djlarryt
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Post by djlarryt on Nov 6, 2011 8:17:31 GMT -5
Hmm, I wonder what the programmers did to make this change, that properties like speed and health apply to every model?
It must be poor coding or just an oversight, because WITHOUT this mod activated, I used a Quickstep during "Mail Order Zombrex" to give me an edge in defeating him- but it turned out to be pointless because the Postman could now run as fast as me. How stupid.
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djlarryt
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Post by djlarryt on Nov 5, 2011 9:49:58 GMT -5
Also the SpeedBoost works on psychopaths/enemies too... just started a new game using this and the 3 thugs who attack Frank on the catwalks can run as fast as Frank!
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Post by djlarryt on Nov 4, 2011 14:51:45 GMT -5
Thanks Freako, Makes sense to have Frank strip down in the shower Now I can get rid of a NakedDispenser box from the floor in the locker room and change it to something else.
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djlarryt
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Post by djlarryt on Nov 2, 2011 12:34:03 GMT -5
Yeah, I'm still having issues with re-injecting meshes, but the poly sides getting flipped in-game.
I'm only moving vertices around, not creating/deleting any- so my guess is that during the process of re-import, their position is defaulted back to where they were- meaning there is nothing that holds these changes between 3Ds and the .big file. As a result, it warps nicely moulded shapes into jagged, freaky-looking ones.
MarioKart, maybe you can add something that enforces these positions when injecting back into the .big file? That would fix the problem.
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Post by djlarryt on Nov 1, 2011 22:21:26 GMT -5
Thanks for this great improvement marioKart! Just one thing- whenever I try to re-inject a mesh I'm getting an error on Line 997: "Unable to convert: Undefined to Type: String" It looks like "errors" is passing a value that's not readable as a string in <if errors!="" then messagebox errors else messagebox "DONE!!!!"> As a result my adjusted mesh isn't succeeding, even if I pull it from the original .big file.
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djlarryt
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Post by djlarryt on Nov 1, 2011 12:32:20 GMT -5
Freako, will it work by renaming the mesh item you want in 3Ds and re-injecting it back into the .big file of the item you're trying to replace?
So for example if you want to replace the Ninja Mask with the backpack, you would a) import the backpack mesh to 3Ds; b) rename the object in 3Ds to "frank_ninja_mask" or whatever the object is called in the .big file for NinjaMask; c) re-inject it back into the ninja_mask_f.big file from 3Ds. This way it would replace the item that's already there with a different mesh so you won't get two of them?
The other thing you might want to try is after you re-inject your new item into the .big file, go with a Hex editor and delete the object you don't want there (if it still exists). That might prevent duplications.
If you're getting a duplicate it means it's adding the new mesh item into the one that's already there, generating a conglomerate (which would be VERY useful in creating other outfits, however).
The problem that I'm having is with polygon sides being flipped when I re-inject the altered meshes... you know when the line between two vertices connects the opposite two vertices, creating a larger sharp edge and making shapes jut out of the model? Anyone found a way to fix this, or a workaround?
The model looks fine in 3Ds but after re-injecting/repacking npcs.big when I enter the game to see if it works, this happens.
If I pull that same newly-altered .big file back into 3Ds the flipped polys are evident now, the same way I saw them in the game- so some of my changes are gone- yet my moved vertices are correctly where I moved them.
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djlarryt
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Post by djlarryt on Nov 1, 2011 12:09:41 GMT -5
Thanks Tommah, tried that one already, doesn't seem to work for me either. Check out Gamecopyworld.com and try the trainer by Armando, all of the functions of that trainer, including infinite health, work for me, haven't checked for any new ones seeing as the one I have works great. I'm just waiting for Computer Masster to make another awesome trainer/unlocker for OTR like he did for DR2. Tried that one too, as I had found your post in another thread. It crashes my game randomly...
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Post by djlarryt on Oct 31, 2011 14:06:26 GMT -5
Has anyone managed to achieve this yet?
Thanks for any help-
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Post by djlarryt on Oct 31, 2011 13:33:21 GMT -5
OK, so I spent a while last night trying to find a way to spawn recruitable survivors in the Story mode like we had in DR2.
In Dr2, it was easy because there was a perpetual 'mission' that occurred every time Chuck re-entered the Safehouse (the 'Gifts for Katey' check) no matter what time or what day it was. So every time Chuck returned there, your recruitable survivors would re-spawn and you could select them all at your leisure.
