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Post by Freako on Dec 4, 2011 10:58:21 GMT -5
Regular Dead Rising 2 sucks.
Otis... uuuuh. TK? ...no. TK can be Carlito. Otis could work, replacing Sullivan, it'd be weird seeing him talk.
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Post by Freako on Dec 4, 2011 9:44:33 GMT -5
Jessica over Stacy, Brad over Sullivan and Isabella over Rebecca.
Then we're golden.
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Post by Freako on Dec 3, 2011 20:03:02 GMT -5
Replacing the looters with the cultist seems the way to go.
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Post by Freako on Dec 1, 2011 9:49:02 GMT -5
Neat, I would totally use this if I weren't very hard at work still on co-op medals, good job.
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Post by Freako on Nov 30, 2011 21:21:44 GMT -5
Again, you both need the EXACT same files modified for it to be seen correctly. It couldn't be any simpler to understand.
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Post by Freako on Nov 30, 2011 19:59:10 GMT -5
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Post by Freako on Nov 30, 2011 19:49:14 GMT -5
It looks... different. Not good, but different.
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Post by Freako on Nov 30, 2011 19:46:55 GMT -5
Could of posted a link to the other thread with the pictures.
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Post by Freako on Nov 30, 2011 19:43:42 GMT -5
You'll have to use regular DR2's debug mode.
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Post by Freako on Nov 30, 2011 19:38:25 GMT -5
Then why is there quickstep and a dolly?
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Post by Freako on Nov 29, 2011 2:03:41 GMT -5
Heres a code for fortune_exterior.txt that puts all the case zero bike parts and the case zero bike behind/near Chuck's trailer near Yucatan Casino.
cItemPlacement BikeWheel1 { ItemName = "WheelPawn" Location = "92.2,0.73,-201.6" Rotation = "0.000,0.000,0.707,0.707" SettleObjectAfterSpawn = "true" }
cItemPlacement BikeWheel2 { ItemName = "WheelPawn" Location = "94.0,0.72,-202.5" Rotation = "0.000,0.000,0.707,0.707" SettleObjectAfterSpawn = "true" }
cItemPlacement BikeEngine { ItemName = "BikeEngine" Location = "83.0,1.0,-201.5" Rotation = "0.002,-0.001,0.002,0.001" SettleObjectAfterSpawn = "true" }
cItemPlacement HandleBar { ItemName = "HandleBar" Location = "76.9,0.8,-206.3" Rotation = "0.002,-0.001,0.002,0.001" SettleObjectAfterSpawn = "true" }
cItemPlacement BikeForks { ItemName = "BikeForks" Location = "99.9,0.8,-204.2" Rotation = "0.002,-0.001,0.002,0.001" SettleObjectAfterSpawn = "true" }
cItemPlacement BrokenBike { ItemName = "BrokenBike" Location = "79.9,0.8,-204.8" NonInteractableProp = "false" Rotation = "-0.034,-0.606,0.027,-0.795" SettleObjectAfterSpawn = "true" }
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Post by Freako on Nov 29, 2011 1:47:48 GMT -5
A great weapon for if you ever really wanna win big. It will spawn in the Arena Greenroom. Download this .rar and place the tkmicrophone.big into your data/dynamic/ props folder. If the folder does not exist, create it. Download: hobobucket.com/rhys/freako/TKmicOTR.rarExtract your datafile.big with gibbeds dead rising 2 tools and add this to items.txt cPlayerWeaponItem tkmicrophone { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionButton1 = "PLAYERBUTTON_QUICKRELEASE" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" AnimationAttackChooserValue0 = "271" AnimationAttackChooserValue1 = "238" AnimationAttackName0 = "male_1hand_1_to_5_miss_grp" AnimationAttackName1 = "male_1hand_heavy_8_to_4_a_miss" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "16" AnimationChooserValueForWalkRun = "0" AnimBankName = "1hand_heavy" AssetFilename = "tkmicrophone" AssociatedMagazineType0 = "9" AttackAudioAssetName0 = "LeadPipeHitBodyBig" AttackAudioAssetName1 = "LeadPipeHitBody" AttackDamage0 = "120" AttackDamage1 = "70" AudioActionBits = "256" AudioFilename = "fx_leadpipe" AudioItemName = "LeadPipe" BenchRestRotation = "-0.5,0.5,0.5,0.5" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.05" ComboBlendDuration1 = "0.05" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" DisplayName = "55054" DR2 = "true" Durability = "32" EffectAudio0 = "2" EffectAudio1 = "2" EffectOnImpact0 = "280" EffectOnImpact1 = "279" EffectOnVictim0 = "20" EffectOnVictim1 = "9" FatalHitReaction0 = "HITREACTION_WEAPON_CRUSH_FORWARD" FatalHitReaction1 = "HITREACTION_WEAPON_HEAVY" Friction = "10" HandlingStyle = "0" HitReaction0 = "HITREACTION_WEAPON_CRUSH_FORWARD" HitReaction1 = "HITREACTION_WEAPON_MEDIUM" IconFilename = "w_longclub" Impulse0 = "0.5" Impulse1 = "1" InteractDistance = "1.2" InventoryInteractionType = "0" IsWeapon = "true" Is_Sharp = "true" LoadDistance = "25" MaxDamageDealtPerAttack = "50" MaxProjectileDamage = "70" ObjectPaddingRadius = "0.15" ProjectileFatalHitReaction = "51" ProjectileHitReaction = "3" RequiredComboSeqCounter0 = "0" ResetComboSeqCounter0 = "true" ResetComboSeqCounter2 = "false" Restitution = "0.005" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" ShowInCheatMenu = "true" SurvivorWeapon = "true" ThrowAngleDegrees = "7" ThrowEffectAudio = "2" ThrowEffectOnImpact = "279" ThrowEffectOnVictim = "24" ThrowForce = "10" ThrowOffset = "0.000,0.150,0.000" ThrowSpin = "5,0,-12" UsesUpperBodyAnims2 = "false" VibrationPattern0 = "4" VibrationPattern1 = "5" WeaponImpactAnimation0 = "28" WeaponImpactAnimation1 = "25" WeaponType = "2" Weight = "50" } add to arena_backstage.txt cItemPlacement tkmicrophone { ItemName = "tkmicrophone" Location = "-73.5,9.3,-1.4" Rotation = "0.875,-0.192,0.403,-0.238" SettleObjectAfterSpawn = "true" } repack your datafile.big and you're rocking.
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Tex Mod
Nov 28, 2011 23:34:13 GMT -5
Post by Freako on Nov 28, 2011 23:34:13 GMT -5
Here you go: cItemPlacement SuperBike1 { ItemName = "TIRBike" Location = "-371.492,-5.441,57.704" NonInteractableProp = "false" Rotation = "-0.034,-0.606,0.027,-0.795" SettleObjectAfterSpawn = "true" TextureSubType= "3" } You needed to spawn TIRBike with the line TextureSubType= "3" which determines its colour. This code will work for regular DR2 so ignore that I'm using Off The Record. You're welcome.
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Post by Freako on Nov 28, 2011 21:49:23 GMT -5
Yeah... I'd love to co-op in Stillcreek especially with max walking speed. Case Zero chuck is so damn slow.
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Tex Mod
Nov 28, 2011 21:48:33 GMT -5
Post by Freako on Nov 28, 2011 21:48:33 GMT -5
Probably easier to just swap or spawn the yellow TIR one, y'know.
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Post by Freako on Nov 28, 2011 18:23:23 GMT -5
Well, Limited ammo, increased damage, I changed the zombie hit reactions, muzzleflash, a hand animation bug.
Edit: I've now updated it with bug fixes and more spawn codes.
