Creating coordinates for enemies without using Trainers
Sept 14, 2020 6:45:34 GMT 10
weskeralbert, CodeMan02Fr, and 3 more like this
Post by Re-Play games on Sept 14, 2020 6:45:34 GMT 10
Creating coordinates for enemies without using Trainers
The same methods used in this tutorial also work for item coordinates, interactive objects, and some camera points.
Tools we will use:
Bio4_ESL_edit.exe by crzosk: DOWNLOAD HERE.
GCA Extractor: DOWNLOAD HERE.
Blender: BLENDER 2.79 ALL VERSIONS.
First of all, we need to go to Control Panel, and then "Folder options", we have to leave the option "Show files, folders and hidden drives" for windows to show files with the extension .DAT .
Now the files inside your Re4 or Bio4 folder should show the extensions like this:
Okay, now we select the files "Etc.DAT", "xscr.DAT" individually (one at a time) and rename the extension to .GCA.
Now we are going to extract these 2 files with GCA Extractor:
After extracting the 2 files, we should have two folders with the names of the respective files.
In the XSCR folder are all game scenario models, except r500, the first scenario from Separate Ways.
I will use the first scenario of the Game as an example (r100).
Now let's open Re4 Level Viewer:
We go to the XSCR / R100 folder and select any file. PMD inside.
The tool will ask if we want to import all .pmd into the folder, we click "Yes"
We have to export the scenario in .OBJ format so that we can import with Blender.
To export, we do the following:
We leave the option "Flip Uv's" checked.
Now we open Blender 2.79 and import the file we just exported.
for some reason, the textures on this map come with the wrong UV mapping, but anyway.
Now, we select some mesh of the model, we press TAB to enter Edit mode and then we press N to open the mesh settings window.
The coordinates of vertices are found in this part, and that's what we need.
Let's try to put a crow on top of the first cattle house ...
for this, we will select some vertex of the roof of the house.
for this, we will select some vertex of the roof of the house.
Let's open the ESL Edit tool, and locate the first crows in the first village scenarios.
We imported the file "emleon00.ESL" which contains all the immigrants from the first scenario, up to the DEL LAGO scenario.
Now let's get the coordinates of the vertex we selected in the blender for the coordinates of the first crow that appears listed in the ESL Edit.
Important: replace the "." per ","
Now we save the file and open the game, if everything is correct, our corso should spawn over the house now.
I'm sorry if the tutorial got longer than it should have. Any debt, leave a comment. Good modifications !!!