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Post by anno1404 on Jan 10, 2011 12:43:15 GMT -5
the two swat guys have not been done -- if they are not in the above picture (hidden by spolier button) they have not been done yet.
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Post by anno1404 on Jan 10, 2011 1:12:44 GMT -5
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Post by anno1404 on Jan 8, 2011 23:38:52 GMT -5
I have taken pictures of every person in your mod. 40 men and 8 shirts. Now that you have a female skeleton (from the post on this forum) how about all the women? And what about the case zero survivors. Thank you again! Awesome! Update: see this female mod
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Post by anno1404 on Jan 7, 2011 21:42:17 GMT -5
oh my mistake, good luck with that then.
Thank you for clarification.
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Post by anno1404 on Jan 7, 2011 9:08:14 GMT -5
Okay, so now we know how to convert them to dds but can we reconvert them? Otherwise there's still no possibility to reskin/retex, or is there? We cannot reconvert them, but we can: * use texmod package build to convert the created login file to a tpf file, * then start the game with package mode, selecting the newly created tpf file. The result is below, instead of blaring pink "mission prop" boxes, I changed the color to black (by deleting the picture entirely). I am explaining this quickly, as I don't have time to explain in detail, but I will write a tutorial on the wiki, and rewrite this explanation later today. What is really extremely troubling about all this, is that excellent coding editors here from October knew all this. This was extremely basic to them. But there has been such a brain drain, after asking three times with no answers over a month, only now I have figured this out myself. It is sad the poor way forums are designed allows the community to lose so much invaluable information so quickly, that is why my wiki project is so vital to retaining and combining the community's collective knowledge, and it is so troubling that no one else is working on this wiki with me.EXAMPLEBefore, the black boxes in the picture where a blaring pink: Deleting the image in xnview.exe creates the below: Mod:Missing_propAttachments:
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Post by anno1404 on Jan 7, 2011 2:01:30 GMT -5
We are unable to post players in locations where they were not before. All the mods you see are taking existing characters in existing locations and changing them.
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Post by anno1404 on Jan 6, 2011 23:42:11 GMT -5
The file which contains the yellow floor shown above is LM_sa_floorA_04_NE.bct Open at: data\models\environment\safehouse\safehouse.big\sa_floorA_04.tex\LM_sa_floorA_04_NE.bct This floor was modified in texmod. The problem with texmod is: 1. any files modified in texmod have to be played in texmod everytime you start the game to work. 2. finding textures in texmod is very difficult and time consuming, a modder has to scroll through hundreds of textures before finding the texture he wants. As explained in the 4/7/2011 post below, it is impossible right now to open data\models\environment files with quickbms.exe. Attachments:
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Post by anno1404 on Jan 6, 2011 21:06:28 GMT -5
When I played the game, all i noticed was his hair was black. You are welcome to add screenshots and change the title of this post.
