Resident Evil Modding Guru
Posts: 25
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Post by |XF|-MadmaN[AR] on Dec 10, 2015 2:40:10 GMT 10
Figured I would go ahead and put this up since atm I am working to figure out how to go about unlocking the doors in the game..like the ones a few have been wanting to use like the auditorium or the roof access doors...etc and I have figured out where most the scripting is for them and how it works, tho those areas will not function without the proper map coords for the particular areas that each door is supposed to lead to so that will be the next step to figure out unless someone has already gotten to that step. On a side note....since I mentioned this to Insanitygames a while back on xfire since he has me added to xfire since I dont use msn, There is a way to make the fighting styles and other similar character mods much easier by editing a single file and without any hex editing....and that would be default.idb which is located inside ide.img. That file is actually a encoded version of default.ide which is a plaintext version of the same file but the plaintext version is somehow overridden by the .idb version which atm I am trying to figure out how to decompile that back to the plaintext .ide using a few methods I used to use during my gta san andreas modding days in the beginning since Resident Evil 4 HD uses a lot of the same file formats and from what I can tell...the same game engine. Back to the main subject of this post , On the doors I have managed to unlock a few areas like the nurses station outside the school which you can walk in but the room is a empty unfinished room not meant to be seen by the player, which this is a step in the right direction. If anyone wants to know how to go about messing with this to maybe have a team effort in figuring this out I can post in this thread what files to look at and what to change in them. There is no hex editing required for this. Anyways, cool to finally get off my butt and register here after being a lurker forever, and cool to meet all of ya!
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Exinthevatican
Posts: 97
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Post by Evann on Dec 10, 2015 2:46:25 GMT 10
Welcome to the website, and it's very nice to have an actual coder amongst us, something Resident Evil is really lacking.
I would love to help, but I have no form of programming knowledge whatsoever (haven't messed around with any form of programming during all my 21 years). However, that should change in the next few years as I'm changing majors to software engineering and game design.
Anyways, that aside, and to main topic: I have been wondering for a while now what the significance of the default file is...I have tried messing around with it, but nothing changed, and what you just described really puts everything into context.
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Posts: 41
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Post by The Dream Is Dead on Dec 10, 2015 2:48:23 GMT 10
you can maybe help us mod Resident Evil to the extreme so glad you joined us
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Resident Evil Modding Guru
Posts: 25
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Post by |XF|-MadmaN[AR] on Dec 10, 2015 2:51:04 GMT 10
Glad to be a part of the community so thanks for welcoming me. As far as coding goes I do have rather extensive knowledge but most of it is sadly out of date aside from a couple languages...and thats just due to the fact I have too many projects going on atm the largest of which happens to be a project I am doing with official permission from paramount on creating a complete 3d explorable version of the enterprise-D from star trek tng, which is getting most of my time since I am doing all the work on this myself which includes coding...3d modeling..skinning...etc and this project has no eta since its a one man deal due to it being a personal test of my accumilated knowledge and skills from my 18+ years working with, on and around computers..xD
That part aside....sry for going offtopic there, I do intend on helping in every way that I can providing that I am able to make the time, since I do divide that between my many projects plus running my gaming clan CrossFire Clan which thats what my clan tags |XF| stand for incase anyone wonders...lol
Anyways glad to be part of this wonderful community in the making and I hope to be able to help everyone out.
