After searching through various .tex files and modifying them in Photoshop, I finally figured out how to change the appearance of those text boxes that show up when the game is saving settings and the like. Below are just some very quick mockups, and I intend to make something a little nicer. I'm not completely familiar with editing DDS files with alpha channels in Photoshop, but it does appear that color selection is pretty limited (greys and greens as far as I can tell), so I'll have to accommodate for that. On the other hand, the game seems to have no problem with me enlarging the image size from 128x128 to whatever, so I can play around with that a bit.
Last Edit: Feb 3, 2016 17:19:28 GMT 10 by reaccount
A few observations: Apparently, Capcom did put some effort into the font for portions of the menu (for example, DEFENSE ITEMS became Defensive Items). Unfortunately, whatever font they used isn't exactly like what was used on the GameCube, which was at least verynearly identical to Times New Roman, with some character width and spacing adjustments applied. So, you may notice, for example, that the 'e' in Defensive is not the same 'e' in "equip." (It's more than a little sad that I noticed this, so, uh, don't feel too bad if you didn't.) Speaking of capitalization, there are some other differences found in the remaster. In the GameCube version, "equip," "examine," and so on are all in undercase, as are "zoom in," etc. The remaster capitalizes the first letter of each of these.
As for the YES/NO selection: Even on the GameCube, these options were in all caps. Frankly, it looks a lot uglier at a higher resolution, or at least I can't get the font to look as nice, anyway.
The regular font's just a placeholder. It turns out that it's very tedious to edit the font files, but I'll come back to that.
Question, by the way, for anyone familiar with editing any of this regarding color. Some .DDS files, like the backgrounds, lack an alpha channel, and can be edited normally. However, others, like the menu files, are often purple and green when you turn on all RGB channels, while the alpha channel is grayscale. Is there any way in Photoshop to just see what these files look like normally, if that makes any sense? See: i.imgur.com/6iUFGxJ.png
Last Edit: Jan 19, 2016 23:58:46 GMT 10 by reaccount
Okay, so, even at the extremely low resolution that item icons are stuck at, you can still eek out a little more detail:
That being the case, it's very time consuming to make these (note that this is just a demonstration, so things like the handgun magazine being exceptionally large wouldn't be in the final version). I've tried various model viewers, like Noesis, but either they don't apply the textures or I'm doing something wrong (note: most likely the latter). As such, I have to use the in-game model viewer. Which would be fine, except a) the background is black, and b) the game likes to apply a bloom effect. This makes cutting out the item in Photoshop very tedious, as magic wand requires individual adjustments, and I'm terrible at masking.
Still, I think there's a lot of room for improvement here. Anyone have any tips on how to speed up the work process?
(Little tidbit: the game expands the width of the .tex files by about 10%, oddly, so you have to adjust for that.)
EDIT: Alternatively, this should be really easy, since I can adjust the alpha layer simply by editing its brightness, meaning I don't have to deal with transparencies at all. The stupid glow on some items will require some editing, but this still speeds up the process considerably.
Last Edit: Feb 3, 2016 23:44:44 GMT 10 by reaccount
Well, the icon stuff may end up being finished sooner than later, anyway. Partly because I've gotten a good routine down, but also because I'm just not happy with some of the replacements.
On the one hand, I'm fairly pleased with the weapons and defense items I've churned out, and I think the keys look a lot better. On the other, the mixed herbs just plain don't look as good, and despite my best efforts, I can't really improve on what they did for the lock pick. So I may settle on just partially replacing stuff. (The jars for V-JOLT are a nightmare, so that's probably for the best.)
Almost done with all the items you can collect in the mansion on the first visit (plus a few others). Even at 128x128, there's still a lot of room for improvement.
Now that I've been able to play 0, I'm annoyed that there's not an easy way to stretch the backgrounds for things like the typewriter or inventory screens. Even if all you could do is stretch the screen, that would still be okay, because you can sort of compensate by simply narrowing whatever it is that's going to get stretched. (Actually, is there a way to do this? I know REHDHook is able to force aspect ratios generally, but do you suppose atm0s would know how to do it for those specific screens?)
They're a part of the menu itself (sub_status_00_ID_HQ.tex), which I haven't figured out how to change the colors of. But the defense items themselves are like any other item icon, and so they can be edited. Basically all I'm doing to replace them is taking a screenshot of the item using Examine, copying and pasting that into the 128x128 .tex file of the item's icon, and then shrinking it down. (Taking care to make whatever little edits are necessary after, such as removing any bloom, and then editing the alpha channel.) At first I thought this wouldn't do much, since 128x128 is so small, but the results speak for themselves. (I guess the item icons were even smaller on the GameCube, which makes sense, and all Capcom did was scale them up and maybe apply a filter.) The item icons are located in the itemicon.arc. (There's also an itemicon2.arc, although I'm not sure what it's for, yet: It seems to be identical, and replacing itemicon.arc affects both Jill and Chris, but I guess I haven't tested playing as Rebecca.)
Last Edit: Feb 7, 2016 18:37:52 GMT 10 by reaccount
...Basically all I'm doing to replace them is taking a screenshot of the item using Examine, copying and pasting that into the 128x128 .tex file of the item's icon, and then shrinking it down. (Taking care to make whatever little edits are necessary after, such as removing any bloom, and then editing the alpha channel.) ....
That..that is brilliant.
As for your issue with bloom, you could try using reshade or sweetfx to counter the bloom in game to save you additional work outside of the game.
Also, if you feel its needed, you may be able to eek out a bit more detail by using sfx or reshade's sharpening feature.
I haven't tried either, I wasn't even aware that they could reduce the bloom effect. (In general, I'm not really thrilled with the lighting in the Remaster, so if there's a way to do it, that'd be fantastic.)
Icons should be done soon. Also, if anyone's willing to mess around with a hex editor and the GUI files found in subscr -> id -> e_rom -> common -> GUI -> sub, I think sub_keyguide.gui can control the width of the status screen. I think the variables related to X, Y, and Z might affect it, or maybe Size? If so, it may still be possible to get a widescreen item menu.
Last Edit: Feb 20, 2016 6:42:57 GMT 10 by reaccount
brunomula: i searched for the whole internet and i didn't find the jill black widow mod,if someone have,or know where to find,please tell me youtu.be/TDAv-aSBuzI this is the mod,if someone have or know where to find,PLEASE tell me
Jul 2, 2020 7:09:43 GMT 10
alphaz: V Unfortunately, the RE7 Chris we see in RE7 is just a video. He cannot be modded because his model is not in the files. The RE7 Chris model we do have was ripped from RE2, strangely enough
Jul 4, 2020 16:25:06 GMT 10
388: Where I can find the full more 're2_pak_names_release.list' ,thanks!
Jul 5, 2020 18:07:15 GMT 10
johnnyfromthe80s: Are there Modders that still do models for RE4?
Jul 6, 2020 1:14:31 GMT 10