Old Modder, Artist, Game Dev, Multimedia, Ex-Muslim.
Posts: 1,866
Original Join Date: Oct 29 2010
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Post by JacobMrox on May 21, 2018 7:39:27 GMT 10
I think it is possible to reproduce the R3.5 rooms with the RE4 engine yet the modder "ShiguWorks" managed to reproduce the 3.5 rooms so, why would Mr. Curious him be unable to do it? Because that's running on a totally different engine that lets you do anything, not the closed source RE4 engine with special file formats and unaccessible game code. That's why its easier.
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Posts: 96
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Post by EVERGREEN on May 21, 2018 19:31:23 GMT 10
I think it is possible to reproduce the R3.5 rooms with the RE4 engine yet the modder "ShiguWorks" managed to reproduce the 3.5 rooms so, why would Mr. Curious him be unable to do it? ShiguWorks modeled all of these rooms himself and got his own code running on the Unity engine. He reproduced what was seen in the trailers. How I wish those multiple RE 3.5 leaked... Or you can play DmC I could do it if: I had the textures I had the models I could play the room or see videos of how it is supposed to look like Im always looking for assets! You could you use a Unity asset unpacker. There's a bunch of these around. Or you could use a tool like NinjaRipper, which directly rips meshes and textures at runtime. However that would be stealing someone else's hard work, and I gotta admit I'd take REmaster's fixed camera angles over the TPS gameplay of RE4 any day so apart from the technical achievement and learning side, I fail to see the point. Still, this is great work and I understand not everyone shares my point of view and would love something like this I've personally tried to enter in contact with ShiguWorks but failed. This guy's a ghost nowadays it seems I heard it's kinda hard to find his demo now because links always end up getting removed by Capcom (which officially sent him a nice little Cease and Desist...) but I still have it if needed. Just sayin'
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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 May 28, 2018 5:14:01 GMT 10
EVERGREEN - I would love to implement some of the static camera angles for certain areas of this project but unfortunately we do not have a functioning camera edit tool for RE4UHD. If we knew someone like CodeMan02Fr that had some programming skills I'm sure we could look under the hood of the Japanese version of the tool and make some modifications to make an RE4UHD version. The differences in the code don't seem that drastic. @raz0r has offered to help however he requires to understand what all the bites do, and I have not studied the cam files in depth enough to know how they work. I'm actually willing to pay some money to anyone who can make a functioning CAM tool for RE4UHD. It's quite A necessary tool for creating custom stage mods because many events use this file. For example even when we open a locked door there is a small mini cut scene that is linked in with data in the CAm files. or another example like AEV events that take place triggering mini cut scene that happen (like when we see a gate lock behind us) that use cam files.
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Posts: 96
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Post by EVERGREEN on May 29, 2018 20:40:01 GMT 10
EVERGREEN - I would love to implement some of the static camera angles for certain areas of this project but unfortunately we do not have a functioning camera edit tool for RE4UHD. (Sorry I had to quote you because I can't tag you for some reason) Actually a mix of both would be, well, what I expected from RE4 before it came out. Just like the Code Madman demo (and RE4 early trailers). One option would be to hex edit the position of the camera where you need it for fixed angles and keep those changes in a .dll and hook it to the game .exe, like Maduc's fixes for RE5. I don't know how those events you're talking about would "react" to this though. What you're saying reminds me alot of how RE5's works: e.g at the very beginning of the game, you have to meet up with Reynard (the guy who gives you your weaps') and you first have to talk (Interact) to him, then a little chat triggers which isn't a custscene. There's an arc for the stage, this event, then the two following cutscenes where he talks about Uroboros - all of which contains his model and textures amongst other things. Very much like RE4's engine works. So it might be interesting for @raz0r to have a look in hex to RE5's Lost in Nightmares DLC, because as you probably know you can switch to fixed camera angles by interacting with the entrance door five times. Also, I have the DmC HD Collection and DMC 1 (and 2 to an extent) uses dynamic camera angles (like code veronica) - this might be interesting to look at as well and the archive files can already be unpacked just fine. I assume DmC HD and RE4HD both share some code so it might be interesting to look at the file structure and stuff - feel free to get in touch if you want the archive of DmC Oh and just to be clear, I'm not trashing on what you're doing, I realized I sounded rude in my last post. I'm just one of those old school f*cker Keep up the good work!
