I started RE:2 Modding.
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Post by 3getu841 on Oct 5, 2017 12:48:29 GMT 10
>>Where do I get the files .dds and .tga files for a mod that was made for the 2007 version of the game?
You need a texture program. paint.net is a free program and enough for UHD. Open your 2007 version texture (tga) with paint.net then save it as dds (DXT1). Maybe you need tga too for hair alpha. But no problem. You can use 2007 tga as it is.
>>How exactly do I lower the poly count?
Remove some polygons from your model. For example delete the top of the head that are hidden inside the hair. Or remove something like accessories if your model has them.
It is a shame we have to do it. But we have to avoid game crash from poly count over.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 5, 2017 13:25:23 GMT 10
Also, the current poly count (faces) for the 2007 model that I am trying to convert is 19294, but the maximum that the game can support without crashing is 19293. How exactly do I lower the poly count? Youy should be able to get away with 20000. I have a model that is 21000 that works, but as 3getu841 said, it is easy to remove polygons that arent used. If you are using Milkshape be careful using the DirectX polycount tools because they will remove your bone assignments.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 6, 2017 11:43:41 GMT 10
You will see different mappings to materials depending on their intended purpose. Some are simply diffuse textures, while others have transparencies or specular added.
map_Kd is for diffuse (this is just normal mapping) map_Ks (Specifies that a color texture file is linked to the specular reflectivity of the material) map_D is for transparencies (these will always be combined with another diffuse mapping) map_Bump is for specular (also usually combined with another diffuse mapping)
So for example, a hair texture is supposed to not simply be solid but is supposed to look like there are individual stands on the end. Instead of creating a really complex hair model we can simply apply a diffuse texture to the hair along with mapping a transparency (map_D) to the hair as well. The transparency files are usually TGA or DDS (dxt5) with alpha layers. These layers black out everything that is white in the texture.
Look through some of the pack files for rooms and you will see these black and white tga files that are exactly the same shape as the diffuse texture next to them in sequence in the pack file. These transparent textures tell the game engine 'block out a certain section of the diffuse texture', which is the area in white in the alpha layer.
Also we can use the dds file type for transparencies, just use DTX5 with Alpha layer enabled.
"Are you supposed to add 1 so as to account for one of the model files being named 0000?" Yes, we always account for 0 in this game, so 0 = 1, 1 = 2, 2= 3 etc.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 6, 2017 12:33:05 GMT 10
LFS files are simply compression versions of files. For example, in the game we have may file types with the extra lfs extension: 40400001.pack.lfs omake02.esl.lfs r404.udas.lfs these are just examples of LFS files, but these arent the actual file type. They are just containers that host the file to make them smaller. To edit any of the files with LFS extension we have o use the QuickBMS script and tool to open them first.. I am not sure exactly what you are trying to do in your next step. I think what you meant is that you are trying to create BIN files (which are proabably refferenced in the LFS list.. As useful as it is, that list doesn't make complete sense to me as it contains all kinds of different file types. It should have been properly organized. I started making a master bin list but have been so busy i have not updated it. "I am creating .bin files for Ada's .tga and .dds files." this does not make sense, but I assume you are trying to make BIN files for all the different parts of Ada, like her hands and what not? The easiest way to identify what BIN files are what is to simply extract them with the Bin Extractor Tool and look at them. Take notes, and I will add them to the BIN file list. Perhaps if you tell me some more about what you are trying to do I can help you. Step 16 talks about making blank bin files. Can you tell me what you understand about this process?
