✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Dec 25, 2018 17:44:06 GMT 10
RE4UHD EFF Tool Tutorial Tools by Son of Persia Tutorial written by Mr.Curious Research shared by Albert of RE4 HD Project
A foreword about how I'd like to answer your questions about these tools If you have any questions about a particular tool or process, please ask in the appropriate tool thread instead of posting in the Main thread of the tools release. I will not answer questions about particular tools unless they are asked in the appropriate threads. I am asking this because I want to keep this information organized so it is not scattered all over the place.
For the RE4UHD EFF Tool Tutorial please visit the online Google Doc HERE
A full list of all the RE4UHD tutorials can be viewed HERE
Happy Modding!
Mr.Curious 12-2018
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Post by CORAZON on Feb 2, 2021 2:58:22 GMT 10
Hi Mr.Curious I have a question We can import effects from other rooms (like importing candles from r20b to r101) Instead of putting the candles texture in 44000101.pack can we just put them in a .pack file in the MAIN folder of Raz0r DLL? and then we can use it in every room for the same .TPL and without editing rooms textures? thanks.
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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 Feb 2, 2021 13:17:31 GMT 10
Hi Mr.Curious I have a question We can import effects from other rooms (like importing candles from r20b to r101) Instead of putting the candles texture in 44000101.pack can we just put them in a .pack file in the MAIN folder of Raz0r DLL? and then we can use it in every room for the same .TPL and without editing rooms textures? thanks. We can import effects from other rooms (like importing candles from r20b to r101)Yes, this would work, but why load candle textures for every room in the game? Better would be to load them in STAGE\MAIN\rxxx for just the rooms you want to have them in, but this is essentially the same as placing them in the room pack file IMO. I guess it call comes down to preference of where you want to have your textures. Personally, I prefer to have the all in one place, with the exception of the master ITM file. Happy MOdding !
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Post by CORAZON on Feb 3, 2021 22:42:26 GMT 10
Hi Mr.Curious I have a question We can import effects from other rooms (like importing candles from r20b to r101) Instead of putting the candles texture in 44000101.pack can we just put them in a .pack file in the MAIN folder of Raz0r DLL? and then we can use it in every room for the same .TPL and without editing rooms textures? thanks. We can import effects from other rooms (like importing candles from r20b to r101)Yes, this would work, but why load candle textures for every room in the game? Better would be to load them in STAGE\MAIN\rxxx for just the rooms you want to have them in, but this is essentially the same as placing them in the room pack file IMO. I guess it call comes down to preference of where you want to have your textures. Personally, I prefer to have the all in one place, with the exception of the master ITM file. Happy MOdding ! I am making a dark night mod and I need candles almost in every room that's why I am asking about this. Thank you for the tip I done somethings with candles and a lot of other stuff just in my 2nd week of learning, I will happy if you check it out in my channel on YouTube, I will feel happy if you give me a comment about my work... Day 8: Day 10:
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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 Feb 4, 2021 4:37:40 GMT 10
looks good! A few tips:
1 - add more vertices to your big wall models (this is why they are not being lit up properly) 2 - remove the sunlight blooms coming in through the windows. The effects are located in EFFECT 1 Group 7.
effect_8_id_0x1_type_0xA_texture_0x1F effect_13_id_0x1_type_0xA_texture_0x32.
You should be able to disable these by simply changing:
Id = 0x1 Type = 0xA Texture = 0x32
to
Id = 0x0 Type = 0x0 Texture = 0x0
3 - To prevent the enemy pitchforks from clipping the wall you may want to also edit the EAT file.(either this or make sure your SAT is using conventional names for the OBJ files).
4 - at 1:30 in your 2nd video we see that one of the ground models is not being touched by your flashlight (its not getting hit by any lights). Make sure to edit the SMX values of this model to include your flashlight in the LightControl section of the SMX entry.
5 - If you want to showcase your video without the distraction of enemies, simply use DISABLE SPAWN in Raz0r's trainer, or NUL the ESL file (back it up first).
I look forward to seeing more of this. Keep up the good work.
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Post by CORAZON on Feb 4, 2021 9:07:47 GMT 10
looks good! A few tips: 1 - add more vertices to your big wall models (this is why they are not being lit up properly) 2 - remove the sunlight blooms coming in through the windows. The effects are located in EFFECT 1 Group 7. effect_8_id_0x1_type_0xA_texture_0x1F effect_13_id_0x1_type_0xA_texture_0x32. You should be able to disable these by simply changing: Id = 0x1 Type = 0xA Texture = 0x32 to Id = 0x0 Type = 0x0 Texture = 0x0 3 - To prevent the enemy pitchforks from clipping the wall you may want to also edit the EAT file.(either this or make sure your SAT is using conventional names for the OBJ files). 4 - at 1:30 in your 2nd video we see that one of the ground models is not being touched by your flashlight (its not getting hit by any lights). Make sure to edit the SMX values of this model to include your flashlight in the LightControl section of the SMX entry. 5 - If you want to showcase your video without the distraction of enemies, simply use DISABLE SPAWN in Raz0r's trainer, or NUL the ESL file (back it up first). I look forward to seeing more of this. Keep up the good work. Thanks Mr. Curoius Believe it or not, this hour I figured out that the vertices have effects to the lighting this happened when I made a new room and the ground was too big, I noticed that the ground is so dark even though they share the same model (so same SMX) I tried to do some test to see where the problem is after a while I noticed that the ground and the walls are so bright in the corners then I knew it directly Thanks for the tips about the sunlight effect and don't worry I fixed the EAT file and everything work perfectly, and don't worry about the enemies, I know Disable Spawn I do it in some tests, but I love their company Still couldn't fix the ground is not being touched by my flashlight at 1:30, I changed the SMX ID to 0xFE but it didn't fix it, so I just ignored it for now Thanks Mr. Curoius
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