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Resident Evil Modding Guru
Posts: 25
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Post by |XF|-MadmaN[AR] on Dec 10, 2015 5:34:24 GMT 10
Ok...here is the one post I promised above. What I am currently working on regarding the interiors is editing the files inside trigger.img. Each of those files can be edited with a text editor, I suggest very highly notepad++ due to it being opensource and very versatile. Here is a example of what the files contain and a rundown of what I have figured out: NPATHS 0 NPOINTS 16 NPERIMETERS 5 NTRIGGERS 9 NPOIS 0 PERIMETER BEGIN PLACEMENT "NLock02B" ISDOOR FALSE HEIGHT 1.000000 DEPTH 0.000000 NPERIMETERPOINTS 0 END NTRIGGERS 0 PERIMETER BEGIN PLACEMENT "NLock02B" ISDOOR FALSE HEIGHT 1.000000 DEPTH 0.000000 NPERIMETERPOINTS 0 END NTRIGGERS 0 PERIMETER BEGIN PLACEMENT "ESCDoorL" ISDOOR TRUE HEIGHT 1.000000 DEPTH 0.000000 NPERIMETERPOINTS 4 PERIMETERPOINTX -1.500000 PERIMETERPOINTY -1.000000 PERIMETERPOINTX -1.500000 PERIMETERPOINTY 7.000000 PERIMETERPOINTX 0.000000 PERIMETERPOINTY 7.000000 PERIMETERPOINTX 0.000000 PERIMETERPOINTY -1.000000 END NTRIGGERS 1 TRIGGER BEGIN TRIGGERNAME "DT_DormExitDoorL" AREACODE 14 POSITION -502.385010, 306.834991, 31.398701 YAWPITCHROLL 0.000000, 0.000000, 0.000000 YAW -180.000000 ZHEIGHT 1.000000 ISMISSIONSPECIFIC FALSE ISLOCKED FALSE AMBIENT 149, 149, 149 USETIMECYCLE FALSE HASPOPULATIONDATA 0 FORCEPOPREAD FALSE HASAMBIENTVEHICLEDATA 0 FORCEVEHREAD FALSE END PERIMETER BEGIN PLACEMENT "ESCDoorR" ISDOOR TRUE HEIGHT 1.000000 DEPTH 0.000000 NPERIMETERPOINTS 4 PERIMETERPOINTX 0.000000 PERIMETERPOINTY -1.000000 PERIMETERPOINTX 0.000000 PERIMETERPOINTY 7.000000 PERIMETERPOINTX 1.500000 PERIMETERPOINTY 7.000000 PERIMETERPOINTX 1.500000 PERIMETERPOINTY -1.000000 END NTRIGGERS 1 TRIGGER BEGIN TRIGGERNAME "DormExitDoorR" AREACODE 14 POSITION -502.385010, 306.834991, 31.398701 YAWPITCHROLL 0.000000, 0.000000, 0.000000 YAW -180.000000 ZHEIGHT 1.000000 ISMISSIONSPECIFIC FALSE ISLOCKED FALSE AMBIENT 149, 149, 149 USETIMECYCLE FALSE HASPOPULATIONDATA 0 FORCEPOPREAD FALSE HASAMBIENTVEHICLEDATA 0 FORCEVEHREAD FALSE END Just a quick edit here since I forgot to mention this. DT_DormExitDoorL in the beginning of the code above tells us that this is a left hand exit door....in all reality this is the left door that you use to enter and exit the boys dorm (main entrance) and the other door will be labled DT_DormExitDoorR and have much of the same code. This small sample of code is from BDorm_Doors.dat which is in the triggers.img file. Every file inside that archive is a dat file thats human readable. this part of the code from the above section: PLACEMENT "[color=red]ESCDoorR[/color]" ISDOOR TRUE HEIGHT 1.000000 is pretty easy to understand. The ISDOOR value is either true or false and it just tells bully wether that is in fact a door. PLACEMENT portion just is the name of this particular part in the bully map...basicly its node name for lack of a better way of describing it. The HEIGHT is the