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Post by Wizard on Feb 28, 2012 18:05:57 GMT -5
I can't do it either. Only Plasmid or Mariokart could do it. There's no use in faffing about. Only they can do it? I hope your not referring to the header swap via Hex lol, because I can do it just fine. It's not even that difficult. I'm going to assume your going talking about something related to the a custom model that I wouldn't know about.
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Post by Wizard on Feb 26, 2012 9:27:12 GMT -5
There is really nothing you, personally can do to fix it. Oh ? o.O Whys that? D:
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Post by Wizard on Feb 25, 2012 20:45:37 GMT -5
Hey Freako If you gave me the raw textures for this reskin (Nonpacked TEXMod Pack) i could replace the raw TEX for you. I know how to do the whole header swap deal, I've done it a ton in the past.. These textures just replace his default outfit right?
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Post by Wizard on Feb 20, 2012 9:56:34 GMT -5
It's possible in DR2 and OTR. Just for some reason nobody figured out how until someone did it once recently and I took notice of the method. So in OTR it's possible to add brand new cloths without replacing any of the default..that's pretty awesome.
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Post by Wizard on Feb 20, 2012 9:44:53 GMT -5
Wizard, all you have said with #1 was incorrect. Because we CAN add a brand new entry into npcs.big and I do all the time to create new outfits. So yes, everything he asked IS possible. In off the record you can? I must be thinking of DR2 only then..I've never tried it in OTR, I just assumed they were both the same.. Good to know Thanks for the correction
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Post by Wizard on Feb 19, 2012 21:08:23 GMT -5
Hi! Welcome Aboard! 1. Unfortunately we've never found a way to do make a brand new entry in Npcs.big and actually have the game load it..because for example, let's say your going to make a new survivor by the name of JimTheSlim (Just a random name lol) so you'll put in for a spawn entry of spawn JimTheSlim, even though all the files are there to support the spawn (Like in the Npcs.big) the game's source code itself has no idea what that is, and will completely ignore the command to spawn that NPC and move onto the next line. 2. That's a unique & neat idea, I'm going to say it's certainly possible with a good manipulation of the missions.txt in the datafile.big, so I say Yes, it's possible, as long as you have the knockledge to do so
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Post by Wizard on Feb 18, 2012 21:25:32 GMT -5
Big difference between chubby and fat =P Big ass bump... you're lucky you're the admin <_< Aint no rules about not bumping here dude =P But regardless, you are right, I suppose it was a pointless bump lol, I didn't even think about that..I'm a bit out of it these days
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Post by Wizard on Feb 18, 2012 14:55:41 GMT -5
Big difference between chubby and fat =P
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Post by Wizard on Feb 18, 2012 14:33:22 GMT -5
Wow, really nice job man.
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Post by Wizard on Feb 18, 2012 13:11:58 GMT -5
I just tried this out, it works perfectly. Good work Tommah.
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Post by Wizard on Feb 18, 2012 10:02:59 GMT -5
Impossible to do a model swap with TexMod
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Post by Wizard on Nov 20, 2011 23:17:27 GMT -5
sorry for late reply turns out the missing shadows was a typo ^-^ hehe download the script of pastebins pastebin.com/ukDbtM97I'm not working on anything else until I can build some download content. even with the release of the tool it seems this place just keeps dying. poring countless hours into expanding the tools capabilities would be stupid if theres no community to support it I think it's simple really.. Unfortunately the game itself, Dead Rising 2, isn't really all that popular, then you have to take that already small number and cut it into those people who play it on the PC, then you have to cut that number again via the people who actually want mods for the game, then cut it a final time by those you want to MAKE mods for the game.. in the end you have a very small number
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Post by Wizard on Nov 7, 2011 10:35:14 GMT -5
Yeah trying to unpack & repack the Npcs.big has been extremely tedious over the last year lol, takes so damn long. It'd be nice to have some kind of Injector tool for the .BIG files, or have a way to get the EXE to read an extract Npcs file rather then reading the Npcs.big ONLY and refusing to read the folder.