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Post by anno1404 on Jan 6, 2011 7:53:37 GMT -5
Tab, please do update your files. Any suggestions about the future of this site, please share them with us. I hope you plan on staying here for the long term. The community needs your intelligence! As I wrote elsewhere, I think you should be administrator, you have the temperament for it, the technical knowledge, are extremely helpful, and most important: you are still here! All floor files are BCT files, as I update my original post, I will include this. Being the most technical savy of the active editors here, I asked you how to change BCT files in a personal message, and you didn't know
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Post by anno1404 on Jan 6, 2011 7:33:28 GMT -5
UPDATE WITH SOLUTIONThis is how it you convert BCT to DDS. the link below has full instructions how: You use texmod and login with texmod, then covert the files to dds. I don't think this has been explained before on this forum. I figured it out after reading another forum. === Okay, for the last month I have written three inquiry posts: All three are generally a variation on one damn question: [glow=red,2,300]How the hell do you change the color of the floor tiles?[/glow]In each thread the answer to this question is maddeningly closer and closer. What frustrates the hell out of me is that two editors, including our former administrator have shown that THEY know how to change the colors of the damn tiles. But they never explained how they knew. Lost wisdom of the ancients: Since proboards.com forums are so fundamentally so terribly designed, any private message to these editors will sit in their mailbox until they decide to come and visit the site again. It is so damn frustrating to see the slow brain drain of this site. If I would have asked this same question in early October of last year, 4 people would have responded. Now I get NO response after three times asking. How do we encourage our top editors to come back?I don't know if it is too late, but I think we as a community need to rethink ways of inviting back these incredible editors. Include our old administrator and gibbed's the most famous editor here. Possible ideas are: * moving to a better forum and redirecting to that site * creating a project which will inspire people to get involved * emailing all editors an email * working with my wiki to try to compile all information we have learned deadrisingwiki.com/wiki/Mods* working and co-linking with other forums and websites. * changing the banner to direct people on how to set up email alerts (this stupid forum will not allow us to do this automatically) * figuring out how i can make more administrators, these editors could go through forums and combine common threads and link to one common thread, similar to my [url= deadrising2mods.proboards.com/index.cgi?board=dr2general&action=display&thread=471]SOUND: What the community has learned thus far [/url] posting. * Editors can scour the forum for these common threads and make these one large link threads now. Editors who build these threads are promoted to admin. * Make a feeling of community. Right now I have little sense of community here, unlike our wiki. We want to encourage people to feel like this is a place they can come and socialize and be warmly welcomed. A chat box would help. I want to find out how the hell you change the color of the floor tiles dammnit. What do you all think?
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Post by anno1404 on Jan 5, 2011 8:10:45 GMT -5
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Post by anno1404 on Jan 5, 2011 7:26:19 GMT -5
photo of package being uploaded with texmod Attachments:
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Post by anno1404 on Jan 5, 2011 7:25:35 GMT -5
This is a tpf file 1.37 mb, no viruses, which I could not open, community is this legit, or fake? Update-- i didn't read much beyond the title. This is a mod which makes Chuck's hair black, nothing more. Attachments:
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Post by anno1404 on Jan 4, 2011 14:26:38 GMT -5
He does say "uncarriable", so maybe you should read before blindly criticizing. ubtri, if you weren't so reactive and sometimes nasty to new editors, I would have given over complete administrative control to you. You have the technical skills, but severely lack the people skills.
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Post by anno1404 on Jan 4, 2011 14:23:56 GMT -5
Have you tried to edit these files yourself? I have given you hours of research to expand upon.
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Post by anno1404 on Jan 1, 2011 11:08:38 GMT -5
I want to do a section like this for all major topics, then sticky them. Anyone who wishes to help is welcome.
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Post by anno1404 on Dec 31, 2010 23:20:58 GMT -5
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Post by anno1404 on Dec 31, 2010 23:04:44 GMT -5
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Post by anno1404 on Dec 31, 2010 22:31:58 GMT -5
If you have information to add, add i below and I will incorporate it here. adw files:About .adw files.These files are an enigma. Honestly I think they are .wav files renamed, like Resident Evil 5s .sngw files. Although renaming a .WAv to a .Adw only results in silence. Any thoughts or knowledge about any possible codec of these files? Category name Sound
I know how to play em but replacing any sound file removes all bgm
You can't use rad tools to convert the wav to the adw format?
not the issue, the issue here is that if any sound file is replaced, like I replaced PressStartDR2.adw with another adw file and this removed ALL background music, there must be some sort of script that can be disabled to allow the game to freely read music. Can't mod music?Tried replacing the militiamen song with Gone Guru as an experiment. Rebuilt the .big and (making a copy of the original) placed the new one in the folder with the proper name. Started up the game --- and all the music was gone. Put the original .big back, music returns. Now, goldwave thought the .adw file for the song was a 4-bit, 48000khz ADPCM wav file, so I saved it as that (with the .adw extension intact.) Is it possible that there's just some kind of file header that it didn't pick up on that screwed up the game's audio system when I made the modification?
Does goldwave actually support adw format? Or did you simply change the file's extension?
