✫Advanced Coder✫
Posts: 751
Original Join Date: Feb 15 2010
|
Post by Son of Persia on Jul 28, 2014 7:45:29 GMT 10
Hey babes.
It's been a long time. what's up guys? Finally I decided to release my RE4 GC/Wii Model Import package before it's turned to dust. BUT first I need some code experts to join me and finish the job I left behind almost 2 years ago. If someone like mariokart, matrixcn ... join me and help me finish the toolset, you'll be pleased with a perfect - NOT semi working- pack for modding GC/Wii versions of RE4.
So, before asking me to release the half tuned toolset, please try to find some pro coders to help me. And if you need a proof of what I've done take a look at the below screenshots :
Enjoy the fun babes.
|
|
Posts: 1,735
Original Join Date: Jul 27, 2007
|
Post by George on Jul 29, 2014 3:27:38 GMT 10
This looks very nice men, but i have a few questions:
Remake have a limit of polygons betwen 20000 and 22000 max more than that make the game crash so
¿What´s the polygon limits on the GC/Wii version of RE4?
I recall that Remake dint have any facial bone for head (just the neck , head and eyes)
¿There is no facial bones on re4 to right?
On remake there was a texture problem when you re import or import a new character it seems that the texture were damage for some reason so you need to import and export again in order to fix that
¿Did you have that problem to on RE4?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 29, 2014 5:04:45 GMT 10
its impressive like the light work fine on chris body
|
|
✫Advanced Coder✫
Posts: 751
Original Join Date: Feb 15 2010
|
Post by Son of Persia on Jul 29, 2014 12:49:25 GMT 10
thanks dear friends. About the poly count limit the answer is NO. I personally did not find any limits on poly count. Yes, RE4 GC/Wii does not support facial bones. it only uses morph targets for facial animations in cut scenes.
My tool does not have any kind of RE Remake texture problems because I spent a lot of time and trial and error to fix that problem.
The texture damage in RE Remake was due to bad TPL usage in BIN files OR incorrect size of generated BIN files that mariokart did not take into consideration when writing his max script.
And about the lighting and bump effects on chris body(his arms specially), its just specular and semi normal mapping dear friend and the magic of correct normal.
Best wishes.
|
|
Posts: 1,735
Original Join Date: Jul 27, 2007
|
Post by George on Jul 30, 2014 2:33:31 GMT 10
So no TLP damage texture that's nice also something else i forget to ask but the riggin on remake was limited i men when you rig a polygon with 0.25 or 0.3 and export and when you re import back again it seems the polygon riggin change to 0.5 a and 0.5 =/ i ask because your Chris have the same riggin from re5 so i was curious.
And for the polygon limits that mean that i can put a 30000 polygon model and the game will not crash.
We still need to keep the tpl textures on 256x256 or we can use the original size of the texture?
|
|
✫Advanced Coder✫
Posts: 751
Original Join Date: Feb 15 2010
|
Post by Son of Persia on Jul 30, 2014 4:55:50 GMT 10
Hey again.
Based on my experience with RE4 GC/Wii the maximum size of a TPL file is important for the game engine NOT the size of textures. Maximum size of a TPL in RE4 GC/Wii is 2MB. More than that will make the game crash. You can have a 1024*1024 texture as long as the maximum TPL size is not exceeded.
It's very nice to see you liked the rigging quality of chris. It's not the original RE5's. It's my custom rigging job with ONLY 2 BONES PER VERTEX that I originally did for RE4 pc and then ported to GC/Wii versions.
About the bone weights problem. The engine lets a maximum of 3 bones per vertex and my script did not showed me the problem you talked about. I personally have not used Mario's RE Remake script and thus have no idea about that problem.
About the poly count limit, I can not tell you for sure BUT I personally have imported 20000 poly models into the game and they all worked perfectly.
See you around guys.
|
|
Posts: 392
|
Post by jhon paz on Aug 11, 2014 13:05:59 GMT 10
exlente espero lanzamiento...
|
|
✫Advanced Coder✫
Posts: 751
Original Join Date: Feb 15 2010
|
Post by Son of Persia on Aug 11, 2014 17:24:04 GMT 10
Have some good news. Last night I finally succeeded to lmport a full model into RE4UHD. I think that it would be the begining of a long journey but for the first time I look at it with the sense of hope. Let's see if I can finally break the spell of fully functional .bin models or not? If anyone is interested to join and help me (a coder) please let me know.
Best wishes.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jun 26, 2017 15:58:09 GMT 10
Hello! I read your post ... Is it to Modify Wii games? Sorry .. I do not understand. I Modify something in the version of Wii of resident evil 4 .. but they lack tools to fix some things. I see your request! If I could, I'll help, but I'm not an Advanced Modder to do tool. I will be making Mods for Resident Evil 4 Wii, Gamecube PS2 and Wii PC. If you need to know something about it, I'll help you! Maybe you can help me with some tools for modding the Wii GC version
|
|
|
Post by rioackerman on Mar 28, 2020 18:32:46 GMT 10
hello can i have chris mod for re 4 wii version i was looking mod for wii version,because i played re 4 on my phone with emulator
|
|