Ada... Ada Wong :D
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Original Join Date: Aug 21, 2008
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Post by EvilLord on Mar 24, 2014 3:17:41 GMT 10
particle may come from shader so maybe if you found the script you can disable some effects. repacker for udas on the way, just need some testing/fix before release :op Nice Finally i can Make some mods x3
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Post by marcelo20xx on Mar 24, 2014 6:05:15 GMT 10
particle may come from shader so maybe if you found the script you can disable some effects When the game was released there were early attempts to remove the film grain effect by disabling the respective shader, and you are right. The secondary effect was that all the shaders effects were disabled, not only the film grain, but the game ran flawlessly on 60FPS at any resolution on my ancient rig (a Core 2 Quad), sadly I don't have too much knowledge about the shader's code language so I couldn't disable the ones I wanted, like the fog and dust...
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Post by blaytron on Mar 24, 2014 7:21:40 GMT 10
Man I can't believe how fast your progress has been codeman, Thanks again for all the hard work.
I'm still kinda sad that Capcom didn't optimize the models to run on pc, but not surprised. It does help explain why I can't run a 9 year old game at 60 FPS on my pc though.
Was also wondering if a .BIN to .SMD exporter/importer was coming in the future?
I only ask because I am interested in modding RE4UHD, but I use Blender, and .SMD is the only format Blender supports, that I've found, to work with rigged meshes for modding.
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Post by CodeMan02Fr on Mar 25, 2014 1:35:41 GMT 10
well, actually i wrote a maxscript to load the mesh in 3dsmax buti think we can also wrote a bin to smd and vice versa app once the whole file format is mapped (still need to load bones, bonemapp and vertex weights)
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Post by Deleted on Mar 25, 2014 1:39:42 GMT 10
well, actually i wrote a maxscript to load the mesh in 3dsmax buti think we can also wrote a bin to smd and vice versa app once the whole file format is mapped (still need to load bones, bonemapp and vertex weights) I know nothing of modding,But to test to see if you can get custom models working,Your gonna try something like adding something to his default model(maybe optimized if you do that or something idk,But to test) Add something so we can see if it works.
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Ada... Ada Wong :D
Posts: 9,898
Original Join Date: Aug 21, 2008
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Post by EvilLord on Mar 25, 2014 2:09:00 GMT 10
well, actually i wrote a maxscript to load the mesh in 3dsmax buti think we can also wrote a bin to smd and vice versa app once the whole file format is mapped (still need to load bones, bonemapp and vertex weights) Good To hear i wish you luck Mate i hope we can see this script soon ^_^
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Post by blaytron on Mar 25, 2014 10:09:43 GMT 10
well, actually i wrote a maxscript to load the mesh in 3dsmax buti think we can also wrote a bin to smd and vice versa app once the whole file format is mapped (still need to load bones, bonemapp and vertex weights) Sweet! Thanks codeman, really appreciate it.
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Post by CodeMan02Fr on Mar 25, 2014 23:34:59 GMT 10
woaw, the more i look at the model format, the more it look like the Re:Remake one on Gamecube, even the vertex weight system look the same! (also the game is based on gc version so ..)
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Ada... Ada Wong :D
Posts: 9,898
Original Join Date: Aug 21, 2008
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Post by EvilLord on Mar 26, 2014 0:31:53 GMT 10
woaw, the more i look at the model format, the more it look like the Re:Remake one on Gamecube, even the vertex weight system look the same! (also the game is based on gc version so ..) Oh Wow xD damn
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Post by CodeMan02Fr on Mar 26, 2014 22:04:46 GMT 10
another mistake on this port : models store the vertex bonewiegths id twice in the file grrr
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Ada... Ada Wong :D
Posts: 9,898
Original Join Date: Aug 21, 2008
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Post by EvilLord on Mar 26, 2014 22:55:52 GMT 10
another mistake on this port : models store the vertex bonewiegths id twice in the file grrr what really ? well that s horrible D:
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Resident Button Modder
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Post by DarkSamus on Mar 27, 2014 0:01:40 GMT 10
another mistake on this port : models store the vertex bonewiegths id twice in the file grrr I've seen a lot of doubling up in these files, but that is just crazy.
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Post by CodeMan02Fr on Mar 28, 2014 5:42:47 GMT 10
oh i just figurated i was not enought precise on this : it store an array of vertexweight lookups equal to the vertexcount twice!
so the each model file got a lot of kb used for shit lol just like duplicated textures...
now you know why this version is so damn big on your hdd even without mods on it lol.
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SetMode : Enraged Mad Dog ---> SetMode : Ok
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Post by CodeMan02Fr on Mar 28, 2014 5:45:52 GMT 10
well, actually i wrote a maxscript to load the mesh in 3dsmax buti think we can also wrote a bin to smd and vice versa app once the whole file format is mapped (still need to load bones, bonemapp and vertex weights) I know nothing of modding,But to test to see if you can get custom models working,Your gonna try something like adding something to his default model(maybe optimized if you do that or something idk,But to test) Add something so we can see if it works. actually i am working on the full 3dsmax import not the game bin export as i need some data to sill be figurated . i also started to port my actual code to fbsl to be able to do a smd2bin and bin2smd app (just started thought)
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Ada... Ada Wong :D
Posts: 9,898
Original Join Date: Aug 21, 2008
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Post by EvilLord on Mar 28, 2014 5:59:24 GMT 10
Nice work Codeman ^-^
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