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Post by infern4l on Sept 18, 2014 19:32:16 GMT 10
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Post by CodeMan02Fr on Sept 18, 2014 19:41:21 GMT 10
pretty nice job you got here infernal ! maybe i need to work again on collision data to help ?
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Post by infern4l on Sept 18, 2014 19:48:37 GMT 10
Thank you. I did not cease to hope for your program, I wait until now), if you could make a map of the collision At least we could do more complex location rather than a cube.Yes, your help would be very useful
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Post by CodeMan02Fr on Sept 18, 2014 21:21:59 GMT 10
ok i will have a look at it tomorow since today is my birthday and i am busy for the entire day and night lol
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Post by ToCool74 on Sept 19, 2014 6:07:18 GMT 10
I saw this topic this morning but was only able to give you a like because I had to go to work lol. But now I that I have time to comment I must say this is awesome! During my modding days I always wanted to see a level import in RE4 most notably a RE2 level import, but this is just as good. I have a couple questions. 1.What is your aim here, Like what is the goal you have set for this project? Is it simply you testing to see if you can import a new level in RE4 with collision or is it the first steps of you making a remake conversion mod for RE4 by replacing all the RE4 levels with the levels from Remake? (I hope its the latter) And 2.How exactly did you pull this off? My interest in modding may be peaked after so long depending on your process and whether I can pull it off myself, because as I said above I have always wanted a to see Racoon City in RE4 and that could be just the project to pull me out of retirement should I decide to return to modding, but admittedly nothing would be definite lol. Its just that level importing to me has always been the type of modding I always dreamed about in RE4 that never came to fruition during my modding days, so this mod in particular has my interest peaked to the utmost level.
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Post by CodeMan02Fr on Sept 19, 2014 14:10:38 GMT 10
i think the aim is to import level geometry and collision, no matter what level or geometry in fact. yesterday i searched my data on collision data on my hdd and remenbered it was lost long time ago because of an hdd crash but what ? it didn't stoped me , i launched my hex editor with some sat and eat files in it, and started remapping the format from scratch in 3dsmax maxscript and .... remapped it in one hour between 2 drinks of alcoohol lol (happy birthday to me ^^). anyway i was able to import about 90% of any SAT or EAT files in max, still some work remaining to do. i know how to read the last 10% data but can't yet remenber their usage, there is some sections at the end of the file with bbox data then a header block then some indices but thoses indices don't seems to use the vertices in the file. i will post some screens today just to show the actual work and try to decipher the remaining data. if i manage to , well then building sat and eat files will be a piece of cake.
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Post by infern4l on Sept 19, 2014 18:39:20 GMT 10
I saw this topic this morning but was only able to give you a like because I had to go to work lol. But now I that I have time to comment I must say this is awesome! During my modding days I always wanted to see a level import in RE4 most notably a RE2 level import, but this is just as good. I have a couple questions. 1.What is your aim here, Like what is the goal you have set for this project? Is it simply you testing to see if you can import a new level in RE4 with collision or is it the first steps of you making a remake conversion mod for RE4 by replacing all the RE4 levels with the levels from Remake? (I hope its the latter) And 2.How exactly did you pull this off? My interest in modding may be peaked after so long depending on your process and whether I can pull it off myself, because as I said above I have always wanted a to see Racoon City in RE4 and that could be just the project to pull me out of retirement should I decide to return to modding, but admittedly nothing would be definite lol. Its just that level importing to me has always been the type of modding I always dreamed about in RE4 that never came to fruition during my modding days, so this mod in particular has my interest peaked to the utmost level. Yes i'm too interested in realisation port old Re games.But I will not deceive anyone, I can't pull this project alone, i mean entire history. For the beginning try it on mercenaries. 1)Well, I do in order to find like-minded people who would like to see the old Re game on base Re4(2007) In my opinion it is most convenient for this. 2)In general i in 001_r103.SAT(collision) by hex editor i deleted surfaces which blocked walk, leaving only the floor,then rename modify sat to eat (collision projectiles,but here I was faced with some difficulties) and replaces their. In AEV I created a 4 (collision) side wall. Selected 3 plate in the center locations of the 103 and changed them on my files PMD. I have nothing against the fact that you started their own project , if you want i can help . But I'm not always free, and still takes a lot time to reverse engineering the game.
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Post by infern4l on Sept 19, 2014 18:41:08 GMT 10
"i know how to read the last 10% data but can't yet remember their usage" I Know that in SAT storage also data like jump action (fcv player) In EAT storage projectles data (grenades, bullets)
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Post by CodeMan02Fr on Sept 19, 2014 18:55:51 GMT 10
you mean the zone where the action can be activated according to player pos ?
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Post by infern4l on Sept 19, 2014 20:12:49 GMT 10
you mean the zone where the action can be activated according to player pos ? I mean the file sat store data which are responsible for actions in certain places, for example such as when you need to jump over a pit or jump down. Property similar with the AEV file indicated a certain perimeter and Id,what have to do player , which animation need activate. I have not studied the matter deeply, but these data are at the bottom of the file sat,the upper part of this is hard geometric data.
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Post by Snipz on Sept 19, 2014 20:23:00 GMT 10
This is awesome Hope your findings go well ^_^
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Post by CodeMan02Fr on Sept 20, 2014 18:13:06 GMT 10
ok i looked back at the 10% unknow data in the file this morning and figurated the data at the end is the grouping of the faces (some object descriptor in fact lol) so i am fixing my maxscript actually to verify this assumption (witch may be 99% true after some checks i have dome on the hex data).
if this is true ,whitch make sense , their will be less than 1 %or 2 % left to figure out in the file format. let's try to found this as soon as possible.
edit: the remaining data is a level collision data like an octree or a bsp partitionning of the level .
i manage to load some levels but not all, some entries have a null size data to read but their is actually data so the script stop with error grrr.
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Post by infern4l on Sept 21, 2014 16:27:19 GMT 10
ok i looked back at the 10% unknow data in the file this morning and figurated the data at the end is the grouping of the faces (some object descriptor in fact lol) so i am fixing my maxscript actually to verify this assumption (witch may be 99% true after some checks i have dome on the hex data).
if this is true ,whitch make sense , their will be less than 1 %or 2 % left to figure out in the file format. let's try to found this as soon as possible.
edit: the remaining data is a level collision data like an octree or a bsp partitionning of the level .
i manage to load some levels but not all, some entries have a null size data to read but their is actually data so the script stop with error grrr. Sadly, some of the files sat may be associated with Lit and if there is no match i get crush game,I don't know yet how it is connected,but may in order lighting models or something.
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Post by JKap on Sept 21, 2014 23:26:35 GMT 10
This is awesome!! Congrats on model importing a stage
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Post by CodeMan02Fr on Sept 26, 2014 3:41:06 GMT 10
to what i have looked each level block have it's own "type" and subtype so it may define various things
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