Posts: 92
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Post by crisdecuba on Apr 15, 2014 5:03:22 GMT 10
Hey guys. I've been trying to get this set up on my end, but I am encountering some difficulties.
Here are the details: 1. I have copied the applicable files to the Resident Evil 4 folder 2. I am trying to import the following packs: 0d100000 0d100030 0d100200 0d100300 0d100400 0d100410 0d100430 0d100440 0d101210 0d101300 0d120000 0d120010 01000000 44000100 44000101 44000102 44000103 44000120
When I run the RE4HDModInstaller.bat file, it runs and eventually gives me the following error:
The actual name of the 44000120 file is "44000120.pack.lfs" not "44000120.pack.y2z.lfs"
When I look in the actual ImagePackHD folder, I see the following:
The following folders have been created (13 out of the 18): 0d100000 0d100030 0d100200 0d100300 0d100400 0d100410 0d100430 0d100440 0d101210 0d101300 0d120000 0d120010 01000000
I also see 18 *.bak files
And five *.pack files (44000100, ...101, ...102, ...103, ...120)
And 13 *-yz2.txt files
And for the 13 packs listed above, I see the new file, the original, AND the bak file:
Example: ------------ 0d120000.pack.yz2 0d120000.pack.yz2.lfs 0d120000.pack.yz2.lfs.bak ------------
Any ideas what the issue could be?
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Posts: 92
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Post by crisdecuba on Apr 15, 2014 12:28:31 GMT 10
Actually I think I figured it out. I will post the modifications I had to make to get the script to work later. Thanks for this, voodooman!
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Posts: 318
Original Join Date: Jul 12, 2007
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Post by voodooman on Apr 15, 2014 18:39:08 GMT 10
Сan you start script with debug.bat and provide me entire log file please?
Also, before doing this, try to remove "echo off" from main script, so that i can see everything that happens.
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Posts: 318
Original Join Date: Jul 12, 2007
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Post by voodooman on Apr 15, 2014 18:52:36 GMT 10
Ah that last part sounds good to me! it's a good and pretty simple way to organize things As usual everything seems very compliacted but surely it's not that hard when putting it into practise XD Sure the script will need to do a really hard job with this huge duplicated textures list... Mmmm yes, that clonespy don't look into the image appearence so if some texture has different size it will consider it different. But maybe it's better that way. Sometimes the textures is at different size because the game doesn't need a huge resolution for that specific texture in certain distant or almost hidden places. Most times the difference in size depends of the context. 44000100.pack first stage textures. Almost every texture after 0069.tga is duplicated somewhere else in the game 0d100xxx.pack textures for that area cutscenes. almost every texture is duplicated 44000120.pack stage "0". used for opening cutscene stage. Don't skip introduction video or you'll skip this "room" 0d120xxx.pack textures for that area cutscenes almost all textures are duplicated in both packs 0d120000 and 0d120010 44000101.pack second stage textures (village). Almost every texture after 0120.tga is duplicated somewhere else in the game. 0d101xxx.pack textures for that area cutscenes. almost every texture is duplicated Good luck!! Thanks, but actually CloneSpy can not find textures different in size, but i can consider absolutely different textures as same if their size match. So i strongly suggest not to use it and use dublicate image searching software instead.
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Posts: 321
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Post by albert on Apr 15, 2014 22:06:05 GMT 10
All textures with same dimensions have same size. If Clonespy couldn't distinguish between sizes then clonespy only would find a few textures groups and every group would include hundreds (or thousands) of textures because the dimensions variations are very limited (16 32 64 128 256 512 1024, some exceptions and the combinations between them). But that's not the case. It uses CRC calculations (whatever it means...) so it recognizes differences beyond the size of the file, that's for sure.
For example, this one:
[XXXXXXX] 44000106\0034.dds 44000507\0016.dds 44000607\0034.dds
This is the roof of the house in which Luis is imprisoned. The file size is 256x256 and there are hundreds of textures with those specific dimensions. But CloneSpy was able to recognize the duplicity of the texture. That texture is there only 3 times.
44000106 is the folder for main game 44000507 is Separate Ways 44000607 is... I don't know! 440006xx folders seem to be random duplicated rooms but I don't know what's their purpose ingame.
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Posts: 318
Original Join Date: Jul 12, 2007
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Post by voodooman on Apr 16, 2014 4:02:01 GMT 10
I think 6xx are cut-scene rooms. Maybe not for leon but for Ada, that rooms that was used to pre-render scenes for ada and that still potentially can be rendered in real-time if you will removd prerenders.
As for script, i actually started to port it to autoit, its not yet working just a little shapshot of my progress, instead of rewriting from scratch im keeping same sctructure, variables and everything that possible and just changing syntax 1st, once ill finish with syntax i would do more AI3 specific changes in script logic (removed untill finished to not confuse anyone).
Chris, when will you post your changed script so i can see what you did and what was the reason of bug?
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Posts: 321
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Post by albert on Apr 18, 2014 5:27:39 GMT 10
It seems the game crashes around 10% of the times the game loads one of the packs generated by this script... It's a really weird issue... don't you think? Both Cris and I have been experiencing the same issue
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Posts: 318
Original Join Date: Jul 12, 2007
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Post by voodooman on Apr 18, 2014 15:46:08 GMT 10
Can you send me please folders with textures you pack and already packed packs so i can investigage what goes wrong? And please send me debug log as well, debug bat script included in archive on previous page, just run it to pack files and send to me resulting log.
Have you tried to make pack file with same textures manually and see if crash happens as well? It possibly could be not really a sctipt related issue, but im not sure.
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Resident Button Modder
Posts: 4,537
Original Join Date: Nov 1, 2009
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Post by DarkSamus on Apr 18, 2014 16:07:23 GMT 10
There is 2 things that stops me from releasing mods using this "standard"
1. It is WAY to much of a pain to get this working correctly 2. It relies on the person downloading the mod to know how to use this tool which is honestly far from intuitive.
Hopefully at some point you can make this easy for everyone to use, but until then I'll be sticking to releasing mods the "normal" way.
Good luck with developing this tool, as it really does look quite promising. It just needs to be FAR easier to use.
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