It seemed to know what it was. I just double clicked on the original .adw file, and it recognized the thing, though it said it had a problem with "checks."
Does goldwave actually support adw format? Or did you simply change the file's extension? VLC media player can play the files... For replacements I usually just rename the sound file I wanna replace with the correct extension. Best regards, Adejam. Any way to play .sfx / .adw?So, when I messed around with the Rebecca sounds I came across these file formats. From the looks and the results I got, .adw seem to be the main sound files whereas the .sfx (though implying they were, as for SoundFX) seem to control the playing of .adw, e.g. choosing if the grunt 1, 2 or 3 is played. But since I can't open the files, I can't know for sure and as I want to delve deeper into that, e.g. removing some sound files so we can have an all female sound pack, excluding the cutscenes of course, I was wondering if anyone around here knows of a tool that can open any of these files. My quick search on Google didn't turn up much, but in case I oversaw an obvious option, I apologize. Category name Sound Voicesplay as Twins voice SEE ALSO: backup of Rebeca's voice.Posted by pyoh1350 on Oct 16, 2010, 8:47am ....
download :
www.4shared.com/file/vfGk73_4/fx_main.html
how to install: ....
Posted by notld on Nov 7, 2010, 7:00am Great! I'm guessing all the people who made female character models to replace Chuck are thanking you, you pretty much complete their work!
Now, in a small part of the game, Rebbeca appears in actual gameplay, I don't remember in which case, but if you completed the game, you saw it. It's one of the first cases, you have to follow her somewhere. In that part of the game, when she is atacked or shoots or moves through zombies, does she make any kind of noises? Because if she does, that means there's files with them, and it would be possible to replace them just like you did with the twins. And that would help the ones who made Rebbeca's model even further. If she does make any noises, could you do the same you did with the twin's but with Rebbeca? Fixing up the Female Model Swaps Posted by Wizard on Oct 11, 2010, 9:34am I've gotten many complaints about issues with the female model swaps.
I've looked ALL over the Audio folder trying to find Chuck's Grunts" so I could replace them with female ones, so our female model swaps don't sound like Trannys...
halfblindratt on Oct 12, 2010, 3:39am About the "Grunts", it's sorta strange, I opened the chuck.big file in audio and played the .adw files with VLC player, most of them played, not all, but it seemed like it had all of chucks audio. So I went ahead and replaced one little line with another sound.. = Now most of ´Chucks sounds are disabled, Cutscenes still have his voice and the lovely "battlegrunts" are there, but all his actual selftalking, like when changing clothes is gone, nomore "Im a big boy" or "This really isn't my size". Maybe it's simply the ADW-files copyprotection, but they have certainly made it hard giving Chuck a more feminent sound.. Even If the sounds would work, there's like hundreds of them to be replaced, and not all of them were playable, to listen to what you are replacing.
More savable survivors!Posted by dengarde on Dec 20, 2010, 5:41am ...
The information on survivors are located in Datafile.big > Items.txt. Here some example code, this one is for Archie, from Case Zero: … AudioShoeType = "0" Dettermines the footprint sound effects.
