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Post by SlaverStudios on Oct 28, 2020 12:39:29 GMT 10
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Post by pether2108 on Oct 29, 2020 1:33:36 GMT 10
Well, the content of the video is, in fact, interesting. Hardly any mod will do it, given the difficulty of removing objects or the fire sequence with Nemesis Rocket Launcher. I looked at some collision files from Raccon City (Downtown and Uptown) and noticed that the Uptown part is almost nothing involving player and bullet collisions. Since most of the scenario is entirely scripted to induce the player to press W infinitely, it would be necessary to add new collisions (which, in particular, adding and drawing vertices is stupidly hard, but consistent) to make such an area more exploitable. In Downtown, things are more interesting. With any Hex Editor and 3ds max, I was able to remove only the fire located in the Donut Shop and toy store, but I still haven't found any file that defines the invisible damage caused by the fire which, although not visually there, still kills the player. It is extremely important to mention that there are defined player and bullet collision files for the east wing of the RPD on two floors, which makes me think that there was a definite project for such an area that was abandoned for some reason. There, you can also see that some items have been programmed for the player (by IDs, Lockpick was set to be adquired at East 2F, in the same room where we got the card for Leon to get the shotgun). I don't really know what happened with the development of this game, but apparently even at that point it was set to follow the original path of 1999 (even if Jill didn't enter the STARS room, there is still hope that the entire RPD would be open. for her) Well, as for the part of the battles out of order, I can't say it wouldn't be cool. However, following the Flamethrower Nemesis, especially inside the building, it was designed to disregard any damage caused, by this cause that immediately arises. There may be some script that changes or removes this, without removing your flamethrower (if there is any way to copy the moveset and dynamics from the Rocket Launcher Nemesis to the Flamethrower Nemesis, I have yet to analyze it). Regarding the part of the connected areas in Downtown, I am still trying to locate the exact objects that must be removed together with their collisions. Even if retool extracts the pak and shows many mcol files belonging to the city center, some are inconclusive and corrupted. Furthermore, as another modder here has already said, it is extremely delicate to deal with such files. PS: Ah, there is a detail that I forgot to comment. Many streets in Raccoon City are connected and closed by a barricade, a car, whatever it is. Most of Downtown really connects, even though some streets are not shown on the map (the Staglia to the building being demolished, the streets of the power station and, further away, the main street can be connected to the building, by logic) The problem is that since the map was not defined for such areas, many of them have no physics and, depending on how the player steps in these places, certain scenarios are rendered in different ways. It is common to happen that the player explores beyond the Staglia and ends up falling on the stairs of the sewer, as there is no definition of gravity for the streets and scenarios just illustrative of this part of the city. It may be possible to define collisions and physics for such areas, just as they work in the Staglia, but without them, they would be open streets without the certainty that they would work as they should, because even enemies (zombies and dogs) cannot access them (the dogs can't access the open corridor via the More Exploration mod, it's funny to see the programming line so shitty). The chronological order of your video is consistent and fair, but moving cutscenes, elements and inserting other characters (like Brad) is very complicated. I can't say anything because I don't understand that part. Anyway, as much as all these changes are made in Raccoon City, the shit has already been done. It won't do much to make Uptown and Downtown extremely exploitable while the rest of the game is a corridor simulator. In addition, the Nemesis dog appears very early and things only get worse from now on. I hope your video attracts the attention of more people. I don't comment a lot here, but I follow the work of each one of the forum and reinforce the congratulations to the persistence of each one.
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Post by SlaverStudios on Oct 29, 2020 23:38:57 GMT 10
Yeah once the first Carlos sequence comes I pretty much turn off the game because any resemblance to RE3 gets lost and I stop having fun. The most I think modding will ever fix going forward is the invisible fire-damage entity. Beyond that, nothing will make the game what it should have been. Making the RPD sequence a random sequence for Carlos out of plot-order is what majorly ruined the game. Nemesis would pursue you inside the building instead of the licker or alongside it.
Someone should mod the dog-form nemesis into his rocket launcher form. If his second dog-form used later on is a different model, someone should make THAT one the rocket launcher form and the first one the burning flamethrower hammer nemesis. Would at least give me Nemesis as he's supposed to be with just his two forms. To be fair, nemesis og second form is just him with some tentacles and no shirt so I can live without the dog form.
