sed.akoson@gmail.com
Posts: 651
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Post by seda on Mar 19, 2017 14:59:21 GMT 10
سلام هموطن گرامی سال نو رو به شما و خانواده محترمتون پیشاپیش تبریک میگم
درحالت عادی در بازیهای امروزی مختصات هر ورتکس، بافت و بردار نرمال به همراه وزن استخوانهای متصل به هرورتکس در بلاکهای متوالی ذخیره می شود دراین بازی به دلیل محدودیت فضای ذخیره سازی در نسخه اولیه گیم کیوب، بهینه سازی های زیادی برای کم حجم کردن اطلاعات انجام گرفته یک نمونه اش اینه که به جای ذخیره سه بایت برای شماره استخوانها و سه بایت دیگر برای وزن هر استخوان (در این بازی هرورتکس حداکثرمیتونه سه استخوان داشته باشه)، اومدن از تمام این مجموعه استخوان/وزنهای کل یک مدل یک جدول ساختن که حداکثر میتونه 256 تا عضو داشته باشه. یعنی تمام مدل حداکثر میتونه 256 حالت مختلف از مجموعه استخوان/وزن برای کل ورتکس ها داشته باشه. مهم نیست اگه 10000 تا ورتکس یه استخوان یا وزن مشابه داشته باشن. مهم اینه که تعداد این مجموعه استخوان/وزن ها از 256 تا بیشتر نشه. بعدش هم اومدن در ساختمان داده ورتکس به جای تکرار متوالی 6 بایت برای شماره استخوان و وزن مربوطش، یک اندیس ساده یک بایتی به این جدول قرار دادن. اینطوری کلی صرفه جویی در ذخیره اطلاعات استخوان بندی ورتکس ها کردن
در مورد انواع مپ های این بازی باید بگم که فقط نوع خیلی ابتدایی بامپ و اسپکیولار مپینگ توسط این موتور ساده پشتیبانی می شود. در واقع نوع ابتدایی نرمال مپینگ امیدوارم جواب سوالهاتو گرفته باشی
با آرزوی بهترینها همچنین سلام و تهنیت سال جدید برای خودت و همه خانواده و عزیزانتامیدوارم و واقع آرزو میکنم که در هر جایی همیشه از موفقترینها و سربلند ها باشید والبته تا یادم نرفته یه معذرت خواهی کنم بابت چپ چین بودن پست راست چین تو بروزر من درست کار نمیکنه متاسفانه فروم قبلی که اکثر اوقات اذیت میکرد که حتی فروم رو نشون بده منم مجبور بودم از هزار تا سد فیلترو ایپیو چیزای دیگه با کلی ترفند رد شم تا حداقل بتونم متنارو ببینم اما الان دیگه کلا رد میکنه چون بنظرم تشخیص دنیال آو سرویس میده احتمالا کاش این فروم برام مثل اون نشه بگذریم واقعا واوووو الحق والانصاف که نبوغ ذاتی داری حقیقتا موندم که چطوری تونستی یه ساختار اندیس گذاری شده رو موشکافی کنی واقعا دست مریزاد حقیقتش تو ذهنم بود که شاید بشه با یه بلوک داپلیکیت شده برای مازاد بر ظرفیتها یجوری این محدودیت رو دور زد منظورم اینه که یعنی اون بلاک داپلی شده شناسه همون بونهای بلوک اصلی رو داشته باشه اما محتوای بلاک شامل دیتای اورلیمیت شده باشه آخه حقیقتش یبار بصورت کاملا اتفاقی من ناخواسته یه همچین کاری رو با هگز ادیتور تو یه بازی انجام دادم وانجین هم ایرادی نگرفت تو اجرا اما فکر میکنم با این ساختاری که تو شرح دادی نشه یه همچین چیزی رو تو این ساختار اجرا کرد امیدوارم که سال خوبی در پیش داشته باشی میگن سال نو از بهارش پیداست بهارش که بنظر خوش آب و هوا میاد راستی به نظرم بد نیست یه ایمیل واسه پروفایلت اضافه کنی البته منظورم ایمیل رسمی نیستا منظورم مثلا سان آو پرشیا جیمیل و خوب اصلا بهترهم هست که ثبتش کنی وگرنه در نهایت بالاخره یکی یه همچین اسمی رو انتخاب میکنه که من به شخصه دوست ندارم ببینم کس دیگه ای از این اسم استفاده کنه البته کلی دارم میگما نه اینکه خدا نکرده مثلا بگم لازمه یه همچین چیزی درهر حال تصمیمش با خودته که هر جور راحتی و ترجیح میدی وای خدا چقدر من حرف میزنم شرمندم حلالم کن با آرزوی بهترینها
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Posts: 92
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Post by ryuhayabusa94 on Apr 30, 2017 15:41:58 GMT 10
SOn of Persia, I open the pl08_001.tpl and see the final 8 lines as:
01 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 01 80 00 0E 00 00 00 D8 01 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 08 00 00 01 00 00 00 00 08 00 00 01 01 00 00 00 08 00 00 01 02 00 00 00 08 00 00 01 03 00 00 00 08 00 00 01 04 00 00 00 08 00 00 01 05 00 00 00 08 00 00 01 06 00 00 00 08 00 00 01 07 00 00 00 08 00 00 01 08 00 00 00
Can you tell what is the texture pack number and texture index?
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✫Advanced Coder✫
Posts: 751
Original Join Date: Feb 15 2010
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Post by Son of Persia on Apr 30, 2017 20:12:15 GMT 10
The pattern at end of tpl files is rather simple to figure out.