SubmitsSurvivorCall = "true" Detemines whether or not the survivor emits "Is someone there" sound files on the feild before recruitment
SubmitsSurvivorHelp = "false" Detemines whether or not the survivor emits "HELP!!!" sound files on the feild before recruitment
VoiceType = "106" Determines the voice files used. Sound trackSoundtrack ChangeI am working on a mod that changes the soundtrack to the game. Not only for boss fights, but some ambience music. How to swap in game musicPlay videosPlay all videos outside of the game You can play all the .bik videos found in Dead Rising 2\data\movies with a program called bink, downloadable here: www.radgametools.com/bnkdown.htmDebug ModeMod:Debug_Mode#Options_availableOptions to change: audio_collision_vis_enabled bool audio_collision_vis_life float audio_disable_local_zombies bool audio_display_peak_meter bool audio_draw_loader_flags int audio_draw_loaders bool audio_draw_message_stats bool audio_draw_surface_debug_text bool audio_draw_surround_emitter_flags int audio_draw_surround_emitters bool audio_draw_surround_volume_flags int audio_draw_surround_volume_Types int audio_draw_surround_volumes bool audio_enable_game_error_messages bool audio_enable_loose_files bool audio_enable_propaudio_info_render bool audio_enable_slot_ambience_rendering bool audio_enable_zombiance_rendering bool audio_enable_zombie_vocal_rendering bool audio_enable_zombie_voice_override bool audio_event_debug_output_mask int audio_lock_listener_position bool audio_log_verbosity int audio_sample_rate_override int audio_zombiance_search_grid_size int audio_zombiance_update_per_frame int audio_zombie_voice_action_filter_Threshold int audio_zombie_voice_max_reference_swap int audio_zombie_voice_override int dbPrintf.Disable_Audio_Channel bool disable_audio bool enable_audio_log bool RenderAudioHeapStats bool
What each one of these files does is unknown, but if you find out, please function post on Mod:Debug_Mode#Options_available no registration required. MethodologySearched all forum threads for the word "sound", last result, #27 on Oct 6, 2010, 7:00am. Also used some information I have learned myself, posted on Mod:Debug_Mode#Options_availableIf you have information to add, add i below and I will incorporate it here.
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Post by anno1404 on Dec 31, 2010 22:13:36 GMT -5
Great advice, especially from neoweiner. So many GREAT editors no longer edit here! Here is a post about decreasing the number of zombies. and also changing debug mode. How did you all get FPS, internally, or from an external program? From another locked thread " remove shadow": Posted by shaun71 on Dec 18, 2010, 3:46pm
:-/ok hi guys awile back stated a thread called laaaag and i was wonding how to remove shodows compleetely do u guys know how ? any other tips to reduce lag i would apretate my settings are all the down on the games im out of optins
Posted by omeganuepsilon on Dec 18, 2010, 3:55pm REduce resolution I play on minimum currently and it still looks pretty good. Used to be terrible back in the day, now it's just more of a matter of how insanely crisp it can get. I'm actually impressed how well it looks on low res.
If that's not enough, you can reduce the number of zombies in missions.txt.
I can't be assed to actually tell you how to go about replacing that file(it's all over this forum), but I posted a modified one in WIP area with greatly reduced zombie amounts for most of the game(there's more towards the end, as I realized jsut last night when I finally finished).
Other than that, no known news on no shadows.
I toyed with the idea of editing the csv(Open office can open them, I imagine MS word can also) files in datafile.big, but am feeling ill today and again, can't be bothered with it. From another locked thread Custom resolutions possible?: Posted by omeganuepsilon on Dec 17, 2010, 12:45pm I was wondering if anyone has gotten the game to run at custom resolutions, of if they're hardwired into the engine?
I'm currently playing at 800x600(still looks pretty amazing, oddly enough, and it's the only way I can get it to play smoothly), but on a widescreen monitor, and have to change the TV settings so it doesn't stretch side to side.
Ideally I would like to run 960 x 600.
