Posts: 21
|
Post by matrixcn on Mar 28, 2014 8:47:14 GMT 10
this new .bin format's a mess! lol. was curious about it. WOW!
|
|
SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
|
Post by CodeMan02Fr on Apr 1, 2014 11:10:31 GMT 10
some news : - ported my maxscript to fbsl successfully - added bones loading and rendering in my engine - added vertex uv/color editor (not sure it will be usefull but the game seems to use vertex colors so need testing later) - skin support on the work.
yet to do : - finalize the complete mesh loading. - add custom smd export for this game - add smd export for this game. - add bone names support for easier modding (bin have only numbers) - materials will not be supported as they use only matid's (reloading then still possible in the app)
if you need some bases skeleton from the game, feel free to ask by specifying the pl00XX mesh you want), so you can start rigging your models for later.
info: max 3 bone id's/weight per vertex.
see you later when i got time or to send infos/updates.
|
|
Posts: 189
|
Post by marcelo20xx on Apr 1, 2014 13:29:01 GMT 10
Thanks for the update codeman, please keep it up!
|
|
SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
|
Post by CodeMan02Fr on Apr 2, 2014 5:30:17 GMT 10
just tested vertex color usage and it is not used actually by shader for rendering so the game just draw the model using diffuse+ bump only, no vertexcolor. i was hoping we could add some nice static effects using vertex color in this version but no and no and no , why do they store unused data in models in that case grrrr ? or maybe i can look at the shaders code later whaen i got time ^^
|
|
SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
|
Post by CodeMan02Fr on Apr 6, 2014 4:55:12 GMT 10
added old maxscript in first post for thoses who whant to play /improve it or add bones support to it as i am working on a app to automate this ,but will take some time because of lack of free time.
|
|
Ada... Ada Wong :D
Posts: 9,898
Original Join Date: Aug 21, 2008
|
Post by EvilLord on Apr 6, 2014 5:28:28 GMT 10
added old maxscript in first post for thoses who whant to play /improve it or add bones support to it as i am working on a app to automate this ,but will take some time because of lack of free time. ah i see well when ever you have time ^-^ at least now we have a unpack and repack Udas files so thanks for your work ^_^
|
|
Posts: 21
|
Post by matrixcn on Apr 17, 2014 15:55:34 GMT 10
I may have a surprise for all of u!
|
|
Posts: 189
|
Post by marcelo20xx on Apr 17, 2014 16:09:36 GMT 10
Ooook, we are eagerly waiting here...
|
|
Website Founder
Posts: 7,798
Original Join Date: Sep 28, 2007
|
Post by Wizard on Apr 17, 2014 17:19:22 GMT 10
added old maxscript in first post for thoses who whant to play /improve it or add bones support to it as i am working on a app to automate this ,but will take some time because of lack of free time. ah i see well when ever you have time ^-^ at least now we have a unpack and repack Udas files so thanks for your work ^_^ Did I miss something? lol I recall there being an unpacker released, but I don't remember there ever being a repacker released?
|
|
✫Advanced Coder✫
Posts: 751
Original Join Date: Feb 15 2010
|
Post by Son of Persia on Apr 19, 2014 8:24:26 GMT 10
Hi every body after a LONGGG break. I made a simple app to import custom models into RE4 GC/Wii and also tried to do the same with RE4 UHD BUTTTT believe me, there is something wrong with this SHITTTTTYYYYYY Port that QLOC and CRAPCOM did after TENNNNNNNNN years!!!!! Long story short, it maybe impossible to imprt FULLY functional, textured characters into this shit. coders can give it a try and see what I'm talking about. Maybe I'll make a new thread and release my personal RE4 GC/Wii toolset that let's you import custom characters and have fun with them in near future whenever had some free time. Didn't mean to dissappoint u but it's a true fact(coders can check and see). have fun and enjoy this SHITTTY PORT. See u around dear friends
|
|
Posts: 21
|
Post by matrixcn on Apr 19, 2014 14:46:29 GMT 10
Hi every body after a LONGGG break. I made a simple app to import custom models into RE4 GC/Wii and also tried to do the same with RE4 UHD BUTTTT believe me, there is something wrong with this SHITTTTTYYYYYY Port that QLOC and CRAPCOM did after TENNNNNNNNN years!!!!! Long story short, it maybe impossible to imprt FULLY functional, textured characters into this shit. coders can give it a try and see what I'm talking about. Maybe I'll make a new thread and release my personal RE4 GC/Wii toolset that let's you import custom characters and have fun with them in near future whenever had some free time. Didn't mean to dissappoint u but it's a true fact(coders can check and see). have fun and enjoy this SHITTTY PORT. See u around dear friends Well no its not impossible...the format makes logical sense in an illogical way. By that i mean structures arent combined anymore. A lot is seperated into their own sections. As of right now ive ported my model viewer to the new format and it can export models ad obj's and smd's still...with skeletons...but still working on weights and scaling.
|
|
Posts: 189
|
Post by marcelo20xx on Apr 19, 2014 15:27:12 GMT 10
So we are very close to mod characters models in this version? that's awesome, keep the good work...
|
|
✫Advanced Coder✫
Posts: 751
Original Join Date: Feb 15 2010
|
Post by Son of Persia on Apr 20, 2014 8:24:14 GMT 10
You know matrix, importing models into a game is way MUCH different from exporting them. u can ask mariokart about his efforts for importing model into re remake gc. anyway after u completely understood the structure of .bin format, can give it a try and see what I'm talking about BUT be 100% sure it's incomparable with exporting the models to .obj or .smd that is WAYYYYYY TOOOOOO easy comapred to model import.
Below is a proof of what i've done with RE4 GC/Wii. in near future u will have my full modding package.
Have fun dear friends.
Chris : VERY CUTE ...
|
|
Ada... Ada Wong :D
Posts: 9,898
Original Join Date: Aug 21, 2008
|
Post by EvilLord on Apr 20, 2014 8:57:23 GMT 10
WHAT HOW AND WHEN O__O
where can I get my hands on this magical script so i can finally mod this game O__O
|
|
Posts: 21
|
Post by matrixcn on Apr 20, 2014 14:38:30 GMT 10
I'm not a newbie bro lol. anyway...got all the weights working. mapped about 99% of the file format. amazing how bloated this format is with regards to data storage.
currently working on texture map template exportation and it's scaling. the conversion back to bin from smd shouldn't be too hard.
|
|