|
Post by Wizard on Oct 8, 2010 22:45:51 GMT -5
The update modified the following files: deadrising2.exe deadrising2.exe.cfg data\fecmn.big data\mainmenu.big data\startup.tex data\str_es.tex data\str_fr.tex data\str_it.tex data\str_ja.tex I extracted the two .big files and compared them. The only difference is that this update removes the "Dolby Digital" logos from the game startup sequence, not really sure why though. On the other hand, now I know which file to edit to remove all those annoying startup logos. Has anyone else edited it? It's called intro.txt and is in fecmn.big There is also pressstart.txt in mainmenu.big that needs to be edited I think. =] Was this like, an official release / patch? If so, where did you find it? I had no good hits on Google.
|
|
|
Post by Wizard on Oct 8, 2010 22:03:19 GMT -5
I think so make GunPlay in the game alot more fun, is to just increase the ammo a bit, make it so they can rip off body parts...that should be about it for most weapons. Only the pistol needs a damage increase
|
|
|
Post by Wizard on Oct 8, 2010 21:59:56 GMT -5
Damnit. I totally was hoping it was a mispelling, i want to play as katey! Don't worry, I have it in the works
|
|
|
Post by Wizard on Oct 8, 2010 21:35:24 GMT -5
Wow that is really awesome! I never would have expected to see PC mods work on consoles. I figured the file formats from Console to PC would be way different, just goes to show how much of a direct port the game was.
|
|
|
Post by Wizard on Oct 8, 2010 8:57:22 GMT -5
looking forward to this. my suggestions (on firearms): - as said overall acuracy should be increased - for assault-rifles I'd say 120 of ammo (so it would be like having 4 mags with you) - reloading would be awesomeness at 100% purity but I don't think this will be easy to get ingame becasue the game never was supposed to have that feature (as far as I know) I tried to make the game so you had to reload the pistol, but I could never get it to work... =/ I don't think the game supports it, or maybe, no animations to support it. Idk. PS: I accidentally post in your post first Cerberus XD I gotta get use to this button layout..
|
|
|
Post by Wizard on Oct 8, 2010 8:34:02 GMT -5
Good to see a bigger/more major mod in the works, I was hoping for something like this
|
|
|
Post by Wizard on Oct 8, 2010 8:33:30 GMT -5
Yes I do. It says that I should start the Launcher, but selecting launcher in Tex Mod Made no good. Hmm=/... Not sure, then..
|
|
|
Post by Wizard on Oct 8, 2010 7:44:22 GMT -5
I have a problem.When I press run nothing happens. Why? Do you have the game's EXE select, and do you have the mod selected?
|
|
|
Post by Wizard on Oct 7, 2010 15:11:24 GMT -5
Renaming texmod to deadrising2.EXE? That's way wrong You want to launch the real deadrising2.exe BY Texmod, Or have you already done that, and it doesn't work?
|
|
|
Post by Wizard on Oct 7, 2010 9:13:37 GMT -5
This is really well done reskin, however I don't thing that logo fits a male character very well
|
|
|
Post by Wizard on Oct 6, 2010 23:05:16 GMT -5
Another thing sorry, I think it my be due to your skeleton changes, but peoples eyes seem to come out of their heads a lot as well Yeah I've noticed this. I've tried correcting it but so far it's been unsuccessful...=/
|
|
|
Post by Wizard on Oct 6, 2010 16:28:55 GMT -5
ooh, you're online. your response is very fast. like i'm in a chat room. ok, i'll do it. step 4 i got a folder npcs_big. put 3 files in and drag this folder onto "Gibbed.DeadRising2.Pack.exe", i got a file named npcs_big.big so i have to rename it to npcs.BIG before i put it back? That is correct =] After that, it should work just fine.
|
|
|
Post by Wizard on Oct 6, 2010 16:03:45 GMT -5
look at your instruction no. 8 then no. 3 that 'data' folder in no. 3 is 6.84 gb and you want me to replace with data folder 389kb? Lol It only replaces 1 file.. not the entire game. I think you mis-understand how folder copy'n' pastes work.
|
|
|
Post by Wizard on Oct 6, 2010 14:37:16 GMT -5
What's the general rule regarding the ability to play co-op once you start editing the .big (or even the .exe) files? Well, not really sure to be honest. I've yet to play online - so I don't really know how that all works to begin with. Chances are, both people will need the modded files for it all to work properly.