height of the door in question. That value should never need to be messed with since obviously a door set at too low a value will be so small you cannot fit through it....lol. The NPERIMETERPOINTS parts are the coords of said door in the map which I think may be either different then the same coords used for spawn points...but they also may be linked in some way, have not exactly figured that part out just yet...lol. This next code sample is what all of you can experiment with as I have been.....tho I will be messing with spawn points next to see if I can either link some or maybe override them somehow.. TRIGGER BEGIN TRIGGERNAME "DT_DormExitDoorL" AREACODE 14 POSITION -502.385010, 306.834991, 31.398701 YAWPITCHROLL 0.000000, 0.000000, 0.000000 YAW -180.000000 ZHEIGHT 1.000000 ISMISSIONSPECIFIC FALSE ISLOCKED FALSE AMBIENT 149, 149, 149 USETIMECYCLE FALSE HASPOPULATIONDATA 0 FORCEPOPREAD FALSE HASAMBIENTVEHICLEDATA 0 FORCEVEHREAD FALSE END This section is where the door triggers are able to be modded tho I have only managed to unlock a couple doors so far....namely just the nurse station outside the school and some the normally locked doors in the boys dorm which leads me to believe that there may be a way to enable the second floor of the boys dorm like the girls dorm has since I do know for a fact the beta had that which was cut for the final game. ISLOCKED FALSE means that the door is not locked and can be opened by the player like any other door and this also puts the blue circle in front of the door on the ground telling the player that its a door that can be interacted with by the player like any other door in the game. ISMISSIONSPECIFIC means that if set to true then it is only available during a mission and when set to false means it is available all the time. POSITION -502.385010, 306.834991, 31.398701 is the coords in the map where it is located... and for the last bit of code for this post since its already a big one as it is...lol here is the code specifically for getting the upstairs working however you will notice its missing the coords portions like the parts above. POINT BEGIN POINTNAME "BdrDoorUpstairs5" AREACODE 14 NPOINTPOINTS 0 END POINT BEGIN POINTNAME "BdrDoorUpstairs4" AREACODE 14 NPOINTPOINTS 0 END POINT BEGIN POINTNAME "BdrDoorUpstairs3" AREACODE 14 NPOINTPOINTS 0 END POINT BEGIN POINTNAME "BdrDoorUpstairs2" AREACODE 14 NPOINTPOINTS 0 END POINT BEGIN POINTNAME "BdrDoorUpstairs1" AREACODE 14 NPOINTPOINTS 0 END POINT BEGIN POINTNAME "BdrDoorUpstairs6" AREACODE 14 NPOINTPOINTS 0 END If I could find the coords or have a listing of all known coords in the game....I could recode that and possibly get the normally inaccessible areas in the game accessible to everyone during any part of the game. And for reference here is the full code for the file mentioned above: NPATHS 0 NPOINTS 16 NPERIMETERS 5 NTRIGGERS 9 NPOIS 0 PERIMETER BEGIN PLACEMENT "NLock02B" ISDOOR FALSE HEIGHT 1.000000 DEPTH 0.000000 NPERIMETERPOINTS 0 END NTRIGGERS 0 PERIMETER BEGIN PLACEMENT "NLock02B" ISDOOR