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Post by anno1404 on Dec 29, 2010 2:49:06 GMT -5
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Post by anno1404 on Dec 29, 2010 2:30:33 GMT -5
Yep, I was trying to convert the file, not the tex file. I just realized this, was planning on moving this message, and saw that you responded. I am REALLY glad you are still editing here Tab! (I just moved the post, seeing how this works)
Here is a picture of the cr_jacket_cm.dds file which everyone has been talking about. Attachments:
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Post by anno1404 on Dec 29, 2010 1:51:56 GMT -5
If your going to want to actually see the texture edits in game, use TexMod like I describe in the other tutorial Which tutorial? Have a link? Here is a zip file of this file instead of 7s zip format: www.sendspace.com/file/klnh9sI am writing a tutorial as I learn this. It is a wiki, anyone can edit, and no registration is required.
This is my first try at using quickbms, and I can't get it to work. It says: -SCRIPT's MESSAGE:
-O files found in 0 seconds
Press Return to quit
I was trying to convert cr_jacker_cm Attached is a screen shot. Attachments:
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Post by anno1404 on Dec 28, 2010 16:14:25 GMT -5
I set all of the .txt files in data/frontend/ingame.big to false. Except I did not change the gambling lines, nor the mission lines. This still does not remove the item icons, nor the zombrex HUD, nor the items carried bar. So it must be something outside of ingame.big, or maybe one of the gambling lines or mission lines. UPDATE: I found this file in Mod:Data/Frontend. It looks like I have found at least how to remove inventory. Maybe I will be able to remove item icons too -- i will let you know.
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Post by anno1404 on Dec 27, 2010 14:17:33 GMT -5
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Post by anno1404 on Dec 26, 2010 22:42:47 GMT -5
Thanks for the idea facepunch, this post inspired me to do the Dead Rising 2 Infinity Mode Project. Update: closing thread, go to infinity mode thread for continued conversation.
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Post by anno1404 on Dec 26, 2010 22:30:05 GMT -5
What about the modder who made the nude twins patch? I wrote this modder after another editor here was wondering how he did texmods. Here was his general response: You can use Gribbed’s Tools (available inside the mod archive) to pack and unpack TEX files for Dead Rising 2 just the way you do it with BIG files for the game, they use the same packing method for both. The extracted files however also need their header modified after conversion, otherwise they are not recognized as DDS and before repacking you again need to modify the header. Obviously he is an excellent programmer and is willing to respond to any questions we may have. Please take two minutes to message him here, as I wouldn't know what to ask him myself.
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Post by anno1404 on Dec 26, 2010 20:30:27 GMT -5
Unlike other sites, proboards does not automatically email you when someone responds to a thread, and it is rather obscure how to set up email alerts. To ensure you find out when someone responses, set up an e-mail alerts as follows: 1. Bookmark the threads you are interested in by clicking the "bookmark" button just below the threads folder location. |
[/td][td] [/td][/tr] [tr][td]2. Go to the managebookmarks page.[/td][td][/td][/tr] [tr][td]3. Change the notifications to "Email" in the drop down box next to each bookmarked message you want to be alerted too.[/td][td] [/td][/tr] [tr][td]4. At the very bottom of the page, under the sentence: "By default, when you bookmark a thread, what type of notification would you like to receive when a new post is made in that thread?" In the drop down box, select "Email".[/td][td] [/td][/tr] [tr][td]5. Press the "Update Bookmarks and Preferences" button.[/td][td] [/td][/tr] [/tr][/table] You will now get email alerts for the threads you chose, and all future threads you bookmark.
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Post by anno1404 on Dec 25, 2010 22:04:27 GMT -5
Here is what i have learned thus far:
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Post by anno1404 on Dec 23, 2010 19:06:21 GMT -5
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Post by anno1404 on Dec 23, 2010 9:44:19 GMT -5
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Post by anno1404 on Dec 22, 2010 20:17:14 GMT -5
Old thread, see: Play infinity mode beta today!
Fight all case zero hostile survivors and the mechanic.
Fight never before seen hostile survivors.
94 hostile survivors in all.