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Post by pether2108 on Oct 30, 2020 1:03:40 GMT 10
I can't say that Carlos sequence in the RPD is bad, but I understand your point of view. I would not complain if Jill visited the RPD before Carlos, still considering the timeline that he covered in the video above.
PS: the idea of Carlos sequence is broken. Find Dr. Bard at the police station? Did a person with an important name and certainly one of the puzzles involving Umbrella go to a police station to seek refuge among civilians? That's at least funny xD
Regarding the second form of Nemesis, the battle on the clock tower (which doesn't even exist, lol) could be done with the Nemesis Rocket Launcher, but then all that cutscene would have to be removed and apparently the trigger to continue the scene when we went up the stairs it is almost impossible to remove. But that part would be more interesting with a "less scripted" Nemesis, I must admit.
Still on the RPD, it is possible or impossible to migrate some files from RE2 to RE3, this I don't know. However, if it were possible, it would be extremely pleasant to connect the main street that leads to the RPD next to the Parking Lot, at least Jill could visit the police station. I intend to research about it, although it can be quite complex.
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Hello friends ^_^
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Post by MissBunny on Oct 30, 2020 2:26:25 GMT 10
I can only hope that restoring all this cut content will be possible, just these few changes could improve the game so much.
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Post by SlaverStudios on Nov 3, 2020 9:37:33 GMT 10
People are so busy being busy that they're busy being busy or something like that, I don't remember. I keep getting 'scolded' for asking why people somehow have time for big tiddy mods but no real mods. I even had a modder send me mods that he doesn't release to the public for NO reason whatsoever. Something about people not wanting them? (they're definitely cool, shit like leon over jill and stuff). This is by long and far the strangest of strange modding communities I've ever been in. And I'm in quite many; it's not close. The anime porn thing isn't the only thing, that's in some other places too but nothing like this. Skyrim has less nudity page-per-page than RE3 does sometimes, it's staggering.
If someone could just remove the damn fire damage entity somehow we could be set. I know removing the fire has been done by pether2108 there but without that second part, it's moot. Here's to hoping!
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Post by pether2108 on Nov 3, 2020 11:42:33 GMT 10
Well, unfortunately people are busy but I have no right to judge them, I am also very busy with college and other things. I appreciate your willingness to want the game to be more open and expanded. In the future I intend to record some video of the work that I have done in relation to the fire, obs: the invisible damage has not yet been removed.
In addition, I was able to set the number of bullets in the Dario container for any other variable and it is functional. However, I am not a mod, I only changed a few files after reading tutorials and videos on YouTube. I have no idea how to make this a mod to share with others. xD
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Post by sil on Nov 4, 2020 7:17:15 GMT 10
I can't mod RE3 (or even 2!) as I'm modding Mass Effect 3, but I think that there's great potential for improving RE3R. But I do think that if you're aiming to flesh out the game with larger areas, then you need to be realistic about your aims and about what the game needs. For example, you'll never convincingly rebuild the original Jill exploration of the RCPD building because you don't have the audio and cutscenes for it, so you're better off abandoning that, but if you can remove barriers in a building so you can explore more rooms, then that can be used to slow down the pace of the game.
Smaller changes like adding more notes to read, removing barriers or moving items to different places can go a really long way to improving the game, and are more likely to be completed than an intense overhaul. I really hope you succeed in opening up some areas and making them feel as if they truly belong in the game.
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Post by pether2108 on Nov 4, 2020 10:55:38 GMT 10
It's just a guess, but
What if, somehow, the start of RE2 was inserted in the route to the RPD in RE3? I mean, just the main street (from the cutscene) with the small corridor to the entrance of the RPD. Obviously this must be almost impossible without the right tools, but it is a guess.
Therefore, the RPD of RE2 could be allocated at the location of that false RPD that serves only as a background for further exploration. Again, I am not aware if this is possible and I am just trying to remove the damn fire damage.
This would possibly end with the optimization of the game, as the game's rendering system is uncertain when stepping in certain areas, and we are not aware of how it would behave in the RE3 project.
