Posts: 65
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Post by Gustavo 2099 on May 2, 2018 7:41:54 GMT 10
If you have the latest versions of crzosk I would like to have them... I am looking for Crzosk`s modding kit for a while,Do you have other Crzosk`s tool I have uploaded the tools for download. Please see THIS thread for link and other info. Happy Modding! Thanks friend for the tools, I had the previous ones. Soon I will upload a tutorial on how to use these tools. Because I already have experience
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,991
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Post by Mr.Curious on May 2, 2018 13:13:36 GMT 10
cool, yeah it would be good for those that still mod the old version.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,991
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Post by Mr.Curious on Jul 10, 2018 10:24:46 GMT 10
ok im back here to discuss some more info I found on the BIO4 cam tool in hopes to get a new tool for UHD. in reply to jtl : What we know about CAM files.
There are some older tools that were created by the Master Modder Crzosk who has since gone dark. All we are left with to understand the CAM files are the entries in his blog: In Crzosk's experiments he identifies how Cam files are used in many different ways: - camera angles for when we inspect something (like the 'Village Centre' sign in r100) - I call these types 'inspection types' - relative position of camera that follows the player as we move through the room. I call these types 'shoulder cam' or 'static cam' Crzosk also outlines how camera angles are governed: - by trigger areas (we can make OBJ files of these and compare them with SAT data) - by action events (like jumping out of windows or climbing fixed ladders which are controlled by FCV data) - by enemy attacks (these override existing camera angles) 1- static types (or shoulder camera)
These are the types that have 4 point trigger zones that when we walk through them the shoulder camera changes angles. (like when we walk on the roof in the Village r101 and the shoulder camera is pointed downwards). I am not sure where the data is for facing angle of the camera or position. I have not really experimented with these types other than trying to change where the trigger zones are. I would like to learn more about these and eventually figure out how to make the camera freeze like in teh original Resident Evil game. Crzosk xeplains this in his blog. 2- Inspection types:
Inspection types are usually triggered by an AEV event (like opening a chest, drawer or cabinet). These types can also be triggered by AEV that start battles (like in the r11d where we fight the Chainsaw women). These types have entries that are 48 bytes long and usually consist of 4 points that consist of 3 sets of location data (X,Z,Y). Inspection types are always located at the end of the file.
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Posts: 137
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Post by jtl on Jul 10, 2018 11:13:38 GMT 10
я постораюсь сделать инструменты болле понятными для простого юзера, если вы аблодаете дополнительной информацией прошу выложить
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Posts: 137
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Post by jtl on Jul 10, 2018 11:21:42 GMT 10
Я разрабатываю ряд иструментов интерактивного редактирования файлов из процесса игры, инструменты которые есть очень сложны для простого юзера, не скажу что везде так гладко но похоже это вполне реализуемо.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,991
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Post by Mr.Curious on Jul 10, 2018 11:43:33 GMT 10
Yes it shouldn't be too hard to make tools once we have more data. I don't have too much time to research all of this right now. I'm very busy with the RE4UHD Remaster project. Please let me know if you have any data to share. I'm not sure I understand what you wrote before about meshes etc.
Spasibo!
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Posts: 382
Original Join Date: Jun 4 2012
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Post by david flores on Jul 10, 2018 21:51:27 GMT 10
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Posts: 137
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Post by jtl on Jul 11, 2018 2:31:33 GMT 10
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,991
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Post by Mr.Curious on Jul 11, 2018 3:06:25 GMT 10
hey thanks for this, but this is an exe, not sure im just going to run this without understanding what you have put together. I would warn others to be cautious.
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Posts: 5
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Post by w4s9 on Oct 29, 2018 14:18:52 GMT 10
This might be helpful. The game already has a lot of tools built into it. If someone could reverse the game you could probably get a lot more progress since the game has a lot of debug stuff left over. If someone has the knowhow on how to patch the triggers in the exe, the tools are in the files already, and you could probably just use the debug menu to do a lot of the work. imgur.com/a/ydWvl5l
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,991
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Post by Mr.Curious on Oct 29, 2018 16:27:04 GMT 10
This might be helpful. The game already has a lot of tools built into it. If someone could reverse the game you could probably get a lot more progress since the game has a lot of debug stuff left over. If someone has the knowhow on how to patch the triggers in the exe, the tools are in the files already, and you could probably just use the debug menu to do a lot of the work. imgur.com/a/ydWvl5lthis has been discussed heavily by some of the best modders around, yet still there has been no progress on this. I would LOVE to have a debug for RE4! I have the Dolphin version you posted, but only have DISC 1 (there are 2 discs I believe). I found some guy online who is willing to sell disc 2 but it was very expensive for like 200 euros or something XD
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Post by w4s9 on Oct 30, 2018 1:30:13 GMT 10
IDA shows a lot of strings from the FLAG EDIT menu. Perhaps patching DBG_TEST_MODE to always return 1, as well as DBG_TEST_MODE_CK to return 1 would be fruitful? I might make a debug research thread people are willing to work on it as that would likely be integral for taking RE4 modding to the next level.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,991
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Post by Mr.Curious on Oct 30, 2018 3:06:09 GMT 10
Debug thread sounds good. I know @raz0r will be interested
Happy modding !
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