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Post by Freako on Nov 28, 2011 18:20:37 GMT -5
I think there's also a limit on the amount of items that can be spawned in an area, because I can spawn a number of extra things in an area before it the items I'm adding won't spawn or make everything in the level disappear. You should check to increase that limit. odds are there's an error in your code causing everything below your entry to not load. I've done this many times before. If I add my lines to the bottom of the .txt It will spawn fine (most of the time) unless I've already spawned a number of other custom weapons. So I don't know.
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Post by Freako on Nov 28, 2011 3:42:57 GMT -5
Made a preview video:
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Post by Freako on Nov 28, 2011 3:35:55 GMT -5
When i unpacked the texture after repacking, it appeared to have half of it cut off.
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Post by Freako on Nov 27, 2011 22:47:04 GMT -5
I figured out the proper saving format, but your tool seems to corrupt the texture on repack for this model
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Post by Freako on Nov 27, 2011 5:12:12 GMT -5
Thanks to Tommah for finding the model in the game initially, I took a look at his old Dead Rising 2 code and improved it, it has the same attributes as the UZI in the first Dead Rising, such as 100 ammo. I have placed spawns for one uzi in every main area/zone. Download this .rar and place the subgun.big into data/dynamicprops/ If the dynamicprops folder does not exist, create it. You will need Gibbed's Dead Rising 2 tools. Download: www.mediafire.com/?dj8r53jccj58tr3 Next, extract your datafile.big and then do the following: Add this to your items.txt cFirearmItem subgun { AchievementCategory = "2" ActionButton0 = "PLAYERBUTTON_WEAPON_ATTACK_RESERVED_FOR_SURVIVOR" ActionDesiredAnimState0 = "ANIMSTATE_SIDLEAIMGUN" AimIKLeftAngleLimit = "38" AimIKRightAngleLimit = "45" AnimationChooserValueForFirearms = "2" AnimationChooserValueForHand = "11" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForWalkRun = "0" AssetFilename = "subgun" AttachPropToBoneType = "0" AudioActionBits = "256" AudioCollisionProfile = "0" AudioFilename = "fx_mercenaryassaultrifle" AudioItemName = "MercAssaultRifle" BaseBulletDamage = "40" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "02233" DR2 = "true" Durability = "100" EffectOnImpact = "2" EffectOnVictim = "0" FatalHitReaction = "5" FiringRate = "12" Friction = "25" HandlingStyle = "0" HitReaction = "51" HitReaction0 = "HITREACTION_WEAPON_MEDIUM" IconFilename = "w_handgun" Impulse = "1" InteractDistance = "1.2" InventoryInteractionType = "0" IsAutomatic = "true" IsWeapon = "true" LoadDistance = "25" MaxBulletDistance = "40" MaxBulletsPerClip = "100" NumPelletsPerShot = "1" PropEffectLocator0 = "16" PropEffectLocator2 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "7" PropEffectsOnCondition1 = "9" PropEffectsOnCondition2 = "12" PyroEffect0 = "60" PyroEffect1 = "43" PyroEffect2 = "65" RequiresReload = "false" Restitution = "0.08" RestrictedByRegion = "false" Restitution = "0.2" Reticle_AccuracyDecreasePerShot = "0.6" Reticle_ActiveInRangeMode = "true" Reticle_BestAccuracy = "0.915" Reticle_MinMovementRateBeforeAccuracyDecrease = "0" Reticle_ReturnToNormalAccuracyRate = "0.035" Reticle_Type = "0" Reticle_WorstAccuracy = "0.47" Reward = "true" SurvivorHandlingTwoHands = "false" SurvivorWeapon = "true" VertOffsetFromHandToMuzzle = "0.2" VibrationPattern = "5" WeaponType = "15" Weight = "10" RightWristBend = "0,-0.14,0" cLimbDestroyInfoItem subgun_gore { Limb0 = "0" ProbabilityOfExploding0 = ".075" }