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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 Jun 3, 2018 19:56:12 GMT 10
RE Remaster on RE4UHD Update June 2018 Request for help So I got a bunch of the enemy models that were ported from Umbrella Chronicles many years ago to add to this project, but to be honest they dont look that amazing. Their poly's were reduced significantly and at this point I am not really interested in porting these to my project, so this brings me to ask: Is there anyone in this modding community that would be interested in participating in this project with me? I am looking for experienced modders who can rig a bunch of models. This essentially means I would supply you with the enemy OBJ files and RE4UHD skeletons and you would need to map all of the vertices to the skeleton. It's lots of work, something that I do not have the time to do as making the rest of the rooms is time consuming enough. If there are really ambitious people who would really like to see this look amazing there are more opportunities here.. Instead of simply porting the originals, I would love someone to create some NEW enemy, weapon, and inventory models based on the originals (but with a much higher poly count). The future of this could be really exciting with Raz0rs new DLL & Trainer as we will have the following upgrades: - ss_pzzl.dat file can be up to 32MBs in size; - 32MBs of memory for player .udas and up to 16MBs for weapon .udas, 8MBs for vertex data, allowing to have around 55k polygons per player model and much more than just 255 vertex table entries; Ultimately I'd LOVE some really high polygon models, but I am willing to continue with this if we can simply reassign the bone mappings of the originals so please let me know if you are interested, otherwise I might just keep this project to a minimum and start learning Unreal Engine 4 and make something else. Happy Modding.
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Posts: 12
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Post by chucklee on Jun 11, 2018 6:48:46 GMT 10
But how are you going to reproduce the zombie animations in your mod? Because if you leave the animations of the ganados it's going to be weird.
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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 Jun 11, 2018 14:21:25 GMT 10
But how are you going to reproduce the zombie animations in your mod? Because if you leave the animations of the ganados it's going to be weird. <iframe width="17.100000000000023" height="3.240000000000009" style="position: absolute; width: 17.1px; height: 3.24px; z-index: -9999; border-style: none; left: 15px; top: -6px;" id="MoatPxIOPT0_70587015" scrolling="no"></iframe> <iframe width="17.100000000000023" height="3.240000000000009" style="position: absolute; width: 17.1px; height: 3.24px; z-index: -9999; border-style: none; left: 802px; top: -6px;" id="MoatPxIOPT0_81257694" scrolling="no"></iframe> <iframe width="17.100000000000023" height="3.240000000000009" style="position: absolute; width: 17.1px; height: 3.24px; z-index: -9999; border-style: none; left: 15px; top: 102px;" id="MoatPxIOPT0_72591550" scrolling="no"></iframe> <iframe width="17.100000000000023" height="3.240000000000009" style="position: absolute; width: 17.1px; height: 3.24px; z-index: -9999; border-style: none; left: 802px; top: 102px;" id="MoatPxIOPT0_56842927" scrolling="no"></iframe> i dont know. People will have to volunteer to help. I cant do it all myself. If I do it going to take at least 2-3 years, and by then I might not have time. Im open to have people start working with me, but there doesnt seem to be much interest.
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Posts: 12
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Post by chucklee on Jun 12, 2018 4:23:42 GMT 10
It's a real shame, if I was a modder, I would have gladly helped you Mr. Curious I really hope that you will find people to finalize your project.