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Post by Wizard on Nov 6, 2011 21:37:21 GMT -5
1) your model has to be in the same pose.... thats what is meant by prepared. I used an already rigged model since I can then move its pose to fit the DR2 skeleton exactly. 2) I'll look into weaps after zombies are imported 3) I am seriously considering porting the project to C, but would start small. like making a BIG unpacker 1. Ohh, That's simple then, I understand that now. 2. Sounds awesome! Spongebob Squarepants Zombies! wh00! 3. That would be fantastic as long as you have the drive in you to do so!
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Post by Wizard on Nov 6, 2011 21:12:09 GMT -5
magnum used the same technique in his auto rigger script. copies the weights then reapplied them... its possible to recreate a simular setup to what was at the RE4 scene. but i'm not a programmer, I'm just a modder with some knowledge of 3dsmax's scripting language. we really need a programmer with an actual programing background. shame that james and magnum are now defunct Alright man I gotcha Well dude without you none of this would be as far as it is already...we'd still have no way of custom character models at all lol It'd be really cool if you could figure out the Weapons, I saw you posted a little big back that it was really complex, You'd think those would be the easiest to work with (Hopefully) if you could figure it out when it comes to "Copying" the rig to another weapon, it should only have 1 bone (Some may have more depending on what it is) Regardless I'm currently finishing up my 3d max install,I will attempt to give this a whirl..to bad I have no idea how to "PrePare" the model in 3D Max before I even bother trying to replace another character in Dr2 with it
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Post by Wizard on Nov 6, 2011 20:57:19 GMT -5
@benjaminxdr not i'm gonna try to focus on the script @wizard Well I just got done watching the entire video...holy crap! ...I understood most of what you just did because I've been working with models for some time now but man.. talk about alot of work xD Do you think in-time we'll be able to manually rig the model rather then perhaps say "Steal" the rig from the original model? From what I can tell it'd be alot faster lol, but then again it may not help to much because you still need to have the new model split up into the same amount of parts as the original because of the export the model chunk by chunk right? It's awesome custom models are possible in Dr2 now.. but that is utter madness in length! hm, thing is you have to use the exsisting skeleton. but I believe it was the same in RE4 aswell. the difference was that the model was one piece. because this is a new gen game your working with more bones. RE4 had less so it was OK just to use one mesh one skeleton with DR2 its dicing up the files to increase proformence. theres actually a bone limit to a mesh pieces, so thats why the meshes are diced in DR2. because of engine limitations and to help with loading proformence. the other thing is that DR2OTR files have stripped skeletons, meaning the skeletons in the files are just dummies they have no impact with the game. nor do they have names. theres a folder called skeleton, and the models share these set skeletons. that way the game can reuse animations on all characters using a common skeleton. the steps may seem difficult, but you'll have to understand that this is how next gen engines operate. as for making it more simple, I'm sure there is room for improvement. I could write up a standalone converter in C# to convert from DAE or SMD files.. and do the skeleton lookup by "name" rather then index. I can also set it up so that the mesh is automatically diced up for you based on a set bone limit. doing it this way removes 2 majors issues 1) Does Not Reqiure 3dsmax 2) Does Not Require User to Dice Model of course you'll still need to re-use the same skeleton.. theres no way around this but c# is not a language I know very well I'm very new to it. So its more productive if I continue with maxscript for now until I'm able to crack the format more and able to access and export props, weaps, and zombies.. then I can aim for another coding language.. so unless someone is willing to recode a seperate tool, I'm afraid your stuck with the max method Also, I worked up a quick CaseWest and CaseZero importer.. not really impressed by the models :\ Ah I see. Yeah your completely right about RE4, just the entire model is 1 chunk like you said. I realize you have to use the original Dr2's model skeleton regardless, that's perfectly fine! I'm not looking to import a new skeleton, I was asking if it would be possible at some point to import the new character model you want to put into Dr2, and manually rig the model body part by body part onto the skeleton manually like we do with Magnum's Re4 SMD Script, or would that mess up something you have set completely? The idea of making a more advanced script so you don't have to dice the model up manually and not having to use 3D Max (So I could use Milkshape..which is what I'm use to..) would be great. To bad you don't have the knockledge to do that heh I find it really sweet that it's possible to "Steal" a rig from one model and give it to another, I just wish it wasn't so damn tedious lol,
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Post by Wizard on Nov 6, 2011 19:48:32 GMT -5
Awesome work, I figured someone would make a mod like this in time
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Post by Wizard on Nov 6, 2011 19:41:46 GMT -5
Well I just got done watching the entire video...holy crap! ...I understood most of what you just did because I've been working with models for some time now but man.. talk about alot of work xD Do you think in-time we'll be able to manually rig the model rather then perhaps say "Steal" the rig from the original model? From what I can tell it'd be alot faster lol, but then again it may not help to much because you still need to have the new model split up into the same amount of parts as the original because of the export the model chunk by chunk right? It's awesome custom models are possible in Dr2 now.. but that is utter madness in length!