Less then 5 minutes to install.
We need your feedback and value your comments!
STEP ONE: Place all survivors GOAL: May 12, Thursday
DONE and downloadable
Anno1404 will quickly post all the rest of the 35 survivors tomorrow.
Then we need people to go through and change the items the survivor drops in those files and in some cases move the start locations of some of the survivors.
After this, we can open the file up to testing.
I will send out an mass email inviting all modders to test Infinity Mode Beta.
STEP 2: Finish decreasing chuck's health GOAL: May 15, This Sunday
Done 5/15. Finishing touches on 5/16 Monday/
While the community is working on testing survivors and tweaking rewards, I will be working with ubiquitous on decreasing chuck's health.
Weapon arena to test decrease health when holding all weapons is up.
STEP 3: minor finishing touches GOAL: May 17, This Next Tuesday
After we tackle the decreasing health issue, we can work on the minor details: * keys for chuck to all doors and all vehicles. we can remove the doors, and have a mod to open all vehicles -- what about underground though? some of the doors have triggers * placing non-poisonous food in vending machines and/or in pawnshops. done -- need to replace weapon vending machines with food * add back zombies * makes zombies super aggressive * create a zone around survivors where there are no zombies (maybe)
All of this is easy to do, and the community knows how to do it already.
STEP 4: Release infinity mode 1.0! GOAL: May 18, This Next Wednesday!
We can then release 1.0 of infinity mode.
After the releaseAfter the release we can: * Work on adding Leon on his motorbike in royal flush, and * decide as a community what to put outside (I like the idea of bomber with bombs--but we can open this up to a vote!) * figure out how to get survivors to attack in the safehouse. * create tutorial screens All of these issues are solvable but we haven't studied this enough yet. We need some volunteers to:1. help change the reward items in many of the areas. This will involve switching items in each survivor reward mission in missions.txt. For example, swapping a bowling ball and mailbox with a flower pot and mic stand. this gives you the opportunity to get creative! 2. Help test each of the 94 missions over 4 days. Making sure the survivors show up and attack, and the reward appears after they die. Please sign up here!Thoughts?
ubiquitous Found decrease in life when Chuck is in idle, still working on further. LATEST as of MAY 01, 2011: Progress on placing hostile survivors. May 1st update on what we need to still learn, from most difficult and crucial to easiest and less crucial:How to get Chuck's life to reduce, 1 block at a time. Found decrease in life when Chuck is in idle**
How to extend Dead Rising 2 past 4 game days.***
How to create tutorial screens.
How to create unlockable weapons like Arthur's helmet which spawn in a new game once unlocked.*
How to make food not spawn, be carried in inventory and allow Chuck to eat it. Currently we are using vending machines to dispense expensive food and making all other food poisonous.**
How to spawn psychopaths in different locations other than their original location.* SOLVED
* these problems are probably easy to figure out, we just have not spent the time researching them yet. ** Major amount of research time has been invested in attempting to solve this problem. *** This problem has not been researched yet, and maybe very difficult to solve. What we know how to do, but need help on: Tutorial text of infinity mode
Placing survivors Please help us. post your suggestions and solutions in this thread. Intro:
I believe that we as a community can create an infinity mode for Dead Rising 2. I think this is just the project to revive this message board.
UPDATE: Most of the below issues have been solved and are incorporated into the infinity mode missions.txt file.