I tried changing the .ini over in My Documents/games etc. Didn't work, but did screw up my game some, didn't have to change TV settings to 4:3 before... From turn off shadow mod?Posted by ineedmorefpsindr2 on Oct 30, 2010, 9:59pmhow do you completely get rid of all shadows in dr2 if possible any one know?? Posted by notld on Nov 2, 2010, 7:43pmLook, there's an .ini file in the savegames folder, rendersettings.ini. Here's the content: // Render Settings RenderWidth = 1280 RenderHeight = 720 VSync = true Refresh = 60 MSAA = 0 Gamma = 1.1 COMBINED_BLUR = COMBINED_BLUR_DISABLED ZOMBIE_COUNTS = ZOMBIE_COUNTS_TWOFOLD SHADOW_QUALITY = SHADOW_QUALITY_LOW TEXTURE_FILTERING = TF_TRILINEAR
I tried changing the SHADOW_QUALITY = SHADOW_QUIALITY_LOW to SHADOW_QUALITY = 0, but it didn't change anything. Maybe anyone who knows a bit more about any of this could try it and tell what to change it for. Another locked thread: Remove Shadows?Posted by adejam on Oct 24, 2010, 5:17am Oh-Hi! I was wondering if anyone can make a mod to remove shadows in the game? I ask this because I don't think zombies are my problem; whenever I minimise out of DR2 and then maximise back in, all my lag is gone... for a short while that is... I was thinking maybe someone could help me? Best regards, Adejam. Posted by metal33tca on Oct 24, 2010, 5:35am When you maximize, as the game is faster for a while, are the shadows gone too? Posted by adejam on Oct 24, 2010, 6:34am No, but I assume removing shadows would help in the long run, rather than trying to find something about this mysterious minimise fix Posted by ubtri© on Oct 24, 2010, 1:27pm You guys just need to upgrade your PC's. There's no magic cure when it comes to messing with the core graphics engine of the game... You can't alter the graphics past what the in-game menu lets you. It's a console port! Posted by adejam on Oct 24, 2010, 4:31pm I have no money? It's easy for some... Plus, there is a magic way of anti-lagging myself with this minimise trick, so it's not my card... Posted by ubtri© on Oct 24, 2010, 5:22pm Have you tried Gamebooster? It gets me an extra 5 or so fps... Posted by avenkross on Oct 26, 2010, 10:55am ^-- This. Alot of people have complained about shadows, yet there doesn't seem to be a mod that well.. gets rid of shadows. I and a ton of other people who can't get a new graphics card would appreciate it
Oct 24, 2010, 1:27pm, ubtri© wrote: You guys just need to upgrade your PC's. There's no magic cure when it comes to messing with the core graphics engine of the game... You can't alter the graphics past what the in-game menu lets you. It's a console port!
That's BS, In oblivion and Fallout 3 you could remove even heads, and some guy redid all of the Oblivion textures. People could do all sorts of things, and even removing blur (Which wasn't an option in the PC version) was possible. The game wasn't even made for Windows 7, and was impossible to play normally, but was made possible by a simple edit of a file which made it so the game didn't crash after starting a new game. Posted by ubtri© on Oct 26, 2010, 5:14pmThere's a lot of PC games that can be modded to great extent, you listed two. Oblivion was ported to console, not vise versa like DR2. I'm familiar with Oblivion mods as I played with a lot of them, and as you mentioned someone redoing Oblivion textures, that's probably very possible in DR2 as people are already reskinning clothes and whatnot. But it's a VERY daunting and time-consuming task. DR2 hasn't been out very long, a month at best, and being a DIRECT CONSOLE PORT means modders have little to work with.
You know, a modder is just a person like you. Maybe you guys can come up with a "Remove Shadows" modification yourselves? If it's so easy to do... If not I suggest waiting for it to happen naturally, in the years to come of this great game being released Posted by adejam on Oct 27, 2010, 5:48pm I always use gamebooster, But meh, I'm not so picky about FPS now, my whole OS went kaboom and my pc didn't even realise it had an OS ¬_¬ Im working on my pc nows D: Posted by avenkross on Oct 29, 2010, 4:56pmActually.. I just got off my butt and decided to look into it. in the shaders folder there were a few BIG files I opened them up and looked at them. deadrising-ss.big had two files. one was.. well.. I don't know what it was, but the other seems to be what runs the show.
not sure if I should post it here, put I found this.
FORCE_INCLUDE_SHADOW_TEXTURE ENABLE_POINT_LIGHT_0 ENABLE_KEY_LIGHT ENABLE_ATTENUATED_SHADOW INTERNAL_ENABLE_SHADOW There were a few other lines but I don't think that has anything to do with it. This thing has weird symbols. Created a back up of deadrising-ss.big and messed around with it, noticing that some of these had _0s and _1s at the end. didn't work. of course, like I said I was just screwing around. I'm assuming you're a modder or you do something here (Look for mods) I don't know. what do you think I should do? should I take this elsewhere or what? Posted by Wizard on Nov 1, 2010, 2:55pmGamebooster huh? Interesting. I should try that on a few games, see if it even works.