It contains two type of data.
1- Texture package number that is a fixed 4 byte number. It repeats without any change. And it's value is stored in reverse byte order. In PC the numbers are stored in memory in little endian format. It means you have to reverse the order of bytes to get the correct value of a number.
In short in your example the 4 byte fixed number that repeats is 08 00 00 01 and it means the texture package number of your model would be 01 00 00 08 that is leons without jacket model pl08.
2- Model individual texture numbers that most of the time follow an increasing pattern and are located right after texture package number.
So at the end of each tpl file you have to look for a pattern of fixed 4 byte numbers(texture package number) that are followed by usually increasing 4 byte numbers inbetween(texture numbers).
Some thing like this 08 00 00 01 01 00 00 00 08 00 00 01 02 00 00 00 08 00 00 01 03 00 00 00
In this example the fixed repeated patrern is 08 00 00 01 that is texture package number and the increasing numbers between this fixed repeated pattern is model texture numbers.
Hope this helps.
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Post by alphaziel on May 3, 2017 1:34:13 GMT 10
RE4_UHD_EVD_Tool.exe crashes. Is there no thing that does not crash?
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Posts: 92
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Post by ryuhayabusa94 on May 3, 2017 2:51:28 GMT 10
Thank mate
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✫Advanced Coder✫
Posts: 751
Original Join Date: Feb 15 2010
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Post by Son of Persia on May 6, 2017 6:37:46 GMT 10
UPDATE : The newest version of EVD tool is added to the main post.
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Posts: 257
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Post by Re-Play games on Jul 26, 2017 10:00:16 GMT 10
compatible with .BIN files Re4 Ubisoft version?
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✫Advanced Coder✫
Posts: 751
Original Join Date: Feb 15 2010
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Post by Son of Persia on Jul 26, 2017 19:58:50 GMT 10
Unfortunately not my drawing master friend.
Though extensions are the same but the content is completely different.
Love and respect your magical drawings. Keep it up...
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Post by parttimecommie on Aug 5, 2017 3:37:46 GMT 10
Hey there, First of all, thanks for such an extensive toolset. I am trying to extract some environment models and their textures for a fan project. So i unpacked "r306.udas.lfs", for exemple, and i end up with a bunch of files that look like this : imageNone of them is a BIN or TPL file and i can't find any info on these either. If you could help me out, that would be greatly appreciated. Thanks.
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✫Advanced Coder✫
Posts: 751
Original Join Date: Feb 15 2010
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Post by Son of Persia on Aug 5, 2017 4:32:19 GMT 10
Hello.
To extract stage models you need a bunch of currently unreleased tools.
Soon they all would available to motivated stage modders like our though friend Mr. Curious.
Regards.
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Posts: 2
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Post by parttimecommie on Aug 5, 2017 4:48:01 GMT 10
Thank you for the quick reply. I need the models fairly quickly to be able to wrap up this project and chain into another one so i guess i will have to turn to pre-extracted models. I found a couple over here : bradpigg.deviantart.com/gallery/ . if you happen to know some more do let me know! Cheers
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Deleted
Deleted Member
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Post by Deleted on Aug 10, 2017 21:02:24 GMT 10
I do not understand why my 3d model of a weapon is crash in the inventory if the model is just 1500 poly and i did the whole rigger process all right, bad when I reduced the model to 500 Poly and he did not freeze, but the quality of the model got very ugly, has how to resolve this? Son Of Persia? Son of persia The model is normal, but only in inventory and in ID he crash
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✫Advanced Coder✫
Posts: 751
Original Join Date: Feb 15 2010
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Post by Son of Persia on Aug 10, 2017 22:41:30 GMT 10
Unfortunately it's one of the many mysteries I could not figure out.
The only known soultion so far, is to keep the size of output ss_pzzl.dat file the same as it's original size, after adding a custom model.
It means you have to low poly your model to a degree that it does not exceed original ss_pzzl.dat size.
That way the games would not crash for sure but at the cost of low poly custom models ofcourse.
Unfortunately it's some kind of "forced trade off".
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Deleted
Deleted Member
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Post by Deleted on Aug 11, 2017 1:23:38 GMT 10
is right, the model of the weapon is only 1,500 poligonos and had to leave the model only with 500 Poligonos and only so worked normal without crash, but the quality was very good no, but I will see what the limit of poligonos of weapons that support in the inventory, at least up to 500 Poligonos the model is without crash, until 1500 works normal in history mode , already in the inventory is different;
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Aug 11, 2017 5:53:14 GMT 10
I do not understand why my 3d model of a weapon is crash in the inventory if the model is just 1500 poly and i did the whole rigger process all right, bad when I reduced the model to 500 Poly and he did not freeze, but the quality of the model got very ugly, has how to resolve this? Son Of Persia? Son of persia The model is normal, but only in inventory and in ID he crash If you are talking about the inventory model there is a file size limit for the ss_puzzl for the inventory items. You might want to read form the expert Legal Soul HERE"the game crashes only when the size of ss_pzzl.dat file exceeds 1339KB (about 1371936 bytes was it's Maximum size without game crashing). So we can actually replace inventory items, but we need either to reduce the poly count down to the pathetic original poly count of the model that we want to replace, OR we can sacrifice some other models from ss_pzzl.dat file and reduce their poly count instead".One option is to 'half' your inventory models like so: This reduces polys and thus the file size of the ss_puzzl file.
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