Going through the "missions.txt" file in OTR I couldn't find any 'missions' that are continuous throughout the game (since Frank doesn't have to bring items back). Anything listed there is a spot-check based on when he re-arrives- so spawning survivors within a mission code block would only occur if you re-entered the Safehouse at the particular time.
Has anyone tried : 1) re-creating this 'giftsforKatey" mission in OTR and seeing if code within it works? (I'm betting that a lot of DR2 code was left in OTR and the game engine just may continue to run old items if they were still there)
2) find a place to put the code for returning recruitable survivors in OTR?
Thanks for any help
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Post by djlarryt on Oct 28, 2011 6:41:51 GMT -5
update: i managed to make the survivors in sandbox mode to stop attacking you by editing datafile.big so they dont attack me but the problem is they dont follow me. anyone know the string or line in the mission txt to change in order for them to follow you? thanks. Well, in DR2 you did it in the character's items.txt file. CanFollow = "true", plus change AssistType = "0". But they never attacked you in DR2 so I'm not sure how this will affect them in Sandbox mode.
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djlarryt
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Post by djlarryt on Oct 24, 2011 6:38:11 GMT -5
the Gibbed.DeadRising2.Tools (rev11) not working in window 7 x64 GIBBED will also crash if you didn't put your files back in properly (eg you renamed them incorrectly, or forgot one). It seems it compares against a history file or checklist and if any of those files are gone or named wrong it will crash. I have Win7 x64 Ultimate, it's always worked fine for me too.
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Post by djlarryt on Oct 17, 2011 12:42:50 GMT -5
Yeah, me too. By simply moving verticies we could potentially make Frank into the DR1 version by slimming him down.... plus other things I can think of.... Hopefully I will get my PC version soon so I can start playing/modding as well..... I still haven't played the game, and apparently the PC-DVD is "being released on October 25, 2011" (according to Amazon, hopefully that applies to DigialRiver too.. apparently they have a few more bugs to iron out of the first batch that went out to buyers).
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Post by djlarryt on Oct 11, 2011 19:37:38 GMT -5
I'm in Canada. Amazon.ca doesn't have it, and Amazon.com won't ship software cross-border.
Also I found it on Direct2Drive but it's download only. As I said, if I'm paying cash for it, I'd rather own the PC DVD.
I'll keep looking, but thanks for the suggestions, guys.
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Post by djlarryt on Oct 11, 2011 12:24:35 GMT -5
Well here it is Oct. 11 in North America and nobody's got the PC version available. This includes online or in-store retail. Any of the PC gaming stores (GameStop, EB Games, BestBuy, FutureShop) I've been into cannot even find the SKU number in their systems, which isn't a good sign. On one hand I would suspect by this that the PC version is being canned since it's not ready today- but on the other hand, there are torrents, UK ebayers, and overseas companies who claim to be selling it (maybe they're clones of betas, who knows). Even on Capcom's site, they have it marked as "backordered" and the digital download link is botched- nothing on the page at all. It's kind of frustrating because I want to buy it legitimately on PC-DVD as it will give me hours of fun modding it, let alone play it- plus it's only $40, which any fully-integrated working person can reasonably afford. CAPCOM is pissing me off by hyping it and not delivering... and even moreso because I recall working for a games development company and remembering who is to blame when sh!t like this happens... and it's NOT the actual developers themselves not getting the work completed on time... OK Rant over. Want the PC version now.
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djlarryt
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Post by djlarryt on Oct 10, 2011 19:15:13 GMT -5
Glad to hear the Gibbed tools will still work.
Have you tried re-mapping anything yet? And for curiosity, does OTR work if you take a modded character file for a survivor, eg Elrod from DR2 and copy/paste the file into OTR (same character)... wondering if the geometry files are identical, a modded char should still work in OTR... and if not, maybe the maps will work provided they're the same size. (I'm going to go straight for this when I get my copy).
Yeah how did you get this so soon? I want to buy it on PC DVD but can't even find a retailer yet (xBox and PS3 are everywhere though...)
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Post by djlarryt on Aug 21, 2011 12:15:46 GMT -5
Great work!
So now the obvious question- has anyone found a way to export, modify in 3DStudio, and re-import back into the game files?