|
|
|
Post by Wizard on Oct 6, 2010 14:35:51 GMT -5
Holy sh** and where is the Hummer !!? ok ok i'm out... ;D They all have New spawnpoint ? And other question, did you try to make a new item entries (for exemple same item but different name (and value: bullet, damage etc...)) without ruining original items ? It's spawns of the original weapons. And yes, they all have new, unique spawn locations:
|
|
|
Post by Wizard on Oct 6, 2010 14:25:33 GMT -5
Well after several hours of messing around, I finally have this finished. The room has: HandGun Sniper Rifle ShotGun Pitchfork - Shotgun Merc Assault Rifle Six-Shooter M16 M2491 WaterGun Spitballgun FireSpitter BFG Super-BFG Snowball Cannon Katana Sword Edit : Actually, going to add a few more things before release
|
|
|
Post by Wizard on Oct 6, 2010 11:29:01 GMT -5
hello yes its a beautiful work, but good multiplayer buddy not see that I put my Skin, and when there is a cutscene bug eyes if you could solve the problem sil you like it ^ ^ (I'm not very good in English I'm French) Hello. This is because your online partner needs to have the mod installed as well, for him to see it
|
|
|
Post by Wizard on Oct 6, 2010 6:43:35 GMT -5
Sadly we can't do it directly yet Cerberrus. The problem is we can't get them from DDS back into .BCTWhen you extract the .TEX after naming it to .BIG, then extract it with Gibbed's EXE, you'll see raw .BCT textures. Basically we need a script that can convert BCT - > DDS, and DDS -> BCT I'll see if I can get a few people I know interested in making this for us
|
|
|
Post by Wizard on Oct 6, 2010 6:31:25 GMT -5
well to give it a handcannon-touch I think I'm going to swap the 6-shooter-colt-model over the normal hand-gun. nice job wiz. Sounds like a good idea & thanks!
|
|
|
Post by Wizard on Oct 6, 2010 6:30:26 GMT -5
I just got back up from one hell of a nap, and it's time to get to work on this Thanks for all the gun suggestions guys
|
|
|
Post by Wizard on Oct 6, 2010 0:15:12 GMT -5
This was requested, and I also wanted to do it myself. I am going to spawn all usable guns in 1 location of the safe house, which is right beside the save room. This is still early in W.I.P, I only got 4 guns spawned at the moment. Thanks to Zaia making me a Cheat Engine script which tells me where Chuck is standing, I can spawn items where ever I want. (He will be releasing the script soon) So far I got HandGun SniperRifle ShotGun Pitchfork-Shotgun I've got to go to bed before I pass out, but I'll surely work on this tomorrow and see just how many guns I Can squeeze into this room. If you can think of any guns that is a must, please let me know, and I'll be sure to make sure it's added.
|
|
|
Post by Wizard on Oct 5, 2010 18:53:13 GMT -5
Hey Wizard, I really like the work your doing man. That fact you got this done so quickly is amazing. One thing I noticed, and I dont know if its just me, but if you use the new BIG before starting a new game your bike leathers and helmet are fused with the replacment model. Its really simple to change the BIG after youve saved at the safe house but I thought you should know anyway. I didn't know this, thanks for bringing this to my attention.
|
|
|
Post by Wizard on Oct 5, 2010 15:43:56 GMT -5
This would be even more epic if you could replace the handgun with a magnum (possibly Barry Burton's + I know I keep going on about Barry) Haha yeah Can't wait till we can put custom models into the game!
|
|
|
Post by Wizard on Oct 5, 2010 15:19:21 GMT -5
Unpack = Extraction Pack = Repacking the .BIG File
So click'n'drag the Datafile.BIG over the Unpack.EXE, do your edits, then drag the edited folder over Pack, and it'll build you a new .BIG
Hope it works out!
|
|
|
Post by Wizard on Oct 5, 2010 15:18:00 GMT -5
Alrighty =] Yes we can spawn brand new items in levels, HOWEVER Currently we don't have a way of getting new position coordinations. Surely we will have a script for this, just a matter of time I already have a bud working on this who's done it for me in other games. Once I have this, I'll be more then happy to do this for you! =]
|
|
|
Post by Wizard on Oct 5, 2010 15:02:27 GMT -5
Seems to me he just pushed back the Camera, which that by itself would give you much better field of view. You can edit the Camera by extract Datafile.BIG, and editing the Camera.TXT file.
Hope this was helpful.
|
|
|
Post by Wizard on Oct 5, 2010 14:39:31 GMT -5
Great work! But is it possible to get the Rebecca model without the bullet hole in her head? I knew this would come up eventually lol =] I haven't been able to find a face texture for her yet that doesn't have the bullet hole... If I do, i'll make an update right after I find it.
|
|
|
Post by Wizard on Oct 5, 2010 12:17:08 GMT -5
Hello. this is a great idea! It is possible to replace, or simply add brand new spawns in those locations to have those items. However i have no control over when they are or are not there. So i could spawn them there vut they'd be there at the start of a fresh game, as well. is that a problem? If not, just tell me what you want spawned and i can do that for you
|
|
|
Post by Wizard on Oct 5, 2010 9:46:57 GMT -5
I got rid of those models in whole dude. If you replace every single part of the body with that Looter's model, you'll have the entire body rendering like X6 times over. Way more stress on the game then needed, all you want to replace is Chest_default Use my mod releases .XML file in the NPCS folder, then pack it up. You should have good results.
|
|
|
Post by Wizard on Oct 5, 2010 9:21:56 GMT -5
What was the original texture format you ripped the texture as?
|
|