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Post by Wizard on Nov 6, 2011 19:01:19 GMT -5
I don't know what happened to the video, it was 2GBs when I uploaded it.. but it seems the resolution is stuck at 340p !! usually youtube says at the top pending.. I donno if the uploaded video got messed up or what :\ anyway heres the video you'll need to watch in order to know what to do. Awesome! Thank you very much! I am able to watch it in 1080P Full-screen, looks very sharp =]
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Post by Wizard on Nov 2, 2011 23:38:30 GMT -5
Jesse? Get your priorities right, It's Frank we want. Believe it or not not EVERYONE wants to focus on Frank I'm personally more interested in bringing Resident Evil characters in Dead Rising 2, rather then making more gear for Frank when there is so much of it already.. but hey we are all different.
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Post by Wizard on Nov 1, 2011 19:33:12 GMT -5
I'm glad you're back, I have a lot of ideas for new weapons/combo weapons. Same - This script will open doors to all kinds of awesome mods. When the script is full featured with a video tutorial this will for sure pick up population once videos are on youtube for awhile and people learn how the use the script perfectly to get the best quality out of a custom model Pretty pumped to see where this goes.
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Post by Wizard on Oct 30, 2011 19:58:02 GMT -5
I just tested this out, great mod. All this should have been free with the game..technically we already bought it, it was on the disc we bought >_>
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Post by Wizard on Oct 30, 2011 19:46:18 GMT -5
Holy crap that's awesome! Sure it's just a simple zombie face texture over Franks but still, it looks awesome xD
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Post by Wizard on Oct 30, 2011 19:45:11 GMT -5
Very nice! That looks very much like DR1 frank
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Post by Wizard on Oct 27, 2011 18:12:09 GMT -5
Question..how is disabling gas zombies going to make it harder? lol That'd have the exact opposite effect, it'd make it easier.
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Post by Wizard on Oct 26, 2011 20:25:32 GMT -5
I actually did this about a week or so ago, I just never got around to fixing the Camera holding animation and swapping his sound's with Chuck's.
Still, good to see someone else is making effort's into fully replacing Frank with Chuck.
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Post by Wizard on Oct 19, 2011 11:39:34 GMT -5
This'll piss of Capcom so bad if they find this xD
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Post by Wizard on Oct 17, 2011 10:59:23 GMT -5
Can't wait to see what you can come up with MarioKart
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Post by Wizard on Oct 16, 2011 23:18:41 GMT -5
Wow, long time no talk dude Been years since I've seen a post from you on a community I visit. I really hope you can some-time get back to this and perhaps make some kind of a tool.. it'd be really nice if we had a model converting tool for DR2..
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Post by Wizard on Oct 15, 2011 10:48:10 GMT -5
Good job that actually looks like Nick outfit wise
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