FALSE HEIGHT 1.000000 DEPTH 0.000000 NPERIMETERPOINTS 0 END NTRIGGERS 0 PERIMETER BEGIN PLACEMENT "ESCDoorL" ISDOOR TRUE HEIGHT 1.000000 DEPTH 0.000000 NPERIMETERPOINTS 4 PERIMETERPOINTX -1.500000 PERIMETERPOINTY -1.000000 PERIMETERPOINTX -1.500000 PERIMETERPOINTY 7.000000 PERIMETERPOINTX 0.000000 PERIMETERPOINTY 7.000000 PERIMETERPOINTX 0.000000 PERIMETERPOINTY -1.000000 END NTRIGGERS 1 TRIGGER BEGIN TRIGGERNAME "DT_DormExitDoorL" AREACODE 14 POSITION -502.385010, 306.834991, 31.398701 YAWPITCHROLL 0.000000, 0.000000, 0.000000 YAW -180.000000 ZHEIGHT 1.000000 ISMISSIONSPECIFIC FALSE ISLOCKED FALSE AMBIENT 149, 149, 149 USETIMECYCLE FALSE HASPOPULATIONDATA 0 FORCEPOPREAD FALSE HASAMBIENTVEHICLEDATA 0 FORCEVEHREAD FALSE END PERIMETER BEGIN PLACEMENT "ESCDoorR" ISDOOR TRUE HEIGHT 1.000000 DEPTH 0.000000 NPERIMETERPOINTS 4 PERIMETERPOINTX 0.000000 PERIMETERPOINTY -1.000000 PERIMETERPOINTX 0.000000 PERIMETERPOINTY 7.000000 PERIMETERPOINTX 1.500000 PERIMETERPOINTY 7.000000 PERIMETERPOINTX 1.500000 PERIMETERPOINTY -1.000000 END NTRIGGERS 1 TRIGGER BEGIN TRIGGERNAME "DormExitDoorR" AREACODE 14 POSITION -502.385010, 306.834991, 31.398701 YAWPITCHROLL 0.000000, 0.000000, 0.000000 YAW -180.000000 ZHEIGHT 1.000000 ISMISSIONSPECIFIC FALSE ISLOCKED FALSE AMBIENT 149, 149, 149 USETIMECYCLE FALSE HASPOPULATIONDATA 0 FORCEPOPREAD FALSE HASAMBIENTVEHICLEDATA 0 FORCEVEHREAD FALSE END PERIMETER BEGIN PLACEMENT "BdrDoorL" ISDOOR TRUE HEIGHT 1.000000 DEPTH 0.000000 NPERIMETERPOINTS 4 PERIMETERPOINTX -1.500000 PERIMETERPOINTY -1.000000 PERIMETERPOINTX -1.500000 PERIMETERPOINTY 2.000000 PERIMETERPOINTX 0.500000 PERIMETERPOINTY 2.000000 PERIMETERPOINTX 0.500000 PERIMETERPOINTY -1.000000 END NTRIGGERS 7 TRIGGER BEGIN TRIGGERNAME "BdrDoorDownstairs1" AREACODE 14 POSITION -517.804016, 315.747986, 31.415001 YAWPITCHROLL 0.000000, 0.000000, 0.000000 YAW -180.000000 ZHEIGHT 1.000000 ISMISSIONSPECIFIC FALSE ISLOCKED FALSE AMBIENT 149, 149, 149 USETIMECYCLE FALSE HASPOPULATIONDATA 0 FORCEPOPREAD FALSE HASAMBIENTVEHICLEDATA 0 FORCEVEHREAD FALSE END TRIGGER BEGIN TRIGGERNAME "BdrDoorDownstairs2" AREACODE 14 POSITION -507.493011, 315.806000, 31.415001 YAWPITCHROLL 0.000000, 0.000000, 0.000000 YAW -180.000000 ZHEIGHT 1.000000 ISMISSIONSPECIFIC FALSE ISLOCKED FALSE AMBIENT 149, 149, 149 USETIMECYCLE FALSE HASPOPULATIONDATA 0 FORCEPOPREAD FALSE HASAMBIENTVEHICLEDATA 0 FORCEVEHREAD FALSE END TRIGGER BEGIN TRIGGERNAME "BdrDoorDownstairs4" AREACODE 14 POSITION -488.197998, 315.829987, 31.415001 YAWPITCHROLL 0.000000, 0.000000, 0.000000 YAW -180.000000 ZHEIGHT 1.000000 ISMISSIONSPECIFIC FALSE ISLOCKED FALSE AMBIENT 149, 149, 149 USETIMECYCLE FALSE HASPOPULATIONDATA 0 FORCEPOPREAD FALSE HASAMBIENTVEHICLEDATA 0 FORCEVEHREAD FALSE END TRIGGER BEGIN TRIGGERNAME "BdrDoorDownstairs8" AREACODE 14 POSITION -516.554993, 321.075989, 31.415001 YAWPITCHROLL 0.000000, 0.000000, 0.000000 YAW 0.000000 ZHEIGHT 1.000000 ISMISSIONSPECIFIC FALSE ISLOCKED FALSE AMBIENT 149, 149, 149 USETIMECYCLE FALSE HASPOPULATIONDATA 0 FORCEPOPREAD FALSE HASAMBIENTVEHICLEDATA 