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Posts: 96
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Post by EVERGREEN on Jun 12, 2018 22:47:18 GMT 10
RE Remaster on RE4UHD Update June 2018 Request for help So I got a bunch of the enemy models that were ported from Umbrella Chronicles many years ago to add to this project, but to be honest they dont look that amazing. Their poly's were reduced significantly and at this point I am not really interested in porting these to my project, so this brings me to ask: Is there anyone in this modding community that would be interested in participating in this project with me? I am looking for experienced modders who can rig a bunch of models. This essentially means I would supply you with the enemy OBJ files and RE4UHD skeletons and you would need to map all of the vertices to the skeleton. It's lots of work, something that I do not have the time to do as making the rest of the rooms is time consuming enough. If there are really ambitious people who would really like to see this look amazing there are more opportunities here.. Instead of simply porting the originals, I would love someone to create some NEW enemy, weapon, and inventory models based on the originals (but with a much higher poly count). The future of this could be really exciting with Raz0rs new DLL & Trainer as we will have the following upgrades: - ss_pzzl.dat file can be up to 32MBs in size; - 32MBs of memory for player .udas and up to 16MBs for weapon .udas, 8MBs for vertex data, allowing to have around 55k polygons per player model and much more than just 255 vertex table entries; Ultimately I'd LOVE some really high polygon models, but I am willing to continue with this if we can simply reassign the bone mappings of the originals so please let me know if you are interested, otherwise I might just keep this project to a minimum and start learning Unreal Engine 4 and make something else. Happy Modding. You could port models from Operation Raccoon City or Umbrella Chronicles. Both have rather decent polycount zeds' but... To be honest - and again I really don't wanna sound rude, I respect your work because you definitely put a lot of time and effort into it - you most likely know that better than me but QLOC did an awful job with the PC port and even on my rig, which is pretty beefy, and with the game being on a SSD (With the UHD Project textures), there's some slowdowns, glitches, and all kind of oddities. 55k polys for a player character would most likely tank the framerate. There's this, and there's Capcom... You saw how they handle fan game I suppose. All of 'em got a cease & desist. Even a port like you're doing would cause problems when distributing it. I worked on the Nier: Automata texture pack and we got DMCA claims when it started to get popular, we had to talk with people @ Square Enix to resolve that. That's why the way Cris & Albert are distributing their stuff is pretty clever. There's no content that belongs to Capcom that way. Now if you wanna make something with UE4... I'm writing a Game Design Document right now to do a RE7 style survival horror, leaning a bit more on the psychological horror side of things. I'm gathering a team, and I know my way around UE4 (It's not my first game I'd make with it) - if you're interested (or have another idea to propose, I'm all ears), PM me Regardless, I wish you luck with whatever project you work on!
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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 Jun 13, 2018 5:17:56 GMT 10
EVERGREEN Hey thanks for weighing in. Let me address someof the things you said: "You could port models from Operation Raccoon City or Umbrella Chronicles. Both have rather decent polycount zeds' but...55k polys for a player character would most likely tank the framerate". Yes, 55k might be overkill for most computers. I only posted that info because to show how Raz0r's DLL will fix the poly limit issue that once was. My main issue here is that the models I do have (that are already are rigged) are pretty bad, and to re-rig everything from models straight out of UC would take me a bunch of time I simply dont have. If people want original models that look good for this release they are simply going to have to help. I assumed this community was big enough and had competent enough modders who would be interested. There's this, and there's Capcom... You saw how they handle fan game I suppose. All of 'em got a cease & desist. ..... That's why the way Cris & Albert are distributing their stuff is pretty clever. There's no content that belongs to Capcom that way.
Thanks for your concern. It's a tricky thing when it comes to content. I have to say a few things about this. Firstly, Albert & Chris are not only distributing original content as you stated. Many of their releases contain UDAS files that contain all the game models & other files, so I am in the same boat as them from a legal standpoint. I think it would be safe to say though that both of our projects DO NOT threaten piracy for the simple fact that you can not play our mods without buying the game. In the case of my mod that I am working on perhpas even the more.. The mod I am working on requires Raz0r's DLL companion which was written to specifications of a legit copy of the game which means in the end that users will not be able to play my mod without buying a legit copy of RE4UHD. How does this work? Without the the DLL the game will simply crash as it will not be able to load the files, and since the DLL was written for legit version of the game, the game simply wont work. If anything Capcom would be wise to see that mods like this might actually generate sales for their RE4UHD release. I don't in any way how downloading a modded version of something threatens sales. You cant play the mod with the files alone.. you still need to have the exe. If this were the case, I am willing to bet that over 80% of mods on this site (and others) contain some original game files. Also if Capcom keeps pushing people away from making mods with the threat of legal action the modders are likely just going to go to UE4 and make games which in the end will be direct competition for Capcom sales (a perfect example of this is the guys at Invader Studios who were shut down by Capcom for their efforts to remake RE2. Capcom would be wise to see that these projects generate a substantial amount of interest in their older games which would other wise be left to die. Chris & Albert have done an incredible service to the community by fixing a broken port. What does this do in the end? It keeps people interested in something that might not otherwise have done so. Now if you wanna make something with UE4... I'm writing a Game Design Document right now to do a RE7 style survival horror...
