Posts: 150
Original Join Date: Feb 4, 2011
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Post by Zealot Tormunds on Sept 6, 2020 11:45:27 GMT 10
How's it going people? I'm currently developing a set of tools for Resident Evil 2, and they seem to be working with 3 as well. My tools are aiming mostly at managing game progression. I really like how people make their own campaigns in the old games like RE2, RE3 and RE4, and I want to see similar stuff for the RE engine games. This set of tools will help you with that. Now, on to the tools.
The first tool from the set is the item list editor. It lets you modify the position and item ids of the game. For example, lets say you want the player to find a herb in the main hall instead of a first aid spray. You can do that with this. Essentially, you can replace any of the items from the game to a different one, and change the spot in which they appear in game. Note: the edition of the item list only gets applied after starting a new game. If you modify the list and load an old save, it will load the item lists from that save in particular, not the ones from the file.
The next one is the gimmick editor, and it lets you change the position of most of the game's gimmicks (unlocked and locked doors, certain props and barricades, typewriters, weapon boxes, and a large list of etc). So for example, if you wanted to have a spade door in a place where there was usually an unlocked door, you can do it with this tool. This changes the way the player can progress through the game.
How to use the item editor:- Find your item files in: objectroot\scene\scenario\scenariono\ ??\item (objectroot\scene\scenario\scenariono\rpd\fsm seems to have item files as well) - Open them in the tool - Choose a background and the corresponding item list depending on your game - Move stuff around - Profit! How to use the gimmick editor:- Find gimmick files in: objectroot\scene\location\ ??\ (gmk_door.scn, level_xxx\stx_xxx_x\gimmick.scn, etc) (objectroot\scene\scenario\scenariono\rpd\fsm seems to have gimmick files as well) - Guess which values you want to modify (see gimmick_sample_00.png and gimmick_sample_01.png) - Edit the values - Save the file - Profit! Changelog 0.3: - Added a function to export the current item/weapon list to a .txt file. - Added a function to import external item/weapon lists from .txt files. Changelog 0.2:- Added ammo ID modifier for weapons Changelog 0.1:- First public release - Added item editor - Added gimmick editor (beta, every gimmick value is unknown and has to be guessed) - Added RE2 item list - Added RE3 item list Current version: Version 0.3Old version: Version 0.2
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Post by gaiarevane on Sept 9, 2020 1:10:13 GMT 10
Wow! These tools look amazing! I registered so I could ask a quick question: will the Item Editor be able to edit the contents of safes and lockers as well? I ask because I know when changing items via hex editing, there are different methods for standard pickups and those which spawn in lockers. Also, will the tool be able to differentiate between Leon/Claire and 1st/2nd runs?
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Posts: 150
Original Join Date: Feb 4, 2011
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Post by Zealot Tormunds on Sept 9, 2020 12:41:46 GMT 10
Wow! These tools look amazing! I registered so I could ask a quick question: will the Item Editor be able to edit the contents of safes and lockers as well? I ask because I know when changing items via hex editing, there are different methods for standard pickups and those which spawn in lockers. Also, will the tool be able to differentiate between Leon/Claire and 1st/2nd runs? I think the safes and lockers can be changed!
Regarding the other question, all items are divided in three files: common, leon, and claire. This means that we can differentiate between these sets of items. However, the tool can't tell the difference between 1st and 2nd run items, aside from the name of the entry itself which will be displayed in the list. That's the only way to differentiate them for now.
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Post by gaiarevane on Sept 9, 2020 18:12:49 GMT 10
That's still going to be very useful! Just being able to swap the locations of some items will go a long way towards making arrange modes and the like. I'm eagerly awaiting the release!
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Posts: 150
Original Join Date: Feb 4, 2011
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Post by Zealot Tormunds on Sept 11, 2020 12:12:49 GMT 10
Here's the first public release!
How to use the item editor:- Find your item files in: objectroot\scene\scenario\scenariono\ ??\item (objectroot\scene\scenario\scenariono\rpd\fsm seems to have item files as well) - Open them in the tool - Choose a background and the corresponding item list depending on your game - Move stuff around - Profit! How to use the gimmick editor:- Find gimmick files in: objectroot\scene\location\ ??\ (gmk_door.scn, level_xxx\stx_xxx_x\gimmick.scn, etc) (objectroot\scene\scenario\scenariono\rpd\fsm seems to have gimmick files as well) - Guess which values you want to modify (see gimmick_sample_00.png and gimmick_sample_01.png) - Edit the values - Save the file - Profit! Changelog 0.1:- First public release - Added item editor - Added gimmick editor (beta, every gimmick value is unknown and has to be guessed) - Added RE2 item list - Added RE3 item list
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Posts: 109
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Post by theflyingmuffin on Sept 11, 2020 12:50:01 GMT 10
Incredible!!
