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Post by CodeMan02Fr on Feb 1, 2015 1:40:43 GMT 10
thoses mod files have no uv, also the material used in them is "DBHDShadowMaterial" so they are used for the shadows generation nothing more.
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Post by CodeMan02Fr on Feb 1, 2015 1:43:05 GMT 10
this show one thing here : capcom could have ported the game in full 3d if they were not so lazy !
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Post by Mr. Bunny on Feb 1, 2015 1:59:51 GMT 10
ikr? For so long I thought Capcom didn't have the original 3d models anymore.
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Post by CodeMan02Fr on Feb 1, 2015 3:27:02 GMT 10
fixed some fvf and got the r10b_s00.mod and others to load and this one do have uv coords so it may be in 3d. so modding the _s00.mod could allow to full 3d level rebuild...
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Ada... Ada Wong :D
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Post by EvilLord on Feb 1, 2015 3:42:17 GMT 10
fixed some fvf and got the r10b_s00.mod and others to load and this one do have uv coords so it may be in 3d. so modding the _s00.mod could allow to full 3d level rebuild... maaan that would be so amazing x3 we can at least Port some of the rooms in 3d and id still be happy with it xD
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Post by dxp on Feb 1, 2015 3:44:25 GMT 10
there is also mod files for 3d stage models in this game ? WTF ? why is there 3d models of the levels ? i now understand why this game have so much slowdown ! So I was right about it having more data than it should have for a old school pre-rendered background built engine? To verify something as well....that isn't the original assets capcom used, those would be much much more high poly than that(pre-rendered implies hundreds and thousands of polygons no normal engine could handle) those...well if they really are used for all the shadow working.....makes me think they really have no clue when it comes to pc porting....it really makes no sense at all to have things that do all that detection crap. And its true yes...they could have remade the entire game in 3D and added a tps cam....but that isn't what the original games are or ever will be no matter how badly people want them.
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Post by CodeMan02Fr on Feb 1, 2015 3:48:55 GMT 10
here is full room r112 exported as obj :
1drv.ms/1EWiox5
wondering if we can replace the main hall or dinning room in 3d now
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Ada... Ada Wong :D
Posts: 9,898
Original Join Date: Aug 21, 2008
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Post by EvilLord on Feb 1, 2015 3:55:03 GMT 10
here is full room r112 exported as obj :
1drv.ms/1EWiox5
wondering if we can replace the main hall or dinning room in 3d now
hehehe would be nice ;P Also that room looks really detailed XD
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Post by CodeMan02Fr on Feb 1, 2015 3:56:25 GMT 10
just download the obj+mtl file that are in the folder and look at it in max ..
some good news : fixed collision SBC files import maxscript, still lot of data to read in it but geometry now load in all sbc files
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Post by CodeMan02Fr on Feb 1, 2015 4:00:26 GMT 10
dxp> makes me think they really have no clue when it comes to pc porting.... yeah crapcom forever ...
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Post by Mr. Bunny on Feb 1, 2015 9:17:08 GMT 10
If r112 was made from scratch then I have to say they did a really good job. (The first image is a REmake background, the other one is the model from REmaster)
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Post by Black Wind on Feb 1, 2015 15:50:07 GMT 10
I would have gladly payed extra for them to actually go ahead and redo every single room in 3d models and take full advantage of today's hardware.
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Post by 80t on Feb 1, 2015 20:09:40 GMT 10
Soo...
arc\scr are 2D rooms...
while
arc\room are 3D remade rooms...
Does every single room in this game, regardless if it'd 2D or 3D, has that detailed 3D collision model... So that can be used as basis for converting 2D rooms to 3D ?
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Post by dxp on Feb 1, 2015 20:27:47 GMT 10
Soo... arc\scr are 2D rooms... while arc\room are 3D remade rooms... Does every single room in this game, regardless if it'd 2D or 3D, has that detailed 3D collision model... So that can be used as basis for converting 2D rooms to 3D ? The thing is those shouldn't even be in the game at all....if anything it should only be about 300-600 polys worth of collision data....not 53,000+ polys of the entire room. And in honesty I don't think it could be done...since how would the game load all the textures from a 3d mesh when the game is designed to run with pre-rendered angles? I don't think it can be done but I will wait and see...
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Post by 80t on Feb 1, 2015 20:44:58 GMT 10
Soo... arc\scr are 2D rooms... while arc\room are 3D remade rooms... Does every single room in this game, regardless if it'd 2D or 3D, has that detailed 3D collision model... So that can be used as basis for converting 2D rooms to 3D ? The thing is those shouldn't even be in the game at all....if anything it should only be about 300-600 polys worth of collision data....not 53,000+ polys of the entire room. And in honesty I don't think it could be done...since how would the game load all the textures from a 3d mesh when the game is designed to run with pre-rendered angles? I don't think it can be done but I will wait and see... 1. 54K+ poly is not very much of a deal with nowadays hardware... (plus, 54K+ poly that's a real 3D redone room, not collision data) Not to mention that culling helps cutting that number way down at runtime depending on camera angle. 2. There are already rooms redone by CAPCOM in 3D... now... in the game... I can't imagine why the other remaining rooms couldn't be converted... Other than too much work is needed to be done... 3. What does "load all textures from a 3D mesh" has to do with the game being "designed to run with pre-rendered angles"... ? It's irrelevant... Point in case, the game already features "officially converted 3D rooms"
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