187] = 0x0
Offset[188..191] = 0x0
Intensity = 0x19990
BordersEffect = 0x1F
WaveConfig[0] = 0x0
WaveConfig[1] = 0x0
WaveConfig[2] = 0x0
WaveConfig[3] = 0x0
WaterHorizontalDistortion = 0x0
WaterVerticalDistortion = 0x0
Offset[212..215] = 0x0
HorizontalFlickering = 0.000000
VerticalFlickering = 0.000000
RotationRadius = 1400.000000
ModelHidingThreshold = 0.000000
Offset[232..235] = 0x0
Offset[236..239] = 0x0
Offset[240..243] = 0x0
Offset[244..247] = 0x0
Offset[248..251] = 0x0
Offset[252..255] = 0x0
Offset[256..259] = 0x0
Offset[260..263] = 0x0
Offset[264..267] = 0x1
Offset[268..271] = 0x21
Offset[272..275] = 0x0
Offset[276..279] = 0x0
Offset[280..283] = 0x0
Offset[284..287] = 0x0
Offset[288..291] = 0x0
Offset[292..295] = 0x0
Offset[296..299] = 0x0
# Effect 3 flashing bloom (door) white
Id = 0x1
Type = 0xB
Texture = 0x79
Offset[3] = 0x0
Offset[4..7] = 0xFE000000
Offset[8..9] = 0x0
Offset[10..11] = 0x0
Position_X = 23694.404297
Position_Y = -1349.699219
Position_Z = 1478.636719
Offset[24..27] = 0x0
Offset[28..31] = 0x0
Offset[32..35] = 0x0
Offset[36..39] = 0x0
Offset[40..43] = 0x0
Offset[44..47] = 0x0
Offset[48..51] = 0x3F800000
Offset[52..55] = 0x0
Offset[56..59] = 0x0
Offset[60..63] = 0x0
Offset[64..67] = 0x0
Offset[68..71] = 0x0
Offset[72..75] = 0x0
Offset[76..79] = 0x0
Offset[80..83] = 0x0
Offset[84..87] = 0x0
HorizontalAxis = 0.000000
VerticalAxis = 0.000000
Offset[96..99] = 0x0
Offset[100..103] = 0x0
Offset[104..107] = 0x0
Offset[108..111] = 0x0
Offset[112..115] = 0x0
Offset[116..119] = 0x0
Offset[120..123] = 0x0
Offset[124..127] = 0x0
Offset[128..131] = 0x0
Offset[132..135] = 0x0
HorizontalSize = 455.128784
VerticalSize = 455.128784
Offset[144..147] = 0x0
Offset[148..151] = 0x0
Offset[152..155] = 0x3F800000
Color_R = 0xDD
Color_G = 0xDD
Color_B = 0xFF
Color_A = 0xFF
Color_R_Config = 1.000000
Color_G_Config = 1.000000
Color_B_Config = 1.000000
Color_A_Config = 0.900000
Offset[176..179] = 0x1
Offset[180..183] = 0x0
Offset[184..187] = 0x0
Offset[188..191] = 0x0
Intensity = 0x10000
BordersEffect = 0x1F
WaveConfig[0] = 0x0
WaveConfig[1] = 0x0
WaveConfig[2] = 0x0
WaveConfig[3] = 0x0
WaterHorizontalDistortion = 0x0
WaterVerticalDistortion = 0x0
Offset[212..215] = 0x0
HorizontalFlickering = 0.000000
VerticalFlickering = 0.000000
RotationRadius = 1400.000000
ModelHidingThreshold = 0.000000
Offset[232..235] = 0x0
Offset[236..239] = 0x0
Offset[240..243] = 0x0
Offset[244..247] = 0x0
Offset[248..251] = 0x0
Offset[252..255] = 0x0
Offset[256..259] = 0x0
Offset[260..263] = 0x0
Offset[264..267] = 0x1
Offset[268..271] = 0x21
Offset[272..275] = 0x0
Offset[276..279] = 0x0
Offset[280..283] = 0x0
Offset[284..287] = 0x0
Offset[288..291] = 0x0
Offset[292..295] = 0x0
Offset[296..299] = 0x0
# Effect 30 flashing little red bloom
Id = 0x1
Type = 0xB
Texture = 0x79
Offset[3] = 0x0
Offset[4..7] = 0xFE000000
Offset[8..9] = 0x0
Offset[10..11] = 0x0
Position_X = 23694.404297
Position_Y = -1349.699219
Position_Z = 1478.636719
Offset[24..27] = 0x0
Offset[28..31] = 0x0
Offset[32..35] = 0x0
Offset[36..39] = 0x0
Offset[40..43] = 0x0
Offset[44..47] = 0x0
Offset[48..51] = 0x3F800000
Offset[52..55] = 0x0
Offset[56..59] = 0x0
Offset[60..63] = 0x0
Offset[64..67] = 0x0
Offset[68..71] = 0x0
Offset[72..75] = 0x0
Offset[76..79] = 0x0
Offset[80..83] = 0x0
Offset[84..87] = 0x0
HorizontalAxis = 0.000000
VerticalAxis = 0.000000
Offset[96..99] = 0x0
Offset[100..103] = 0x0
Offset[104..107] = 0x0
Offset[108..111] = 0x0
Offset[112..115] = 0x0
Offset[116..119] = 0x0
Offset[120..123] = 0x0
Offset[124..127] = 0x0
Offset[128..131] = 0x0
Offset[132..135] = 0x0
HorizontalSize = 45.128784
VerticalSize = 45.128784
Offset[144..147] = 0x0
