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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Feb 17, 2021 12:12:01 GMT 10
CORAZON1 - Your choice really. I personally always use the UDAS tool. I like to know all my files are in one container. That being said, I only use the UDAS really at the end, when the room editing is complete. It is easier to use the DLL while we edit the files, as we do not need to repack using this method. 2 - No. pl and em udas files contain different files. AFAIK there is only support for the files stypes within an UDAS. With that being said, there are sometimes BIN and TPL files within the UDAS container, so you could always try and see if a different BIN and TPL would load. This would kind of be amazing if it worked. Imagine a new character for every room, or even just slight variations of Leon for a different room (im thinking like a rain jacket for the rooms its raining in).. would be cool. But to be honest I really doubt it would work as I am sure there isn't code in the DLL that would swap the EM or PL files. Let me know if you have any issues if you want to try out the DLL method. I am happy to lend myself to such an ambitious modder such as yourself.
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Post by CORAZON on Feb 17, 2021 15:31:32 GMT 10
1 - Your choice really. I personally always use the UDAS tool. I like to know all my files are in one container. That being said, I only use the UDAS really at the end, when the room editing is complete. It is easier to use the DLL while we edit the files, as we do not need to repack using this method. This is really a great idea, That is really helpful because I was wondering if there is some methods to speedup the process of modding. Quick question, do you think it is a good idea to add additional .SMD file for models that uses imported texture to the room? to avoid editing 44000xxx.pack and just add a new .pack file with a few textures that used by the new .SMD 2 - No. pl and em udas files contain different files. AFAIK there is only support for the files stypes within an UDAS. With that being said, there are sometimes BIN and TPL files within the UDAS container, so you could always try and see if a different BIN and TPL would load. This would kind of be amazing if it worked. Imagine a new character for every room, or even just slight variations of Leon for a different room (im thinking like a rain jacket for the rooms its raining in).. would be cool. But to be honest I really doubt it would work as I am sure there isn't code in the DLL that would swap the EM or PL files. Let me know if you have any issues if you want to try out the DLL method. I am happy to lend myself to such an ambitious modder such as yourself. That's what I was thinking about, to have more variations of enemies. I was thinking of spawning a chainsaw man in the castle with modded animations and make him dressed up like Zealots , there is a lot of ideas that we can do. If we couldn't do emxx for each room (which probably is), I think I am just going to edit the textures of the enemy. I hope I get a good result. Thank you Mr. Curious that was very helpful
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Feb 17, 2021 18:46:33 GMT 10
Quick question, do you think it is a good idea to add additional .SMD file for models that uses imported texture to the room? to avoid editing 44000xxx.pack and just add a new .pack file with a few textures that used by the new .SMD
I am not aware of any rooms that use multiple .SMD files, perhaps with the strange exception of r100, which I think you are the only person to successfully edit besides Albert.. (please let us know how you did this) haha.
Have no fear in editing the room pack files. For beginners, I suggest simply adding your new textures to the end of the existing ones, until you feel comfortable with creating a new TPL from scratch (not too hard to do). I can guide you through all of this on Discord if you like.
If we couldn't do emxx for each room (which probably is), I think I am just going to edit the textures of the enemy. I hope I get a good result I am not sure this will work, as the EMxx.udas TPL files will always call on the same texture pack file. You might be able to use a different pack file with the same name and then place it in the STAGE\rxxx\TEXTURES directory. If this works, I will commend you on your ingenuity as I don't believe this has been done yet. Please feel free to report your findings here ambitious modder!
Happy Modding!
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Post by residentboards on Feb 18, 2021 4:06:09 GMT 10
very nice tool!
