ripc
Survivor
Step in my Oven.
Posts: 47
|
Post by ripc on Oct 5, 2010 19:06:19 GMT -5
Introduction:I'm creating this Thread to build a knowledge base (psuedo-wiki) for the Structure and Application programming interface (API) of *.txt files within *.big archives. I would really like anyone that has found anything interesting whilst altering/scripting these certain files to share what you've found and help this community further their knowledge in this. Currently I'm not at my main computer although I will post a little later what I know so far. Completed Modifications:Field of View/Camera Control Custom Spawn Points Item Spawn Points Basic Item Attribute Editing W.I.P. Modifications:Real-Time Onscreen XYZ Location HUD Color/Size Debug Menu Playable TestLevel Custom Menu (Control Spawn, FoV, Items, etc. In-Game) Obviously the Custom Menu is something I would like to create later on with a larger knowledge base. I would possibly like to create a Global Flags script that can control most of this in-game. As stated before, if anyone could add to this thread with their knowledge, please do (within code tags) even if it's just minor notes such as Syntax and Item Lists. I would love to help further this community as much as possible. I'm sure it would also lower the amount of "Crashes to Desktop" everyone experiences during testing. Edit: If it's a specific mini-tut please create another thread for it, I hope to have this thread so people can use it as a Glossary for Syntax, Functions and Structure of the *.txt files. Please post what you know, not questions as to what you don't know.
|
|
ripc
Survivor
Step in my Oven.
Posts: 47
|
Post by ripc on Oct 6, 2010 4:20:33 GMT -5
Creating Polygons in Dead Rising 2 *.txtEstimated Purpose:I'm yet unable to find exactly what these Polygon Functions are used for, although so far I would assume that it's to mark out an overall area so the Game can interpret where the Player/Client is. For example; if the Player/Client is within XYZ Vertex Coordinate the game could assume that's where they are. This may allow it to load areas on the fly based on where you are currently positioned. As I said though - I'm really only guessing. I don't believe these could be used to create maps as I'm just not sure if they have collisions. But who knows. Functions:cPolygonSmall cPolygonLarge Attribute Description:Height: This attribute defines the Height of the Polygon in either cPolygonSmall or cPolygonLarge. Location: I believe this attribute points towards the anchor point of the Polygon in XYZ coordinates. NumVertex: Indicates the total number of vertexes used in the Polygon. Vertex#: Creates a Vertex point at defined XYZ coordinates to create the overall Polygon. Text: Not entirely sure what this does yet, although I believe it could be used to indicate in text where the Player/Client is positioned in Text, for example setting this to "1" may indicate a position such as "Safe House", "Casino", etc. Example of the Function, Attributes and Modifiers: cPolygonLarge varName { Height = "2.0" Location = "1.000,1.000,1.000" Text = "1" NumVertex = "2" Vertex0 = "1.000,1.000,1.000" Vertex1 = "2.000,2.000,2.000" }
|
|
|
Post by dany25 on Oct 6, 2010 10:45:50 GMT -5
Good News I figured out how to add Amber as invulnerable follower at the start of the first mission!!! I edited the missions.txt file. I give you the way to make this in the next post Attachments:
|
|
|
Post by dany25 on Oct 6, 2010 10:51:41 GMT -5
cMissionSpawnNPC TwinGoldo { DefaultBehaviour = "Idle" NPCName = "cast_twingold" Rotation = "-1.1" SpawnPoint = "6.283,-1.088,12.518" cMissionDialogue Fun { Dialogue0 = "70006" JoinChuckAfter = "true" LoopThisNode = "false" } }
cMissionChangeNPCState SetInteractive6 { Behaviour = "Idle" Interactability = "Full" InvulnerableToGrapples = "true" NPCName = "cast_twingold" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "true" SurvivorLeavesTheParty = "false" }
I put another screenshot in a another post for more clear view Attachments:
|
|
|
Post by dany25 on Oct 6, 2010 10:52:59 GMT -5
if you need more explication just ask You need some edit inside items.txt cAnimationBehaviour sexy_idle { AnimName = "t2_twinswhite_idle" Type = "0" } just under add this: cGunAttackBehaviour x123 { }
cMeleeAttackBehaviour x124 { }
} Don't save your game!!! i dont know how the game save the followers survivors Attachments:
|
|
ripc
Survivor
Step in my Oven.
Posts: 47
|
Post by ripc on Oct 6, 2010 16:41:35 GMT -5
This info is great! Although I do please ask that if you're quoting any scripting or code that you put it in it's respective code tags. Also dany25; this probably deserves it's own mini-tutorial on it's own. As I explained earlier I created this thread in the purpose of learning the Functions, Attributes, Modifiers and Syntax within the API of the *.txt format. Edit: Also keep in mind, when adding something to the game files, whenever I show an example and use "varName" it just means a name of a Variable that can be anything you like. For instance with your Twins Companion Modification; you can actually just create a new Function Variable right off the bat instead of replacing others. For instance: Missions.txt:cMissionSpawnNPC TwinsCompanion_Int { DefaultBehaviour = "Idle" NPCName = "cast_twingold" Rotation = "-1.1" SpawnPoint = "6.283,-1.088,12.518" cMissionDialogue JoinPlayer { Dialogue0 = "70006" JoinChuckAfter = "true" LoopThisNode = "false" } }
cMissionChangeNPCState TwinsCompanion_Behave { Behaviour = "Idle" Interactability = "Full" InvulnerableToGrapples = "true" NPCName = "cast_twingold" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "true" SurvivorLeavesTheParty = "false" } Although, this would be a much more difficult way of doing it, as we have to find everything this points to in regards to NPCs and then from there it requires us to create new variables. Basically with this thread my Goal is to help everyone to learn how to "Add" to the game, not just replace parts of the game. Hence we continue to keep it accessible and 'bug-free' as if we were going to release these modifications to our own Mothers. Edit: Sorry, this is probably a very poor example for me to show you with but I hope it gives you a slight idea. The reason being is so when you actually play the game you don't encounter any scenes or NPC interactions that have been modified from original other than the ones you want.
|
|
|
Post by dany25 on Oct 7, 2010 3:15:31 GMT -5
My Amber npc and the game missions works when i load my second start game. My modification and the game missions works when you start a new game or load a finished one.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 13, 2010 20:58:23 GMT -5
I tried this on the DR2 PS3 version it doesn't work lol i wish that it did tho.
|
|
|
Post by anno1404 on Nov 1, 2010 20:59:08 GMT -5
I tried this on the DR2 PS3 version it doesn't work lol i wish that it did tho. How in gods name can you edit the Ps3? Introduction:I'm creating this Thread to build a knowledge base (psuedo-wiki) for the Structure and API of *.txt files within *.big archives. If you are still doing this and need an actual wiki you are welcome to create new pages.
|
|
|
Post by agret on Nov 9, 2010 7:52:31 GMT -5
If you have a jailbreak device for ps3 you can copy games from blu-ray to hard drive and then edit them over FTP. It's cool Modding on console Have not got Dead Rising 2 on PS3 though so I can't check it out, already bought it on PC
|
|