0 FORCEVEHREAD FALSE END TRIGGER BEGIN TRIGGERNAME "BdrDoorDownstairs7" AREACODE 14 POSITION -511.307007, 321.052002, 31.415001 YAWPITCHROLL 0.000000, 0.000000, 0.000000 YAW 0.000000 ZHEIGHT 1.000000 ISMISSIONSPECIFIC FALSE ISLOCKED FALSE AMBIENT 149, 149, 149 USETIMECYCLE FALSE HASPOPULATIONDATA 0 FORCEPOPREAD FALSE HASAMBIENTVEHICLEDATA 0 FORCEVEHREAD FALSE END TRIGGER BEGIN TRIGGERNAME "BdrDoorDownstairs6" AREACODE 14 POSITION -490.471008, 321.096008, 31.415001 YAWPITCHROLL 0.000000, 0.000000, 0.000000 YAW 0.000000 ZHEIGHT 1.000000 ISMISSIONSPECIFIC FALSE ISLOCKED FALSE AMBIENT 149, 149, 149 USETIMECYCLE FALSE HASPOPULATIONDATA 0 FORCEPOPREAD FALSE HASAMBIENTVEHICLEDATA 0 FORCEVEHREAD FALSE END TRIGGER BEGIN TRIGGERNAME "BdrDoorDownstairs5" AREACODE 14 POSITION -486.895996, 321.097992, 31.415001 YAWPITCHROLL 0.000000, 0.000000, 0.000000 YAW 0.000000 ZHEIGHT 1.000000 ISMISSIONSPECIFIC FALSE ISLOCKED FALSE AMBIENT 149, 149, 149 USETIMECYCLE FALSE HASPOPULATIONDATA 0 FORCEPOPREAD FALSE HASAMBIENTVEHICLEDATA 0 FORCEVEHREAD FALSE END POINT BEGIN POINTNAME "DormExitDoorL" AREACODE 14 NPOINTPOINTS 1 POINTPOINT -501.584991, 301.246002, 32.119999 POINTYAWPITCHROLL 270.000000, 0.000000, 0.000000 POINTLABEL "" POINTPICKUPNAME "" POINTSFXID "" POINTSOUNDBANKID "" POINTSFXVOLUME 1.000000 STREAMFADEINTIME 0 STREAMFADEOUTTIME 0 POINTSML 0 STARTHOUR 0 ENDHOUR 0 WEATHERMASK "" USEOCCLUSION FALSE POINTMISSIONSPEC FALSE MISSIONNAME "" POINTPERMANENT FALSE POINTTAG 0 PICKUPBUTES "" END POINT BEGIN POINTNAME "DormExitDoorR" AREACODE 14 NPOINTPOINTS 1 POINTPOINT -503.669006, 301.252014, 32.090000 POINTYAWPITCHROLL 270.000000, 0.000000, 0.000000 POINTLABEL "" POINTPICKUPNAME "" POINTSFXID "" POINTSOUNDBANKID "" POINTSFXVOLUME 1.000000 STREAMFADEINTIME 0 STREAMFADEOUTTIME 0 POINTSML 0 STARTHOUR 0 ENDHOUR 0 WEATHERMASK "" USEOCCLUSION FALSE POINTMISSIONSPEC FALSE MISSIONNAME "" POINTPERMANENT FALSE POINTTAG 0 PICKUPBUTES "" END POINT BEGIN POINTNAME "BdrDoorDownstairs2" AREACODE 14 NPOINTPOINTS 1 POINTPOINT -507.014008, 314.026001, 31.514999 POINTYAWPITCHROLL 90.000000, 0.000000, 0.000000 POINTLABEL "" POINTPICKUPNAME "" POINTSFXID "" POINTSOUNDBANKID "" POINTSFXVOLUME 1.000000 STREAMFADEINTIME 0 STREAMFADEOUTTIME 0 POINTSML 0 STARTHOUR 0 ENDHOUR 0 WEATHERMASK "" USEOCCLUSION FALSE POINTMISSIONSPEC FALSE MISSIONNAME "" POINTPERMANENT FALSE POINTTAG 0 PICKUPBUTES "" END POINT BEGIN POINTNAME "BdrDoorDownstairs1" AREACODE 14 NPOINTPOINTS 1 POINTPOINT -517.297974, 313.852997, 31.424999 POINTYAWPITCHROLL 90.000000, 0.000000, 0.000000 POINTLABEL "" POINTPICKUPNAME "" POINTSFXID "" POINTSOUNDBANKID "" POINTSFXVOLUME 1.000000 STREAMFADEINTIME 0 STREAMFADEOUTTIME 0 POINTSML 0 STARTHOUR 0 ENDHOUR 0 WEATHERMASK "" USEOCCLUSION FALSE POINTMISSIONSPEC FALSE MISSIONNAME "" POINTPERMANENT FALSE POINTTAG 0 PICKUPBUTES "" END POINT BEGIN POINTNAME "BdrDoorDownstairs4" AREACODE 14 NPOINTPOINTS 1 POINTPOINT -487.683014, 314.033997, 31.705000 POINTYAWPITCHROLL 90.000000, 0.000000, 0.000000 POINTLABEL "" POINTPICKUPNAME "" POINTSFXID "" POINTSOUNDBANKID "" POINTSFXVOLUME 1.000000 STREAMFADEINTIME 0 STREAMFADEOUTTIME 0 POINTSML 0 STARTHOUR 0 ENDHOUR 0 WEATHERMASK "" USEOCCLUSION FALSE POINTMISSIONSPEC FALSE MISSIONNAME "" POINTPERMANENT FALSE POINTTAG 0 PICKUPBUTES "" END POINT BEGIN POINTNAME "BdrDoorUpstairs5" AREACODE 14 NPOINTPOINTS 0 END POINT BEGIN POINTNAME "BdrDoorUpstairs4" AREACODE 14 NPOINTPOINTS 0 END POINT BEGIN POINTNAME "BdrDoorUpstairs3" AREACODE 14 NPOINTPOINTS 0 END POINT BEGIN POINTNAME "BdrDoorUpstairs2" AREACODE 14 NPOINTPOINTS 0 END POINT BEGIN POINTNAME "BdrDoorUpstairs1" AREACODE 14 NPOINTPOINTS 0 END POINT BEGIN POINTNAME "BdrDoorUpstairs6" AREACODE 14 NPOINTPOINTS 0 END POINT BEGIN POINTNAME "BdrDoorDownstairs5" AREACODE 14 NPOINTPOINTS 1 POINTPOINT -487.510986, 322.996002, 31.660000 POINTYAWPITCHROLL 270.000000, 0.000000, 0.000000 POINTLABEL "" POINTPICKUPNAME "" POINTSFXID "" POINTSOUNDBANKID "" POINTSFXVOLUME 1.000000 STREAMFADEINTIME 0 STREAMFADEOUTTIME 0 POINTSML 0 STARTHOUR 0 ENDHOUR 0 WEATHERMASK "" USEOCCLUSION FALSE POINTMISSIONSPEC FALSE MISSIONNAME "" POINTPERMANENT FALSE POINTTAG 0 PICKUPBUTES "" END POINT BEGIN POINTNAME "BdrDoorDownstairs6" AREACODE 14 NPOINTPOINTS 1 POINTPOINT -490.937988, 322.984009, 31.684999 POINTYAWPITCHROLL 270.000000, 0.000000, 0.000000 POINTLABEL "" POINTPICKUPNAME "" POINTSFXID "" POINTSOUNDBANKID "" POINTSFXVOLUME 1.000000 STREAMFADEINTIME 0 STREAMFADEOUTTIME 0 POINTSML 0 STARTHOUR 0 ENDHOUR 0 WEATHERMASK "" USEOCCLUSION FALSE POINTMISSIONSPEC FALSE MISSIONNAME "" POINTPERMANENT FALSE POINTTAG 0 PICKUPBUTES "" END POINT BEGIN POINTNAME "BdrDoorDownstairs7" AREACODE 14 NPOINTPOINTS 1 POINTPOINT -511.734985, 322.713013, 31.715000 POINTYAWPITCHROLL 270.000000, 0.000000, 0.000000 POINTLABEL "" POINTPICKUPNAME "" POINTSFXID "" POINTSOUNDBANKID "" POINTSFXVOLUME 1.000000 STREAMFADEINTIME 0 STREAMFADEOUTTIME 0 POINTSML 0 STARTHOUR 0 ENDHOUR 0 WEATHERMASK "" USEOCCLUSION FALSE POINTMISSIONSPEC FALSE MISSIONNAME "" POINTPERMANENT FALSE POINTTAG 0 PICKUPBUTES "" END POINT BEGIN POINTNAME "BdrDoorDownstairs8" AREACODE 14 NPOINTPOINTS 1 POINTPOINT -517.101013, 322.906006, 31.605000 POINTYAWPITCHROLL 270.000000, 0.000000, 0.000000 POINTLABEL "" POINTPICKUPNAME "" POINTSFXID "" POINTSOUNDBANKID "" POINTSFXVOLUME 1.000000 STREAMFADEINTIME 0 STREAMFADEOUTTIME 0 POINTSML 0 STARTHOUR 0 ENDHOUR 0 WEATHERMASK "" USEOCCLUSION FALSE POINTMISSIONSPEC FALSE MISSIONNAME "" POINTPERMANENT FALSE POINTTAG 0 PICKUPBUTES "" END POINT BEGIN POINTNAME "DT_DormExitDoorL" AREACODE 0 NPOINTPOINTS 1 POINTPOINT 271.162994, -116.274002, 6.415840 POINTYAWPITCHROLL 90.000000, 0.000000, 0.000000 POINTLABEL "" POINTPICKUPNAME "" POINTSFXID "" POINTSOUNDBANKID "" POINTSFXVOLUME 1.000000 STREAMFADEINTIME 0 STREAMFADEOUTTIME 0 POINTSML 0 STARTHOUR 0 ENDHOUR 0 WEATHERMASK "" USEOCCLUSION FALSE POINTMISSIONSPEC FALSE MISSIONNAME "" POINTPERMANENT FALSE POINTTAG 0 PICKUPBUTES "" END hope some of this has made any sense to the non coders out there. Any ideas in this thread are much appreciated.