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Post by CORAZON on Feb 18, 2021 6:58:11 GMT 10
I am not aware of any rooms that use multiple .SMD files, perhaps with the strange exception of r100, which I think you are the only person to successfully edit besides Albert.. (please let us know how you did this) haha. Have no fear in editing the room pack files. For beginners, I suggest simply adding your new textures to the end of the existing ones, until you feel comfortable with creating a new TPL from scratch (not too hard to do). I can guide you through all of this on Discord if you like.I edited r100 with a littlie complicated method, and I think there is some easier method to do it. I will share it here later on. Why do I want to do an additional .pack file for .SMD? because these 44000xxx.pack files have a size of 120~200 MB, I don't want players who want to install the mod to download all these files just for one or two additional textures in the room. What I want to do is to minimize the mod size as much as possible, by letting the players to download just the additional textures (this method may minimize the mod size to 10%). I tried to do 0000.SMD ,0001.SMD. But my game couldn't read 0001.SMD file, I tried multiple files to be 0001.SMD but the game can't recognize it. Is there some steps to make it works? I am not sure this will work, as the EMxx.udas TPL files will always call on the same texture pack file. You might be able to use a different pack file with the same name and then place it in the STAGE\rxxx\TEXTURES directory. If this works, I will commend you on your ingenuity as I don't believe this has been done yet. Please feel free to report your findings here ambitious modder!Yes, that's what I intended to do, to edit the same texture pack file that TPL calls. There is another method to do that, is to edit TPL using HEX editor and make it calls for another .pack file, and put this file in STAGE folders. With this method you can: 1- Edit enemies textures individually. 2- Edit enemies texture for a particular room. nice
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Feb 18, 2021 18:07:12 GMT 10
"What I want to do is to minimize the mod size as much as possible, by letting the players to download just the additional textures (this method may minimize the mod size to 10%)." You are already thinking like a pro. This is VERY good thinking when it comes to distribution. Before side-chaining I used to sneak extra textures in by adding them to the snake enemy pack file and just make sure there was a snake loaded in the room, but this was for textures other than the SMD. I'd like to help you with this endeavor, so lets try some experiments.. I am not sure what you tried with experiments using 0000.SMD and 0001.SMD but here's what I'm thinking:
1 - Try side-chaining the original SMD in the STAGE\rxxx directory, naming the file to 0000.SMD (test to see if this part works on its own.. Simply extract the stage SMD and use this without any edits)
2 - If step 1 works ok, now try to create a totally new SMD with textures pointing to your secondary pack file. Name this SMD file 0001.SMD Be sure this new SMD has all the required 0x9 type entries in the Modeldata.txt file to make sure room to loads (you can simply copy the entries from the original SMD and replace the BIN ID that of a new model that is a single polygon model somewhere off screen - essentially a DMY file). If you don't know what this is, please alert me and I will explain more. Place this new SMD in the same folder as the first one eg STAGE\rxxx
3 - Create a dir STAGE\rxxx\TEXTURES and place both pack files (for 0000.SMD and 0001.SMD)
4 - Load it up and tell us what happens!
and yes good work on the multiple pack entries within the same TPL . . Great innovation!
Another option for adding secondary models to a room without repacking the entire SMD would be to create custom ETM models. I did this in r100 because I didn't know how to edit the SMD properly but was desperate for a way to put a new model in. I ended up making a stage model that is actually an ETM model. To prevent people from shooting it I think I created EAT around the object.
Happy Modding!
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Post by CORAZON on Feb 19, 2021 5:08:03 GMT 10
Using sneak texture file, what a clever idea, the problem is that it is limited to few rooms.
I did a lot of test, none of them works.
1- I copied my original .SMD to STAGE/rxxx and rename it to 0000.SMD. I was sure it is working because the game can read my edits to 0000.SMD
2- I created another .SMD file and I made sure to put all the 0x9 type entries. (I didn't do the DMY, first I wanted to know if the file can be read. I know about the DMY from your tutorials, thanks to you). Yet, the game can't read 0001.SMD
So, here is another test 1- I just edited the original 0000.SMD and I made some changes, I checked the game and it can read it. Nice. 2- I renamed this 0000.SMD to 0001.SMD and copied the original .SMD from UDAS and replace it in STAGE/rxxx and renamed it to 0000.SMD Yet, the game can't read 0001.SMD. I am so confused why the game can read the exact file when it is 0000.SMD but it can't read it when it is 0001.SMD All my initial test when I got this idea was first to make sure that the game can read the .SMD file, then I rename it to 0001.SMD. But the game never read it.
I heard about what you did with ETM for r100 from other guys, I amazed when I knew about it, that was very clever.
