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Post by albert on Dec 25, 2019 21:34:53 GMT 10
Thanks! Yep, this is like the old PC port. Only the camera data and the subs remain there. There's no other data in the evd files... :/
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Ada... Ada Wong :D
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Post by EvilLord on Dec 25, 2019 23:53:04 GMT 10
Thanks! Yep, this is like the old PC port. Only the camera data and the subs remain there. There's no other data in the evd files... :/ damn that sucks would of been epic to make it work in engine ;(
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Post by Mr.Curious on Dec 26, 2019 6:34:14 GMT 10
Thanks! Yep, this is like the old PC port. Only the camera data and the subs remain there. There's no other data in the evd files... :/ damn that sucks would of been epic to make it work in engine ;( Now what is interesting and amazing what Albert did was to take the camera angles from some these leftover files (for the castle bridge for example), and recreate a cinematic camera sequence to be used with custom models. Albert recreated the rotating bridge scene using the bridge model and placing it at 0.0.0 and giving it movement through the SMX file. The bridge would spin around 360 degrees so he had to use photoshop layers to mask out the areas the bridge went beyond the angles it was meant to rotate. This trick also preserved the flames we see in this shot.. THe bridge stops, but the flames are still burning for those few milliseconds before the scene ends. This was a very clever and interesting way to mod the game just for a few seconds of video, but well worth it when we see how terrible the original bridge shot was to look at. Another trick he did was to find left over CAM data for the Verdugo chase we see in the sewers. There was leftover data (cam, lit, eff) in the Leon Mafia cutscene that he was able to port over to make a video with. Again, the original was so ugly and pixelated, but his rendition came out PERFECT!!! Congratulations albert for a job well done!
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Post by albert on Dec 27, 2019 3:30:35 GMT 10
damn that sucks would of been epic to make it work in engine ;( Now what is interesting and amazing what Albert did was to take the camera angles from some these leftover files (for the castle bridge for example), and recreate a cinematic camera sequence to be used with custom models. Albert recreated the rotating bridge scene using the bridge model and placing it at 0.0.0 and giving it movement through the SMX file. The bridge would spin around 360 degrees so he had to use photoshop layers to mask out the areas the bridge went beyond the angles it was meant to rotate. This trick also preserved the flames we see in this shot.. THe bridge stops, but the flames are still burning for those few milliseconds before the scene ends. This was a very clever and interesting way to mod the game just for a few seconds of video, but well worth it when we see how terrible the original bridge shot was to look at. Another trick he did was to find left over CAM data for the Verdugo chase we see in the sewers. There was leftover data (cam, lit, eff) in the Leon Mafia cutscene that he was able to port over to make a video with. Again, the original was so ugly and pixelated, but his rendition came out PERFECT!!! Congratulations albert for a job well done! Thanks for explaining all this! Mr Curious explained it perfectly. I was about re-creating manually these 2 short videos, but I was lucky almost all the data Capcom used to generate those vides was still there ;P
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Post by albert on Jan 30, 2020 4:52:52 GMT 10
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Ada... Ada Wong :D
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Post by EvilLord on Jan 31, 2020 4:52:31 GMT 10
amazing job PS: still think the glass knights were a mistake from capcom and that they should be fixed to be Metal you can see in here that the floor is shiny but the knights are normal (capcom probably fixed the mistake they did before but couldnt fix it on the GC WII cuz they were already out) so yeah i still think they are not suppose to be Glass ones and that they should be METAL as seen in the PS2 after all why would they have textures if they are Crystal ? So Please Albert and Cris Fix this for the PC version !!!!!!! thanks in advance <3
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jan 31, 2020 7:11:15 GMT 10
Excellent work as usual! One suggestion: The ETM models here need a bin lighting adjustment to reduce the luminosity. Thanks for showing me how to do this. Now we can really make those models less bright. Cheers friend.
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Post by albert on Jan 31, 2020 7:29:04 GMT 10
Excellent work as usual! One suggestion: The ETM models here need a bin lighting adjustment to reduce the luminosity. Thanks for showing me how to do this. Now we can really make those models less bright. Cheers friend. Haha yeah! I thought the same about these boxes while I was recording the video XD I'm going to do it right now before I forget it... thanks! ;P PS: still think the glass knights were a mistake from capcom and that they should be fixed to be Metal you can see in here that the floor is shiny but the knights are normal (capcom probably fixed the mistake they did before but couldnt fix it on the GC WII cuz they were already out) so yeah i still think they are not suppose to be Glass ones and that they should be METAL as seen in the PS2 after all why would they have textures if they are Crystal ? So Please Albert and Cris Fix this for the PC version !!!!!!! thanks in advance <3 Thanks! But the effect that makes possible the glass statues is an exclusive effect controlled by the exe of the game while the reflective floor is a standard effect that can be applied to the models to make them semitransparent by editing the SMX file of the room. There's absolutely no relation between both surfaces. It's just PS2 can't reproduce that glass effect. But I guess your intuition was pretty logical. I also thought about the same possibility until I saw there's absolutely nothing else in the room that is affected by this glass effect and this leads me to the conclusion this was 100% intentional
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jan 31, 2020 7:34:40 GMT 10
one more thing here. You can see the door sliding open for the chest but there is no shadow inside the cabinet. You could attach a shadow model to the sliding door model that slides with the moving model here. In a few rooms in my mod I have attached similar shadows, sometimes even to ETM models Cheers
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Post by albert on Jan 31, 2020 7:49:22 GMT 10
one more thing here. You can see the door sliding open for the chest but there is no shadow inside the cabinet. You could attach a shadow model to the sliding door model that slides with the moving model here. In a few rooms in my mod I have attached similar shadows, sometimes even to ETM models Cheers Aha! good idea! ;DD
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Ada... Ada Wong :D
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Post by EvilLord on Feb 1, 2020 6:38:13 GMT 10
Excellent work as usual! One suggestion: The ETM models here need a bin lighting adjustment to reduce the luminosity. Thanks for showing me how to do this. Now we can really make those models less bright. Cheers friend. Thanks! But the effect that makes possible the glass statues is an exclusive effect controlled by the exe of the game while the reflective floor is a standard effect that can be applied to the models to make them semitransparent by editing the SMX file of the room. There's absolutely no relation between both surfaces. It's just PS2 can't reproduce that glass effect. But I guess your intuition was pretty logical. I also thought about the same possibility until I saw there's absolutely nothing else in the room that is affected by this glass effect and this leads me to the conclusion this was 100% intentional its probably a mistake tho capcom are very KNOWN to do that even in RE2 remake the rigging of the characters is not perfect i dunno why you guys dont want to fix the knights im kind sad now xD but i guess i cant change your mind and you fixing it .__. would of been nice if it wasnt broken but i guess it will stay broken as it is now .__.
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Post by DarkSamus on Feb 23, 2020 16:38:37 GMT 10
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Post by albert on Feb 23, 2020 20:45:04 GMT 10
Thanks DS for spreading the word!
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Post by albert on Mar 13, 2020 22:49:24 GMT 10
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Post by albert on Mar 27, 2020 1:46:22 GMT 10
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