Offset[148..151] = 0x0
Offset[152..155] = 0x3F800000
Color_R = 0xFF
Color_G = 0x8
Color_B = 0x8
Color_A = 0xFF
Color_R_Config = 1.000000
Color_G_Config = 1.000000
Color_B_Config = 1.000000
Color_A_Config = 0.900000
Offset[176..179] = 0x1
Offset[180..183] = 0x0
Offset[184..187] = 0x0
Offset[188..191] = 0x0
Intensity = 0x19990
BordersEffect = 0x0
WaveConfig[0] = 0x0
WaveConfig[1] = 0x0
WaveConfig[2] = 0x0
WaveConfig[3] = 0x0
WaterHorizontalDistortion = 0x0
WaterVerticalDistortion = 0x0
Offset[212..215] = 0x0
HorizontalFlickering = 0.000000
VerticalFlickering = 0.000000
RotationRadius = 500.000000
ModelHidingThreshold = 0.000000
Offset[232..235] = 0x0
Offset[236..239] = 0x0
Offset[240..243] = 0x0
Offset[244..247] = 0x0
Offset[248..251] = 0x0
Offset[252..255] = 0x0
Offset[256..259] = 0x0
Offset[260..263] = 0x0
Offset[264..267] = 0x1
Offset[268..271] = 0x21
Offset[272..275] = 0x0
Offset[276..279] = 0x0
Offset[280..283] = 0x0
Offset[284..287] = 0x0
Offset[288..291] = 0x0
Offset[292..295] = 0x0
Offset[296..299] = 0x0
pointed light bloom
Id = 0x1
Type = 0xA
Texture = 0x13
Offset[40..43] = 0xC2A00000 angle down
Offset[44..47] = 0xC2480000 direction X
Offset[40..43] = 0x42A00000 angle up
Offset[44..47] = 0x42480000 direction Y
Fake lighning # Offset[268..271] = 0x54 (interval for blinking..
# the larger the value = the longer with no light
Id = 0x1
Type = 0x5
Texture = 0x32
Offset[3] = 0x1
Offset[4..7] = 0xFE000000
Offset[8..9] = 0x1
Offset[10..11] = 0x0
Position_X = 9374.393
Position_Y = 555.939
Position_Z = 6000.511
Offset[24..27] = 0x0
Offset[28..31] = 0x0
Offset[32..35] = 0x0
Offset[36..39] = 0x0
Offset[40..43] = 0x0
Offset[44..47] = 0x0
Offset[48..51] = 0x3F800000
Offset[52..55] = 0x0
Offset[56..59] = 0x0
Offset[60..63] = 0x0
Offset[64..67] = 0x0
Offset[68..71] = 0x0
Offset[72..75] = 0x0
Offset[76..79] = 0x0
Offset[80..83] = 0x0
Offset[84..87] = 0x0
HorizontalAxis = 0.000000
VerticalAxis = 90.000000
Offset[96..99] = 0x0
Offset[100..103] = 0x0
Offset[104..107] = 0x0
Offset[108..111] = 0x0
Offset[112..115] = 0x0
Offset[116..119] = 0x0
Offset[120..123] = 0x0
Offset[124..127] = 0x0
Offset[128..131] = 0x0
Offset[132..135] = 0x0
HorizontalSize = 27237.744141
VerticalSize = 5237.744141
Offset[144..147] = 0x0
Offset[148..151] = 0x0
Offset[152..155] = 0x3F800000
Color_R = 0xFF
Color_G = 0xFF
Color_B = 0xFF
Color_A = 0xFF
Color_R_Config = 1.000000
Color_G_Config = 1.000000
Color_B_Config = 1.000000
Color_A_Config = 0.800000
Offset[176..179] = 0x5
Offset[180..183] = 0x0
Offset[184..187] = 0x0
Offset[188..191] = 0x0
Intensity = 0x10000
BordersEffect = 0x0
WaveConfig[0] = 0x0
WaveConfig[1] = 0x0
WaveConfig[2] = 0x0
WaveConfig[3] = 0x0
WaterHorizontalDistortion = 0x0
WaterVerticalDistortion = 0x0
Offset[212..215] = 0x0
HorizontalFlickering = 0.000000
VerticalFlickering = 0.000000
RotationRadius = 0.000000
ModelHidingThreshold = 0.000000
Offset[232..235] = 0x0
Offset[236..239] = 0x0
Offset[240..243] = 0x0
Offset[244..247] = 0x0
Offset[248..251] = 0x0
Offset[252..255] = 0x0
Offset[256..259] = 0x0
Offset[260..263] = 0x0
Offset[264..267] = 0x1
Offset[268..271] = 0x54
Offset[272..275] = 0x0
Offset[276..279] = 0x0
Offset[280..283] = 0x0
Offset[284..287] = 0x0
Offset[288..291] = 0x0
Offset[292..295] = 0x0
Offset[296..299] = 0x0
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Posts: 257
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Post by Re-Play games on Jun 14, 2020 16:14:44 GMT 10
Thank you Mr. Curious, this will be of great help
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✫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 14, 2020 18:43:56 GMT 10