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Posts: 41
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Post by The Dream Is Dead on Dec 10, 2015 5:39:09 GMT 10
Doors, you say. That's Steman's job. He can be of great help there.
So far, all that has been found and shared in Resident Evil is the following:
- Spawning characters - Changing skins. - Spawning certain weapons - Edit a movie.
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Resident Evil Modding Guru
Posts: 25
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Post by |XF|-MadmaN[AR] on Dec 10, 2015 5:40:16 GMT 10
Well, all I can do is simply try...and besides....I am a serious believer in the fact that anything is possible and that nothing is impossible since I personally have gone thru a lot of experiences in life that most ppl would call simply impossible...but thats a topic for a diff discussion
Far as the help...I am just glad to have a chance to try to help since I see potential here and really...as long as everyone works together...shares ideas....share work...etc then we all can succeed. When someone makes a mod and refuses to share or just tells ppl to figure it out themselves with no help....then thats very counterproductive and gets everyone nowhere really fast.
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Resident Evil Modding Guru
Posts: 25
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Post by |XF|-MadmaN[AR] on Dec 10, 2015 5:45:32 GMT 10
and btw....in regards to editing the Skins that you mentioned in your post....I know a lot more about what and how to change regarding the vehicles as far as performance goes as well as what each vehicle actually is in the game. I will make a seperate topic regarding what I know about all that. I may request that a mod might possibly create a section for me to post my findings in and have it stickied like insanitygames has so that way its more organised and easier to find certain posts.
I do plan to make several tutorials complete with gfx illustrating what to edit...how to edit...etc for some the things that I do know just to give things a nice jump start which is what we all really need.
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Posts: 41
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Post by The Dream Is Dead on Dec 10, 2015 5:47:02 GMT 10
I'm just a section Member, so it's not in my power.
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Resident Evil Modding Guru
Posts: 25
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Post by |XF|-MadmaN[AR] on Dec 10, 2015 5:49:52 GMT 10
sounds good. and for that thx.
btw if you want to chat on xfire regarding some my other findings just add me to xfire if you use it...nick is madmanfear
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B-B's Spiritual Bunny
Posts: 9
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Post by s on Dec 11, 2015 2:11:08 GMT 10
Welcome, and thanks alot, i've been literally breaking my back trying to figure this out, I was able to place the blue marker for door a while back but sadly I had to reinstall the game and forgot exactly what I did , so you've come to the rescue!! Haha
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Resident Evil Modding Guru
Posts: 25
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Post by |XF|-MadmaN[AR] on Dec 11, 2015 2:12:11 GMT 10
Hey no problem!
This is what happens when ppl share ideas and info rather then keep it to themselves...
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B-B's Spiritual Bunny
Posts: 9
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Post by s on Dec 11, 2015 2:12:40 GMT 10
Hey no problem! This is what happens when ppl share ideas and info rather then keep it to themselves... Do you have a picture of what the nurse station looks like??
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Resident Evil Modding Guru
Posts: 25
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Post by |XF|-MadmaN[AR] on Dec 11, 2015 2:16:55 GMT 10
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Exinthevatican
Posts: 97
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Post by Evann on Dec 12, 2015 10:11:31 GMT 10
Wow, what detail in there ! Any idea of what the 'Hoo Ya !' sign is in reference to ?
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