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 6, 2017 19:42:45 GMT 10
@jonahthemann thanks for thd BIN info on Ada.. I have added it to the master list. for your information: BIN file = model file (just polygons with bone mappings and some lighting data) TPL file = Texture Palette List. (tells BIN file which textures to use, and which Pack file to use) TCS file = temp file generated with BIN Tools to ensure textures are named correctly. (Just a user index, not used in game) You seem confused about the relationship between the BIN files and the textures (dds and tga files) let me explain.. Just because there are 41 bin files, does not mean you need 41 bin files. You can have 1 BIN file with 41 textures applied to it. My new Mercs room has 43 models (so far) but has 140 textures applied to the various models. For example: Your main body model is one model (pl16_000.BIn) but this model probably has more than one texture applied to it. I suggest you read Son of Persia's tutorial on creating models.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 11, 2017 12:09:56 GMT 10
Or is it even necessary and can it be done while changing the .mtl files in Part 12 of the entire modding process?
no... you have to go in and change the materials in Milkshape or 3dsMax because the material names are linked to the SMD and MTL files that are created. If you simply change the texture names in the MTL the SMD file wont be linked and your materials wont match up.
You might be having more problems if you skip over parts that like you did before. I suggest you follow the instructions exactly as they are given to you as you do not know what shortcuts you can take yet.
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 11, 2017 13:40:01 GMT 10
1 - click on the materials tab 2 - click on the name of the material 3 - click on the bhtton with teh name of the material 4 - a Winows explorer window opens.. input the desired texture path there.
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 11, 2017 19:36:31 GMT 10
The Windows explorer box wants me to OPEN a texture, but what I'm trying to do is re-save .tga files as .dds files (the textures in the materials tab are .tga files). What now? I'm sorry for asking what should be simple questions, but learning how to create mods requires a working understanding of how to use the software involved, and every newcomer will probably need someone to teach them. No problem. It wasnt even that long ago that I was asking the same questions, so I am happy to pay this forward. THis is how communites thrive my friend, so ask away. To save .tga files as .dds simply open them in Paint.net and then save them as dds. Once you have saved the new .dds versions of your texture files go through the steps I told you in the last post. Happy Modding!
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Nov 6, 2017 16:52:13 GMT 10
@jonahthemann Ok let me know about the Ada files when you figure it out. I dont think the textures really matter if we are simply trying to identify models though. Bin files are extracted by the method described in Son of Persia's tutorial Simply put, we use a BIN & TPL file to extract an SMD file. Since we cant look at BIN files we need to convert them to SMD first. "he does not finish creating .bin files for every one of the pl08 textures - he stops at pl08_012, right before he reaches the hands. Is this simply a time-constraint for the video, or is there a specific point where you need to stop and not bother creating new .bin files?"
He probably stops here because we usually don't edit the hands as there is usually no need. If you are making a new model (or simply porting one model over top of another), there are only really a few files that are needed to edit; the head & the body. These are usually the first 2 bin files. Sometimes there are multiple BIN models for the head so make sure to check them all out. Usually what people do is put the head & body into one model (they are normally separate models). The only reason for putting them together is laziness. All the models I ever ported used this lazy method of combining the head & body but I would encourage people to keep them separate. That way when we are beheaded we see the head fall off. If you do decide to go the lazy route like so many of us have you will need to create a blank BIN file for the head model(s). The reason for this is that if your new body model has a head on it and the original head files are called on then they will both appear. To make a blank bin model simply make one triangle, apply a texture to it, and place it somewhere hidden in the chest area. Make sure it is assigned a bone, preferably one that wont move around like bone 0. This way the game will still call on the head model(s) but they will be invisible triangles buried in the chest area of your new model that has the head attached to it. Let me know if you have any other questions. I'm happy to help.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Nov 7, 2017 11:35:53 GMT 10
"For some reason, there are 7 Left Hand files and only 2 Right Hand files. I have no idea why this is (it could be a mirror-image problem with 3D Builder for all I know). 'Still not sure why there would be an uneven number of files for a character's hands though."
I had the same thoughts many months ago and thought that this is probably because most of the other hand files are included in the wepxx.udas files because they are holding a weapon. I think the only time we see a right hand model from the the plxx.udas is when no weapon is equipped. EDIT - I have also updated the BIN list with your Ada findings. Thank you.
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