Now this is always exciting to hear, so congratulations on your project. I am honored that you have shown interest in my work as well, so thanks for that. The truth is I often question why I have put so much time & effort into a 10 year old game engine that has serious limitations. Why not learn something new like UE4? That is definitely the next step for me, but it will take some time for me to learn how to use it. Cheers, and.. Happy Modding!
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Posts: 96
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Post by EVERGREEN on Jun 13, 2018 5:54:49 GMT 10
Mr.CuriousFirst off, let me congrats you for taking "criticism" that well. It honores you really It's not necessarily easy especially when you have spent years on a project. Kudos to ya' So about the 55k polycount models, of course I was taking an extreme exemple, but as you said a bit further down is that it's an old engine. It's very cool to see that you and others are keeping it alive indeed, and I agree with the fact that Capcom play the cease 'n' desist trump card every single time is actually creating competitors for them AND mods keep games alive, that's for sure (Bethesda's game come to mind of course). I didn't know that the UHD Project had some proprietary content in them, but that's the problem actually: sure Raz0r's dll doesn't work with a pirated copy of the game but redist' of copyrighted material is forbidden regardless, hence why I mentioned the DMCA we got for the Nier Automata texture pack I contributed for, it was using texmod so OG content only but even then, Square didn't like it... I deplore that, really. The problems (DMCA, C'n'D) generally happens when mods gets too big. Just recently, a team working to port Fallout 3 into Fallout 4 engine was shut down. Shortly after, rumor has it that Bethesda is making a FO3 Anniversary... You get my point. I should mention that i'm in the same boat since I'm doing the same thing than Chris & Albert but for RE5. Same as you, not many people want to involve but I don't blame them. It's hard, long, tedious work. As for UE4, it's really easy to pick up and content creation is really well streamlined - which is the exact opposite of Unity, don't get fooled by the "it's easier to use", unless you have some serious programming skills in C#. Judging by your dedication, I really encourage you to mess with it, I'm pretty sure you have what it takes to make whatever you want, and that thing is - from my experience - dedication. Cheers buddy
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Posts: 137
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Post by jtl on Jul 10, 2018 7:35:36 GMT 10
работа хорошая спору нет, bio4cam и некоторые другие утилиты просто меняют значения типа float , в данном случае эта утилита написана на delphi, и меняет как я понял значения типа single , и да структура файлов re4 от re4uhd не сильно отличается, главное знать адреса куда писать.
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Posts: 137
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Post by jtl on Jul 10, 2018 7:46:44 GMT 10
Если прям сильно так надо, можно состряпать такие инструменты и для re4uhde, бесплатно, лень мне просто...
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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 Jul 10, 2018 8:10:57 GMT 10
работа хорошая спору нет, bio4cam и некоторые другие утилиты просто меняют значения типа float , в данном случае эта утилита написана на delphi, и меняет как я понял значения типа single , и да структура файлов re4 от re4uhd не сильно отличается, главное знать адреса куда писать. bio4cam не будет работать в RE4UHD, поскольку адреса разные. Я вручную редактировал камеры с помощью HEX. Мое исследование может в конечном итоге привести к разработке некоторых кулачковых инструментов в будущем, но пока еще слишком рано для нового инструмента. ENGLISH - bio4cam will not work in RE4UHD as the addresses are different. I have been manually editing the cameras by HEX. My research may eventually lead to some cam tools being developed in future, but it is still too early for a new tool. Happy Modding!
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Posts: 137
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Post by jtl on Jul 10, 2018 9:17:38 GMT 10
Понятно что адреса разные, структура одинаковая: по поводу DirectX я тебе просто накидаю: Dummy position: x,y,z = 4bytes,4bytes,4bytes = sum 12 Меши относительно Dummy = array of meshs (все координаты точек относительно Dummy отсюда и анимация) Камера которую ты меняешь в RE4 можно менять позицию относительно Dummy либо относительно 3DWorld
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