About the topic, and shadows I believe it is possible to COMPLETELY disable Shadows in-game, by editing the stages .CSV files and turning all the shadows to 0.
Usually disabling shadows in a game will greatly increase FPS, but I suppose it also depends on the game's graphical engine. Posted by anno1404 on Dec 31, 2010, 11:20pm I am sure one of these options may solve this problem. Instructions atop the page. Mod:Debug_Mode#Options_available
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Post by anno1404 on Dec 31, 2010 22:04:19 GMT -5
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Post by anno1404 on Dec 31, 2010 2:57:11 GMT -5
I modded it some time ago but not a model mod though. As I am just learning how to reskin myself, I can't help you. Good luck, i hope someone helps.
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Post by anno1404 on Dec 31, 2010 2:37:03 GMT -5
There are dozens of unfulfilled requests for modifications. 9 times out of ten your modification will not be made. I suggest learning how to do mods, and make this yourself. People here respond much better to general questions about creating a mod then someone wanting them to create a mod for them.
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Post by anno1404 on Dec 30, 2010 23:30:38 GMT -5
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Post by anno1404 on Dec 30, 2010 22:55:17 GMT -5
Belongs in General Modding Discussion, probably. This is for Mod Releases for Re-Skins. I will move it now.
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Post by anno1404 on Dec 29, 2010 20:26:10 GMT -5
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Post by anno1404 on Dec 29, 2010 16:42:36 GMT -5
Okay, I am going to update deadrisingwiki.com/wiki/HUD with my progress. The reason I am interested in this is just the opposite of you: I want to keep the icons, and get rid of everything else. Yesterday I figured out how to do this, but I spent an addition hour to two hours helping you solve this. It is not complete. Here is what I have been able to do: Delete every icon, every button shown next to the icon, and the words associated with every icon. What remains is a gray box which turns black when you get nearby. More details are on the HUD wiki page. Attached is the file: - download hud_overlays.txt (below) to desktop
- open data/frontend
- find hud_overlays.txt file
- renamed hud_overlays.txt to something like ORIGINAL hud_overlays.txt
- Drag the downloaded hud_overlays.txt to the data/frontend folder
- Start the game
If you want to improve on what I did, see Opening_and_recompiling_files Then you can experiment too and maybe figure out how to delete the gray/black box. Screen shots of my progress are found on the HUD page. Attachments:
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Post by anno1404 on Dec 29, 2010 14:12:49 GMT -5
I've got a vid of a hostile Lashawndra but I don't know how to upload it . Any help ? upload it to youtube. get the link for the video from the video screen. then press the youtube button here. putting the video link between these two boxes.: [youtube][/youtube] hope this helps
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Post by anno1404 on Dec 29, 2010 5:41:13 GMT -5
half way there I changed all files' trues to false. I am able to remove the text of the icons, but not the icons! At least I will be able to find out the NAME of these icons, so it will be easier to identify. Also able to remove just the zombrex HUD and the inventory HUD by setting all 7 of these files to false.
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Post by anno1404 on Dec 29, 2010 4:44:31 GMT -5
Here is what we can potentially do as a site (huge screenshot below) This is a pic of someone editing Dead Rising 2's, Brent Ernest, or as he is better known, Slappy. Since the corner shot shows 11/06/2010, this character was being modified after the game was released. So it therefore was not a capcom employee, but a modder. He is using the program usa.autodesk.com I just got this program myself. It is the same company that produces autocad for engineers. I have no idea where the image originally came from, it was uploaded by an "Ash Crimson" on November 29 on Deadrisingwikia.com and someone on the new wiki, mistertrouble pointed it out to me. Another autodesk photo: Found at forum.xentax.com/viewtopic.php?f=10&t=5062Attachments:
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