cExternalLocatorItem lefthandsubgun { ID = "0" ParentBone = "-1" Position = "0.009,-0.080,0.000" Rotation = "0,0,0,1" Type = "27" } Now add the following spawn codes to each of the allocated .txt's: theme_park.txt cItemPlacement subgun { ItemName = "subgun" Location = "-20.704,7.965,218.060" Rotation = "0.000,0.000,0.707,0.707" }
palisades.txt cItemPlacement subgun { IsStatic = "" ItemName = "subgun" Location = "150.9,6.1,-74.6" Rotation = "0.000,0.000,0.707,0.707" } americana_casino.txt cItemPlacement subgun { ItemName = "subgun" Location = "-386.9,-4.1,-49.5" Rotation = "0.000,0.000,0.707,0.707" } arena_backstage.txt cItemPlacement subgun { ItemName = "subgun" Location = "-74.4,9.7,-19.3" Rotation = "0.000,0.000,0.707,0.707" SettleObjectAfterSpawn = "true" } royal_flush.txt cItemPlacement subgun { ItemName = "subgun" Location = "-190.0,11.5,-117.5" Rotation = "0.000,0.000,0.707,0.707" SettleObjectAfterSpawn = "true" } yucatan_casino.txt cItemPlacement subgun { ItemName = "subgun" Location = "295.4,5.68,-298.1" Rotation = "0.000,0.000,0.707,0.707" } atlantica_casino.txt cItemPlacement subgun { ItemName = "subgun" Location = "49.4,6.54,42.1" Rotation = "0.000,0.000,0.707,0.707" }
food_barn.txt cItemPlacement subgun { ItemName = "subgun" Location = "-73.3,2.0,-136.9" Rotation = "0.000,0.000,0.707,0.707" SettleObjectAfterSpawn = "true" }
cItemPlacement subgun1 { ItemName = "subgun" Location = "29.5,3.0,-199.2" Rotation = "0.000,0.000,0.707,0.707" SettleObjectAfterSpawn = "true" } south_plaza.txt cItemPlacement subgun { ItemName = "subgun" Location = "-211.1,-0.1,88.4" Rotation = "0.000,0.000,0.707,0.707" } fortune_exterior.txt cItemPlacement subgun { ItemName = "subgun" Location = "-231.3,0.5,-13.7" Rotation = "0.000,0.000,0.707,0.707" SettleObjectAfterSpawn = "true" } Save all the .txt's and then repack your datafile.big If you need some hints as to where they're spawned, Royal Flush Plaza's is on the balcony opposite where you would go to get to the hot air balloon. For the other ones, think high places or areas where special items used to be spawned in regular Dead Rising 2, for palisades think where it was spawned in Entrance Plaza in DR1. Load the game and give it a whirl! Known bugs: The inventory icon will sometimes appear as a pistol or a black rectangle and when shooting while walking WITHOUT aiming the bullets will fire off to the right.
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Post by Freako on Nov 27, 2011 0:09:14 GMT -5
I think there's also a limit on the amount of items that can be spawned in an area, because I can spawn a number of extra things in an area before it the items I'm adding won't spawn or make everything in the level disappear. You should check to increase that limit.
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Post by Freako on Nov 26, 2011 20:06:29 GMT -5
You both need to install all the exact same mods in order for that to work.