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Post by djlarryt on Aug 15, 2011 10:07:40 GMT -5
Thank you Dengarde... That was what I was looking for!! I guess unless it's explicitly stated, it seems it defaults back to a previous setting or mission setting to "offer shoulder". I learned something new today Thanks for you help.
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Post by djlarryt on Aug 14, 2011 17:54:54 GMT -5
Hi Tommah, Thanks- that's what I thought too. I added that line of dialogue to all my character spawns but still certain ones will accept weapons and the other ones have "offer shoulder". eg Archie accepts weapons but MilitiaMen3 (Earl Flaherty) will offer shoulder. Archie will take an LMG for example, but Earl won't (offers shoulder), so as you remarked, the weapon itself is not the decider. I looked into the mission files even though that shouldn't have anything to do with the character properties- and didn't notice any kind of configurations listed there. Then, I took all of Archie's stats ("Age", "AssetFileName", "AttacksZombiesAndBosses", etc) and copy/pasted them (keeping the required ones of course) directly to Earl's model property list in items.txt and he still won't accept weapons. This is where I got stumped, and decided to ask for help
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Post by djlarryt on Aug 14, 2011 5:41:18 GMT -5
Hey guys (Tommah you probably know this)
I've spawned a couple of characters as survivor assists, but have been looking around to find where this setting is- as I want all the characters to be able to accept a new weapon/food/ etc.
Any suggestions on where I can change this? Thanks in advance!
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Post by djlarryt on Jun 10, 2011 23:45:31 GMT -5
Giving back...for anyone that wants Snowflake as a "REAL" snowflake, aka an endangered white Siberian Tiger. Just dump these 2 files into your npcs folder and re-pack. Remember to back up your originals first!! There are two .tex files- one for the cinema scenes and one for the gameplay, so he doesn't change color between the two. Download it here: www.megafileupload.com/en/file/316335/Snowflake-zip.html
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Post by djlarryt on May 8, 2011 13:06:51 GMT -5
Tommah, this is great! Followed all your steps- I've got a legit original version for PC. Update by anno1404: this has been corrected.Tom it looks like there's references in the data/model/npcs.big/bigfile.xml to files:
- head_psychopath.big
- head_psychopath.tex
- head_sof.big
- head_sof.tex
Which aren't in the textures file, causing Gibbed tools to crash when packing.
Removing these references allows Gibbed to pack properly.
I don't know if these are the same files as "headwear_psychopath.etc" and "headwear_sof.etc", but when I deleted these lines, it packed properly and I was able to change into the outfits. The football fan suit doesn't have the face paint, though.
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Post by djlarryt on May 5, 2011 12:27:09 GMT -5
Yes Anno, I love the great mod you've added with all the items for the achievement badges! It is fantastic. When I did this, I was thinking that instead of grabbing the magazines (which fill up 3 or your holding spaces) and having to run to the Atlantica carrying them, you could just pick them up right where you need them. This way you can have more weapons in your inventory until you're ready to play cards. BTW have you spawned a HailMary anywhere? I can't seem to get this item to show up and I think it's because I'm not calling it by the correct name. I can post my code for you to see if that will help. Thanks
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Post by djlarryt on May 5, 2011 6:53:14 GMT -5
Conveniently-placed Gambling magazines to give you better cards at the Poker games. It does take a little while to get through these games, all the time the clock ticks away when you could be doing other missions... so give yourself an advantage with these books.
Put this code in the "atlantica_casino.txt" file to place the three magazines on the counter area that looks out into the casino, so you can just go grab them when you're ready to play:
And when you want to play Strip Poker in the safehouse, these magazines are all sitting on the floor on the right wall for you to grab when you want to play the other survivors. Put this code in your "safehouse.txt" file:
Hope this helps someone out.
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Post by djlarryt on Apr 29, 2011 18:54:21 GMT -5
Hold on sport. There is a MUCH easier way of doing this. As a rule of thumb, always search the Google search bar first. Usually saves you some time. Thanks, anno....Hmmmm... trying TexMod and it crashes the game every time I get part-way through browsing the textures. I feel more comfortable with the first method, extracting _cm.bct files and opening them in Photoshop, changing them, altering the header, resaving them etc and then putting them back into the file and re-packing it. I'll give this a shot- I assume they're in data/models/environment/ (palisades_mall)/*.big files....