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Feb 19, 2021 15:52:28 GMT 10
CORAZON thanks for the kind words. About your tests: I am so confused why the game can read the exact file when it is 0000.SMD but it can't read it when it is 0001.SMD While it is documented in Raz0r's DLL readme that it is possible to have numerous files, (with 0000.xxx, 0001.xxx) it may not work. From your tests I am sure we can surmise that loading more than 1 SMD file is not possible (least with side-chaining). Another test you could run would be to add a secondary .SMD file to the .UDAS archive (you would need to edit the .idx file to reflect any added files), but as to whether the game actually reads them is still unknown. Another option is to replace any existing BIN files that are present in the UDAS. I did this in r100 by replacing the truck with a burnt out helicopter model. It was very tricky because there is really no way to position the model the same way we can with the modeldata.txt file. The new position is relative to the original position of the BIN model, so there is a bit of calculation involved. I created a method that works pretty well by using several points and moving them together ( I can show you how to do this if you like). THe other tricky part is that BIN models are usually 1000 (or 100) times smaller than stage models, so that adds confusion to the process of getting a model exactly where you want it. The ETM method is much easier, but has its downsides (the models have collision and trigger the laser when pointed at unless we envelop the model with EAT). I still don't know why you just cant add them to the existing SMD and get people to download your side-chain your file 0000.SMD. SMD files are rarely over 5 MB, and by today's standards that not a very big download. To ensure your distribution is as optimized for size as possible you could always create a secondary .pack (like you figured out) for the new stage models and manually edit the SMD TPL for these new models after the models have been repacked. Cheers!
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Post by CORAZON on Feb 20, 2021 2:30:54 GMT 10
You are genius!. Here is my tests. 1- added a new .SMD fie to udas, rename it to a one number higher (r203_29.SMD) . 2- I corrected the .idx file, by increasing the number of file count, then I added a new entry for it. 3- Repack the .UDAS and replace it. Doesn't work, the game freezes whenever you enter the room.
So here is another test. (Editing the .TPL file) , (I didn't do this first, because I believed that the .TPL is generated by the tool). So, now I edited the .TPL of my .SMD, and I made it call for another texture pack. Doesn't work, whenever I repack the files the tool keep overwriting my TPL. "I think there is another way to make the tool stop overwriting my TPL? I am not sure. I was checking my .tcs to make sure that there is no textures added; to avoid overwriting TPL, but the tool keeps overwriting no matter what"
Here is my last test I edited the .SMD file entirely using HEX editor, and I searched for "03 02 00 44" to locate the TPL hex values. I edited some of them to call my new .pack files which is located in .../STAGE/r203/TEXTURES. The method works successfully. The game reads the other .Pack textures and put them to my new models.
Thank god! This will make things more easier. I didn't wanted to have to deal with ETM or .BIN for extra models. And I think it is better to just edit the hex values of .SMD directly, so I don't need to repack the files whenever I change which .pack file to call. I think to speedup the process. I am going to work with 44000xxx.Pack files for now, then in the end I can make extra .pack files and edit which .pack textures to call.
Thank you Mr. Curious, you were more than helpful. I really appreciate your helps and efforts.
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We're back in black
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Post by iota on Feb 24, 2021 18:41:26 GMT 10
That's not my intention here buddy, sorry for the inconveniences, cheers!
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We're back in black
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Post by iota on Feb 24, 2021 19:53:58 GMT 10
That's not my intention here buddy, sorry for the inconveniences, cheers! Please remove your post then. There.
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dale home
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Post by kTeo on Apr 26, 2021 23:59:33 GMT 10
can you add a quick explanation for the "evd2video.ini" file? also, are there more possible functions other than [WEATHER] for effects.conf?
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Apr 27, 2021 5:05:31 GMT 10
can you add a quick explanation for the "evd2video.ini" file? also, are there more possible functions other than [WEATHER] for effects.conf? Yes! I totally forgot to add this. I will edit the EVD post in this thread later this evening to include instructions on how to use the evd2video.ini evd2video.cfg file. About the effects.conf file; As far as I remember this is as far as we got with this. I requested this feature so that we could have certain weather types for all rooms (including lightning which I think we discovered was impossible), but this part of the DLL was pretty much abandoned. The RAIN that is presently included as part of this feature is only the rain we see on the player's shoulders, which is only part of the RAIN effect (there is also the rain we see falling in front of the player camera and others too). EDIT kTeo please see the very bottom of the EVD post in this thread for the updated info you requested. Happy Modding!
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Post by vulgaar on May 30, 2021 17:21:30 GMT 10
I managed to get the Trainer to work!
Thank you very much! Very helpful!
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You made it prolonged your lfe but not to escape to your inevitable death isn't
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Post by DANIEL FERREIRA on Jun 18, 2021 9:06:19 GMT 10
good night Mr.Curious this lock on events dont work in wooden doors and another simple doors?
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