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Post by Freako on Nov 26, 2011 7:55:33 GMT -5
This adds multiple spawns for the Gas Barrel, Spool of Wire and Generator from the breach case into South Plaza. Because... It can't hurt to have a little more variety there. Add this to your south_plaza.txt: cItemPlacement Gasbarrel { ItemName = "GasBarrel" Location = "-194.6,-7.08,66.5" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement Gasbarrel0 { ItemName = "GasBarrel" Location = "-193.5,-7.08,66.0" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement Gasbarrel1 { ItemName = "GasBarrel" Location = "-311.2,-7.08,161.2" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement GasBarrel2 { ItemName = "GasBarrel" Location = "-264.4,-7.08,135.0" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement GasBarrel3 { ItemName = "GasBarrel" Location = "-360.1,-7.1,126.4" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement GasBarrel4 { ItemName = "GasBarrel" Location = "-205.6,-7.1,90.2" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement SpoolOfWire { ItemName = "SpoolWire" Location = "-194.4,-4.61,78.9" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement SpoolOfWire1 { ItemName = "SpoolWire" Location = "-270.8,-2.01,110.0" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement SpoolOfWire2 { ItemName = "SpoolWire" Location = "-333.8,-7.11,186.8" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement SpoolOfWire3 { ItemName = "SpoolWire" Location = "-287.5,-4.61,149.3" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement SpoolOfWire4 { ItemName = "SpoolWire" Location = "-244.3,-7.11,126.5" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement Generator { ItemName = "Generator" Location = "-361.5,-2.11,167.9" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement Generator1 { ItemName = "Generator" Location = "-219.2,-7.11,88.7" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement Generator2 { ItemName = "Generator" Location = "-374.5,-7.11,124.6" Rotation = "-0.002,-0.007,0.003,1.000" } Then repack your datafile.big and done.
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Post by Freako on Nov 26, 2011 6:52:57 GMT -5
Using your tool I was able to make the chainsaw orange again using it's old texture from DR2. But when I did the same for the paddlesaw it would crash when I tried to make it. So I guess half of the problem is not knowing how to save the .dds and the other half is to do with the process for repacking the .big's and .tex's. because how you have to select bigfile.xml and then it makes a bigfile.big inside the files you're trying to repack and It just gets really confusing to sort them out and repack it properly.
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Post by Freako on Nov 25, 2011 4:06:47 GMT -5
Only being able to add weapons sucks.
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Post by Freako on Nov 25, 2011 0:38:16 GMT -5
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Post by Freako on Nov 24, 2011 21:13:36 GMT -5
Download the .rar and place these two files into your datafile.big And that's about it really. There aren't any zombies up here, so there's nothing to do but at least it makes an old area accessible again. Download: hobobucket.com/rhys/freako/yukatanrooftopmod.rar Site closed Enjoy!
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Post by Freako on Nov 24, 2011 1:06:43 GMT -5
I'm trying to add a new shirt into the game, for now i've just copied the uranus zone shirt renamed them and added them as these files: into npcs.big then wrote this code into items.txt cOutfitItem OUTFIT_GOODGAME_SHIRT { BodyItem = "body_goodgame_shirt" FacewearItem = "NONE" FeetOverItem = "NONE" FeetUnderItem = "NONE" HeadwearItem = "NONE" }
cBodyItem body_goodgame_shirt { ChestAssetFilename = "chest_goodgame_tshirt" ChestAudioName = "ClothChest" CoversShin = "true" HandsAssetFilename = "hands_naked" LegsAssetFilename = "leg_uranus_tshirt" LegsAudioName = "JeansLegs" }
cClothingDispenserItem goodgameshirtdispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ClothingEmote = "4" CollidableQuality = "0" CollisionType = "3" DisplayName = "50711" DR2 = "true" InteractDistance = "2" IsChest = "true" IsFeet = "false" IsHeadwear = "false" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "OUTFIT_GOODGAME_SHIRT" OutfitIdFrank = "OUTFIT_GOODGAME_SHIRT" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" } And put this code into safehouse.txt cItemPlacement goodgameshirtdispenser { ItemName = "goodgameshirtdispenser" Location = "5.200,-1.067,25.320" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" } But when I interact with the clothes box, it doesn't give me the shirt I added. What am I doing wrong? The outfit box works if I change ChestAssetFilename = "chest_goodgame_tshirt" To any other chest item that is already in the game, so I don't understand why adding one won't work.
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Post by Freako on Nov 23, 2011 23:36:23 GMT -5
Great idea there importing Dead Island characters. I have a question, but it's not to do with your tools, but a general 3DS question. (Editing one of Frank's shirts) these faces are all welded, but for some reason random faces don't want to shade properly and I'm unsure how to fix it. Edit: Nevermind, I figured it out. It was a smoothing groups problem.
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