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First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,569
Original Join Date: May 12, 2009
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Post by JTeghius Kittius on Sept 11, 2020 22:08:08 GMT 10
This is really impressive!
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Posts: 26
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Post by mudora on Sept 12, 2020 4:14:16 GMT 10
Could it be use to make a randomizer mod?. Looks very interesting.
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"Welcome to the family, son!"
Posts: 622
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Post by C.O.G.S on Sept 12, 2020 19:30:08 GMT 10
Here's the first public release!
How to use the item editor:- Find your item files in: objectroot\scene\scenario\scenariono\ ??\item (objectroot\scene\scenario\scenariono\rpd\fsm seems to have item files as well) - Open them in the tool - Choose a background and the corresponding item list depending on your game - Move stuff around - Profit! How to use the gimmick editor:- Find gimmick files in: objectroot\scene\location\ ??\ (gmk_door.scn, level_xxx\stx_xxx_x\gimmick.scn, etc) (objectroot\scene\scenario\scenariono\rpd\fsm seems to have gimmick files as well) - Guess which values you want to modify (see gimmick_sample_00.png and gimmick_sample_01.png) - Edit the values - Save the file - Profit! Changelog 0.1:- First public release - Added item editor - Added gimmick editor (beta, every gimmick value is unknown and has to be guessed) - Added RE2 item list - Added RE3 item list Awesome! This is very impressive work, Zea, well done man! Those emojis had me laughing my ass off, I know you probably didn't mean to post them, but they still caught me off guard
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Post by redfield93 on Sept 12, 2020 22:40:54 GMT 10
How's it going people? I'm currently developing a set of tools for Resident Evil 2, and they seem to be working with 3 as well. My tools are aiming mostly at managing game progression. I really like how people make their own campaigns in the old games like RE2, RE3 and RE4, and I want to see similar stuff for the RE engine games. This set of tools will help you with that. Now, on to the tools.
The first tool from the set is the item list editor. It lets you modify the position and item ids of the game. For example, lets say you want the player to find a herb in the main hall instead of a first aid spray. You can do that with this. Essentially, you can replace any of the items from the game to a different one, and change the spot in which they appear in game. Note: the edition of the item list only gets applied after starting a new game. If you modify the list and load an old save, it will load the item lists from that save in particular, not the ones from the file.
The next one is the gimmick editor, and it lets you change the position of most of the game's gimmicks (unlocked and locked doors, certain props and barricades, typewriters, weapon boxes, and a large list of etc). So for example, if you wanted to have a spade door in a place where there was usually an unlocked door, you can do it with this tool. This changes the way the player can progress through the game.
Here's the first public release! How to use the item editor:- Find your item files in: objectroot\scene\scenario\scenariono\ ??\item (objectroot\scene\scenario\scenariono\rpd\fsm seems to have item files as well) - Open them in the tool - Choose a background and the corresponding item list depending on your game - Move stuff around - Profit! How to use the gimmick editor:- Find gimmick files in: objectroot\scene\location\ ??\ (gmk_door.scn, level_xxx\stx_xxx_x\gimmick.scn, etc) (objectroot\scene\scenario\scenariono\rpd\fsm seems to have gimmick files as well) - Guess which values you want to modify (see gimmick_sample_00.png and gimmick_sample_01.png) - Edit the values - Save the file - Profit! Changelog 0.1:- First public release - Added item editor - Added gimmick editor (beta, every gimmick value is unknown and has to be guessed) - Added RE2 item list - Added RE3 item list WHOA!!! This is so cool!! So does this mean that I can add items and weapons only Leon gets (Like, Shotgun + Ammo and Square Crank) to Claire's game? Could, I unlock Kendo's shop in Claire's game as well?
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Posts: 150
Original Join Date: Feb 4, 2011
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Post by Zealot Tormunds on Sept 13, 2020 3:18:24 GMT 10
Here's the first public release!
