gridning hard working on a fan game - Resident Evil Remix
Post by Mr.Curious on Dec 3, 2021 6:36:30 GMT 10
and other coordinates via .txt file
This post is in response to those who have asked about editing triggerzones and other values in the extracted.txt. files for some of the tools. Some users may not have access to 3d editing software, or prefer to use the .txt file so I will explain how to edit these manually without the use of an extracted .obj file. It should be noted that if we are to chose the method of editing triggerzone or other coordinate parameters via the .txt file, then we must remove\rename\delete the extracted .obj file from our extracted folder in the working directory.
Here is an example of the triggerzone in an extracted AEV txt file:
# Event 0
# Type 2
ID = 0x1TriggerZoneHeightBoundary1 = 1082.875000
TriggerZoneHeightBoundary2 = 2169.542725
UnknownValue = 750.000000TriggerZoneCorner0_X = 106117.984375
TriggerZoneCorner0_Y = -9084.941406
TriggerZoneCorner1_X = 110010.875000
TriggerZoneCorner1_Y = -9163.832031
TriggerZoneCorner2_X = 109901.187500
TriggerZoneCorner2_Y = -18232.496094
TriggerZoneCorner3_X = 106172.046875
TriggerZoneCorner3_Y = -18263.816406...
As we can see from the example above there are four sets of XY coordinates
which each contribute one corner of the triggerzone. All four of these corners creates a 2d four sided polyhedron. The other two values of the triggerzone for the Height Boundary which adds another dimension of height making the object 3 dimensional. So how do we get these coordinates if we do not have access to a 3d program?
The only way I know for RE4UHD is to use a trainer like Raz0r's Ultimate Trainer
which will output the player position in XYZ coordinates.
To get the coordinates for any specific location we will need to move the player in-game (with the trainer running) to each corner of the triggerzone we wish to edit, and then copy those values from the trainer and paste them in the .txt for each triggerzone corner. It should be noted that the Y value shown in the trainer is inverted
, meaning you will have to use a negative number in the .txt file for positive values shown in the trainer, and vice versa.
The same thing goes for editing single poly triangles,
which simply consist of one set of XYZ coordinates (there are used for lights, destination points, ladder start points etc). Sometimes there is also a 4th value included in these sets of values which determines the player's facing angle
# Door Way (Room Change) Event Parameters
DestinationPoint_X = 31943.816406
DestinationPoint_Y = -12970.780273
DestinationPoint_Z = 2254.979492DestinationFacingAngle = -110.988388This information in this post has now been added to the Universal Concepts Guide pdf file, and the link in the original post for this file has been updated.
Happy Modding !