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Post by reiko26 on Nov 4, 2020 19:11:53 GMT 10
It's just a guess, but What if, somehow, the start of RE2 was inserted in the route to the RPD in RE3? I mean, just the main street (from the cutscene) with the small corridor to the entrance of the RPD. Obviously this must be almost impossible without the right tools, but it is a guess. Therefore, the RPD of RE2 could be allocated at the location of that false RPD that serves only as a background for further exploration. Again, I am not aware if this is possible and I am just trying to remove the damn fire damage. This would possibly end with the optimization of the game, as the game's rendering system is uncertain when stepping in certain areas, and we are not aware of how it would behave in the RE3 project. i could see that being possible bc re3r was built from same engine and inserting the model but youd have to make the collision. im not a coder but with me being in other game forums especially with people that use unreal engine and or add on to older games and make different modes, i do strongly feel that adding extra areas to re3r is possible, just not at this moment being that the community may lack the knowledge but there is always away. its definately possible. youd have to use blender for the rpd model
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Post by sil on Nov 6, 2020 3:04:40 GMT 10
I think that you should avoid thinking about the RE2 police station for now. Focus purely upon the map areas that exist in the game as is, see what you can do there and make something that is good enough to release. That'll build momentum for the concept of expanding the game -and- boost your morale before tackling a bigger project like the RE2 station.
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Post by deimosanguis on Dec 3, 2020 6:36:13 GMT 10
I posted this over in your "Remove Fire" topic, but this topic seems to have much more constructive thinking. I'll carry on with the discussion here (if I even have a choice). Let me reel this back to square zero, and throw my hat into the ring... I'm all for doing this (hooray, so are a lot of people) I think the big obstacle that kills this in its infancy is:
WHAT REALLY NEEDS TO BE DONE?
If we can break this down into compartmentalized (or sequential) steps, this paints a much clearer picture for how to bring R3make to its original and full potential.
Sooooo..... how 'bout I speculate, and somebody confirms/denies/revises based on that?
We have the following big issues: 1) We get dragged around like a kid in a department store for all of the Raccoon City sections 2) When we're not on a leash, we're trapped in with fences
So, I imagine (in an abstract sense) that these are the things we need to address: -Edit the map --Get rid of barricades, debris, and other blockages --Make sure the character can actually traverse across the areas where those blockages used to be --Make sure Nemesis can do the same --We can weave in parts of files from RE2 to reconstitute a lot of the zones and pathways -Cut out/reposition/reorder some cutscenes and objectives --This would be the more sketchy part, digging into the "code" --Block off, isolate, remove, or somehow nullify certain triggers for cutscenes or objectives --Insert new objectives to re-orient the story --Use "documents" as narrative elements in the re-ordered story to guide it instead of cutscenes (since voicework and mocap are a bit too involved at this stage) -MOAR NEMMY --Once the map and objectives are figured out, place Nemesis in various forms in certain environments --Once an objective is active (or an "item" exists that we have to somehow reach/retrieve), we put in a trigger to make our hulking bastard available in the environment --Once that objective is achieved or that item is picked up, Trenchcoats-N-Tentacles disappears from the environment --We make more use of the bipedal varieties of Nemesis: Slugger-McBagface, Fugly Stalker, Pyromaniac, and Rocketman, changing it up per environment/spawn
I don't yet have knowledge of the best programs/utilities to modify codes/events or maps for Resi2/3 Remake, but if you can start with just pointing me in the right direction with those, I can at least try to kickstart this project, however ambitious it might be.
How's that sound?
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Hello friends ^_^
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Post by MissBunny on Dec 3, 2020 8:14:21 GMT 10
That sounds hella good to me.
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Post by sil on Dec 5, 2020 6:37:04 GMT 10
I would say the best plan would be to start small. Find a room that you can open up fully, like that toy shop (I think that was it), find a way to add an item, zombie or letter/file to read. If you can do that successfully, think bigger.
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Post by deimosanguis on Dec 15, 2020 20:13:41 GMT 10
Wow, I disappeared for longer than I expected. I had to grind through final exams this past week, so now I have a lot less in my way. (excuses, excuses) Anyway, to legitimately get started on this, what tools would I need? I downloaded the HxD hex editor earlier, but 1) I know that's not gonna do everything and 2) I actually have no freakin' clue what it does. (I know, you got a real star-player here) Could anyone lay out, damn near Barney-style, what tools/progs I'd need to start fiddling with this stuff? (also how to use 'em in a general sense, if you wanna be a sweetheart)
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