How to use the item editor:- Find your item files in: objectroot\scene\scenario\scenariono\ ??\item (objectroot\scene\scenario\scenariono\rpd\fsm seems to have item files as well) - Open them in the tool - Choose a background and the corresponding item list depending on your game - Move stuff around - Profit! How to use the gimmick editor:- Find gimmick files in: objectroot\scene\location\ ??\ (gmk_door.scn, level_xxx\stx_xxx_x\gimmick.scn, etc) (objectroot\scene\scenario\scenariono\rpd\fsm seems to have gimmick files as well) - Guess which values you want to modify (see gimmick_sample_00.png and gimmick_sample_01.png) - Edit the values - Save the file - Profit! Changelog 0.1:- First public release - Added item editor - Added gimmick editor (beta, every gimmick value is unknown and has to be guessed) - Added RE2 item list - Added RE3 item list Awesome! This is very impressive work, Zea, well done man! Those emojis had me laughing my ass off, I know you probably didn't mean to post them, but they still caught me off guard LMAOOO I definitely didn't mean to post them x'D
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Posts: 150
Original Join Date: Feb 4, 2011
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Post by Zealot Tormunds on Sept 13, 2020 3:18:57 GMT 10
How's it going people? I'm currently developing a set of tools for Resident Evil 2, and they seem to be working with 3 as well. My tools are aiming mostly at managing game progression. I really like how people make their own campaigns in the old games like RE2, RE3 and RE4, and I want to see similar stuff for the RE engine games. This set of tools will help you with that. Now, on to the tools.
The first tool from the set is the item list editor. It lets you modify the position and item ids of the game. For example, lets say you want the player to find a herb in the main hall instead of a first aid spray. You can do that with this. Essentially, you can replace any of the items from the game to a different one, and change the spot in which they appear in game. Note: the edition of the item list only gets applied after starting a new game. If you modify the list and load an old save, it will load the item lists from that save in particular, not the ones from the file.
The next one is the gimmick editor, and it lets you change the position of most of the game's gimmicks (unlocked and locked doors, certain props and barricades, typewriters, weapon boxes, and a large list of etc). So for example, if you wanted to have a spade door in a place where there was usually an unlocked door, you can do it with this tool. This changes the way the player can progress through the game.
Here's the first public release! How to use the item editor:- Find your item files in: objectroot\scene\scenario\scenariono\ ??\item (objectroot\scene\scenario\scenariono\rpd\fsm seems to have item files as well) - Open them in the tool - Choose a background and the corresponding item list depending on your game - Move stuff around - Profit! How to use the gimmick editor:- Find gimmick files in: objectroot\scene\location\ ??\ (gmk_door.scn, level_xxx\stx_xxx_x\gimmick.scn, etc) (objectroot\scene\scenario\scenariono\rpd\fsm seems to have gimmick files as well) - Guess which values you want to modify (see gimmick_sample_00.png and gimmick_sample_01.png) - Edit the values - Save the file - Profit! Changelog 0.1:- First public release - Added item editor - Added gimmick editor (beta, every gimmick value is unknown and has to be guessed) - Added RE2 item list - Added RE3 item list WHOA!!! This is so cool!! So does this mean that I can add items and weapons only Leon gets (Like, Shotgun + Ammo and Square Crank) to Claire's game? Could, I unlock Kendo's shop in Claire's game as well? Correct! You can add any item you want for both Claire's and Leon's stories.
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Post by lumiereeclair on Sept 13, 2020 8:30:01 GMT 10
Thank you so much for these tools! I've been using the tools to change around some of the items in the game. However I can't find the file that contains the data for the desk in the west office. It's the desk with the two combination locks that has a speed loader for claire and extended mag for leon. I've checked all the files in the RPD directory, but none of these shows this location. Does anyone know where the file is that contains this location?
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Post by redfield93 on Sept 14, 2020 11:50:37 GMT 10
Okay, possibly stupid question, so when editing Items, there are some on the list that just say ITEM - 0000 Nothing (x1) with the Item ID being 00 Nothing and the Description being [Null]
What exactly does this mean? And what would happen if, I changed it...? Also, how could I change items outside of the RPD like the Basement, Sewers and Lab?
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Posts: 32
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Post by shion555 on Sept 15, 2020 2:35:21 GMT 10
AWESOME BRO One question about RE3
you can use this to erase some typewriters and boxes? and change the location fo key items like fire hose, chain cutter and lockpick?
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