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Post by reaccount on Mar 21, 2016 15:26:54 GMT 10
If you've got the time, you could try, say, extending a face or something from the .mod file in the shd folder yourself and seeing if that does anything.
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Post by classicbiohazard on Mar 21, 2016 23:44:45 GMT 10
I tried it but when I try to export it fails. I must talk to codeman or bunny to see if they know how to export.
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Post by reaccount on Mar 22, 2016 3:49:31 GMT 10
Ah, so there is something wonky with it in particular, then. Weird.
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Post by classicbiohazard on Apr 1, 2016 22:50:38 GMT 10
I'm still waiting the codeman's answer. Meantime I am able to extract a ztexture of a background made by ours to do the fog with the v-ray engine/plugin, the only problem is that it was in black and white and it has to be (¿greenish? in the remaster version and pink like a normal map in the GC/wii version)
How can I tranform the black and white texture like the the others?
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Post by reaccount on Apr 2, 2016 1:30:46 GMT 10
Not sure if it can be done in a program like Photoshop. You can colorize (Image -> Adjustments -> Hue/Saturation, click Colorize) blacks, and then use Replace Color to change it to green or pink/purple, but then that would just make the image one color with varying tonal differences. How did you extract the ztexture, what program were you using? Maybe there's a way for the program itself to output in something other than black and white.
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Post by classicbiohazard on Apr 2, 2016 1:46:48 GMT 10
I think it too, but I don't think it works doing this because it seems that works like a normal map.
As I said the program is VRAY, a renderer ilumination/material plugin/engine that works inside other programs like 3ds max, sketchup, etc. It works on blender too, if you want use it. It has an option to take an image on the depth of your render, this is the ztexture. On the remake and zero seems they work on the same manner. I think it's not posible to extract it in other colour with this program.
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Post by Ice[DDZ] on May 5, 2016 8:06:23 GMT 10
I'm glad I found your thead about this... I've been working on something similar myself, trying to bring the camera data into Unreal Engine 4 to test a Resident Evil style project I'm working on. Below are 3 shots of trying to align the prerendered background to the room data from r118. I also chose this room because it doesn't have any cutscenes and only 2 camera angles to keep it simple.
Jill and the item box are there just for my own reference, want to make sure I've got the scale correct on everything. Strangely when importing the room it was 1 to 1 for scale. Noesis to FBX and directly into UE4 worked fine. The item box was completely off though, 150 to 1 for it... Then Jill was 1 to 1 as well. In any case, I was hoping you got further with this... As pulling the XML data from the CCI file gets the cameras close, like you mentioned, but DEFINITELY not nearly correct. No amount of fiddling with the FOV or camera distance from the models yields good results.
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Post by reaccount on May 5, 2016 12:39:20 GMT 10
Yeah, unfortunately I've been really busy these past few months, so I haven't had a lot of time to just fiddle around with stuff. Sadly the best solution still continues to be manually play around with stuff until it lines up correctly, which is tedious and difficult, but it's also entirely possible that that will continue to be the only method. I'd still like to figure out why the objects in the room data are where they are, though (and why those objects are built only to a minimum degree of detail, with, like the table, whole sides being missing).
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Post by classicbiohazard on May 5, 2016 19:47:46 GMT 10
Here an example of a z-texture (fog) of one of my backgrounds calculated with Vray As you see, is black and white as i said before.
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Post by Ice[DDZ] on May 6, 2016 1:24:35 GMT 10
ClassicBiohazard, have you figured out what the striped gradient pattern is for in the z-textures from the game? I would agree it's for fog, but why is it striped with gradients?
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Post by classicbiohazard on May 6, 2016 5:52:27 GMT 10
It's to calculate the depth. I assume it works in someway like a normal map just to say something.
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Post by foxtrotm on Aug 20, 2016 15:55:56 GMT 10
ClassicBiohazard, have you figured out what the striped gradient pattern is for in the z-textures from the game? I would agree it's for fog, but why is it striped with gradients? Have a look: residentevilmodding.boards.net/thread/4309/background-depth-demoIts actually just a 24-bit gray-scale image, which they cram into three channels of an 8-bit RGB.
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Post by classicbiohazard on Aug 20, 2016 20:17:26 GMT 10
And how we can do it? :$
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