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Post by djlarryt on Apr 29, 2011 12:59:58 GMT -5
Wow, great info, thanks! I'm on my way to find and replace some of those environment posters now
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Post by djlarryt on Apr 20, 2011 9:08:22 GMT -5
I know there are a few textures with alpha channels mapped. When I was messing around with simple skin mods I did a few .dds saves and saw a message popup stating "Warning: alpha information will be lost." Unfortunately I don't remember which maps did that, so I can't go to them and open them to see how the alpha was handled. I guess I'll just have to open/close a few I remember doing and see if I can find one at random.
I tried a quick alpha channel using traditional black & white stencil but it didn't work, so I'm thinking that DR2 may use another two colors.
Maps with the suffix "_cm" are color maps. Alpha channels will be in these. Maps with the suffix "_nm" are luminance maps (? I'm not in front of my game right now so I can't remember exactly how they're suffixed). These outline how shiny a texture should be (metals, leathers, etc) The other maps are "bump" maps, which give the effect of raised and lowered areas without actually modifying the geometry (used in textures for grainy effect, scales, blemishes, hair, etc on models)
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Post by djlarryt on Apr 19, 2011 21:10:56 GMT -5
OK making progress. Tom's method worked, so I'm moving ahead... Anyone have any experience with alpha channel textures in DR2 yet? Or, do you know of a texture map that has one? Tomorrow I'm going to try hiding part of a mesh by adding an alpha channel to the .dds map.... and see if that works.... I thought the fishnet shirt would be alpha mapped to show the chest through the mesh but it isn't
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Post by djlarryt on Apr 19, 2011 12:11:47 GMT -5
Hi Tom,
Yes that does help, thanks! I know there are a few pieces of clothing/facewear I probably won't ever use just because I don't really like them- so sacrificing them for other pieces makes perfect sense.
So basically I just pack up the pieces I DO want to use and rename them to the filename of the clothing item I'm replacing, correct?
Eg in your example rename the modified Blue_Oyster_bottoms.big to facewear_Hygiene_Mask.big (same with Blue_Oyster_bottoms.tex) and replace facewear_Hygiene_Mask?
I'll give this a try tonight when I get home.
Also, Chuck has no legs under the Blue Oyster pants. But the groin cover and the piece that hides his butt are one section.
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Post by djlarryt on Apr 19, 2011 10:48:16 GMT -5
I know a couple of you guys have been working on this- taking parts of meshes and swapping/ mashing them onto other meshes (eg Sullivan's head on Chuck's body, Amber swaps, etc)
Has there been any tutorials on how you are managing to swing this?
What I'm trying to accomplish is this (for starters, beginning small and seeing how it works to move up): taking chuck's underwear body and adding a piece of another mesh onto it, eg the arm band from the Blue Oyster uniform or the hunting jacket hazard vest.
Some of the clothing meshes are done in pieces so I know they can be separated by joined sections (eg Mankini has separate top and bottom sections).
I tried breaking apart the Baseball Player uniform but got a model with holes because there was no body mesh under certain parts of the clothing mesh. Then I tried adding the individual pieces of the uniform on top of the model into the .big file and the game crashed (even though I added the texture mapping files in there too).
What I'd like to start with is to take Chuck's underwear body and join the Blue Oyster groin cover to it (it's a separate piece from the chaps).
Can anyone provide any insight?... thanks
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djlarryt
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Post by djlarryt on Mar 28, 2011 20:55:37 GMT -5
You bring up a good point about that elevator cutscene- although I have not made it very far through the game (still modding and discovering), yesterday I was in a hurry to make the first save point. During the elevator scene, and the scene where Chuck carries Katey through the mall, there are survivors that die here and there. However, in trying to make time, at one point I ran through two survivors who were waving at me and 3/4 life bars appeared. Unfortunately I ran right by them and opened the door for the cutscene into the bunker (and then there's no backing up to get them, the following scene runs Chuck and Katey into the bunker).
Looking back I started to wonder if I could have pulled them as survivors had I called them to follow me....? Would they have been included in the following cutscene where Chuck takes Katey to safety? Then would they contribute to the game somehow?
And on that matter timewise is it possible to save anybody from the elevator scene (even though they all die rather quickly into that screen).
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