after you edit enough effects, you start to remember where all the good examples are. The best thing you can do is when you see a good one in the game, take note of its location. Extract it and try to move it in another room. Then you can start the fine tuning or experimenting with the values to see how the effect is made. The more you do it, the better you get at understanding the values.
I guess its easier in RE4UHD because we have the .txt file to use. We can easily copy/.paste values form other effects. The most fun thing to do is to change the texture ID and see how the same effect can look so different with a different texture. Scaling effects can have interesting results too!
Happy Modding !
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Posts: 257
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Post by Re-Play games on Jun 15, 2020 2:27:10 GMT 10
I was doing it anyway. I was editing effects in the old re4, but it takes a long time via hex, but it is very limited, I don't know which bytes to change to use advanced settings. in UHD it seems to me much more flexible and fun to modify.
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✫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 15, 2020 4:27:55 GMT 10
yes, I imagine it would be painfully slow and very confusing using HEX editing. Come to RE4UHD and have some fun with the new tools!
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Posts: 257
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Post by Re-Play games on Jun 15, 2020 5:14:20 GMT 10
yes, I imagine it would be painfully slow and very confusing using HEX editing. Come to RE4UHD and have some fun with the new tools!
yes ... I'm sorry to ask but, I read in some section of the forum you mention some configuration in the .LIT file that made the models seem to disappear from a certain distance (I think Albert Marin even used this in the hd project) but I still haven't figured out how to do it
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✫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 15, 2020 17:53:24 GMT 10
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dale home
Posts: 288
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Post by kTeo on Jun 16, 2020 14:03:59 GMT 10
yes, I imagine it would be painfully slow and very confusing using HEX editing. Come to RE4UHD and have some fun with the new tools!
yes ... I'm sorry to ask but, I read in some section of the forum you mention some configuration in the .LIT file that made the models seem to disappear from a certain distance (I think Albert Marin even used this in the hd project) but I still haven't figured out how to do it
Offset[68..71] is the responsible for the draw distance. i often use Offset[68..71] = 0x3F000000 for my .lit files, since it's a little behind the fog. you can take a look at how i did some of them with this preset folder for self-learning: www.mediafire.com/file/1zwzey6vhxdeb81/Atmosferas.rar/file
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✫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 16, 2020 14:27:50 GMT 10
Excellent.. can you show us a video of what this looks like?
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dale home
Posts: 288
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Post by kTeo on Jun 18, 2020 10:31:37 GMT 10
Excellent.. can you show us a video of what this looks like? there ya go
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✫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 18, 2020 17:11:32 GMT 10
good find on the bytes ! I like the video !
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