As you all recall Dead Rising had an infinity mode. Features of this mode included: | |
Dead Rising | Dead Rising 2 | Editor | Frank's life would drain | This is currently what happens to survivors when Chuck leaves them if we could figure out how this happens we could apply this to Chuck. | Unsolved | Food would not regenerate | This has already been solved, although it would be difficult to do We could delete all food items in each area, then readd items back with the same features as zombrex. (which does not respawn) | Solved by Anno1404. Put food in vending machine and making all other food poisonous. Still would like food which does not respawn though | Survivors attack Frank | Easy to make survivors aggressive/hostile to Chuck | Solved by Anno1404 | Survivors and psychopaths, when killed spawned a cardboard box with food inside | This is probably the most difficult task. Not sure how this could be done. But it is not a necessary feature necessarily to have infinity mode. Instead we could have food next to the aggressive survivor or psychopath. | Ongoing by Anno1404 | Text of Infinity mode | It is quite easy to change the text of Case 1-1 tutorial screen. Changing the images is also possible | Ongoing by Anno1404 | Mission times | It is already possible to push back mission times, these missions could be pushed back to the last minute of day 4 | Solved by anno1404, no missions in missions file, recreating new ones | Laser sword at the end of 3 days | We could create a super weapon as a reward, this has already been done. The weapon could be placed in one room (like the Tape it or die locked room), and like the Tape it or die room, make the room doors unlock a certain time, like the end of day 3. | Solved by Tom, has already created 3 new weapons. |
To get the most people involved, we could change the banner to advertise this project, with a link to the project page. Editors can commit to solving one of these tasks. Old exe file: [/s] Play Dead Rising 2 Infinity Mode today! BETA Testers needed. CLICK HERE [/size][/s]
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Post by anno1404 on Dec 22, 2010 17:07:22 GMT -5
Well, I opened file you told me to with big unpacking program, and replace all "true" to "false" in files that had hud_combine or hud_combo in their name. Please help me D: (Save your original ingame.big first) So you repackaged the file and returned it to the game folder data\frontend? When you repackage you need to name it ingame.big as it is saved as ingame_big.big Make sure to overwrite the original ingame.big (after saving the original) or move the original out first. If that doesn't work, activate debug mode. I don't think it will help, but it can't hurt.
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Post by anno1404 on Dec 22, 2010 11:26:02 GMT -5
That is a really good point bruce. So it would be possible...
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Post by anno1404 on Dec 21, 2010 20:46:06 GMT -5
How do I make hidden comments which the game ignores but I can use as notes for myself? In html and mediawiki it is <!--This comment will not be displayed--> In mediawiki code it is /* This comment will not be displayed */ SOLVEDTwo backwards slashes, for example: //this text is hidden screenshot:
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Post by anno1404 on Dec 20, 2010 21:44:31 GMT -5
Bluearms wrote more about this topic here: forum.xentax.com/viewtopic.php?f=16&t=5427dead rising 2 uses .big or .tex archives for models and textuers. With extractor (gibbed or bms script) I can extract npcs.big file and analyzed model formats. They use simple float and integer array files and TRI-STRIP. For example, cast_rebecca.big in npcs.big has files named "geo_blouseShape Indices 0" and "geo_blouseShape Vertices 0" "geo_blouseShape Vertices 0" is a float array file and size is 122,920 bytes, So the number of floats are 122920/4 = 30730 (the size of a float is 4) "geo_blouseShape Indices 0" is a integer array file and if you convert to text using utility like od2 (http://www.gdargaud.net/Hack/BinToAscii.html), you see integers running from 0 to maximum 2194 which means it deals with 2195 points. So you can guess 30730/2195 = 14 floats form a one point. I found [0,1,2] modulo 14 forms a 3d mesh data. [3, 4] modulo 14 forms a uv coordinates [5, 6] modulo 14 always(?) zero [7, 8, 9] modulo 14 forms a some normal [10] modulo 14 always -1 but in other formats is seems like a weight [11,12,13] modulo 14 forms a vertex normal which is used in obj like format all points uses common uv and normal intex system that is the number of points for mesh, uv, normals are all equal. To overcome the limits of this system, all part is divided to smaller parts. So one tri-strip in "geo_blouseShape Indices 0" can handle all mesh, uv, normal in the same time. With this analysis, I can convert all meshes in npcs.big into obj like format. (skeleton is not analyzed but it seems simple, there is only few float data in bone files, the problem is there is no suitable easy format which can contain mesh and bone data which i know of, texture information seems to be stored in another file "MatTextureInfoArray" in ordered method because each single part uses single texture.) I tried to analyse zombies.big with this success. But it seems use somewhat different system. It has files something like "Combined Vertices 56" or "Combined Vertices 40" I found 56 means 56 bytes per points that is 56/4=14 floats. 40 means 10 floats forms a point. I thinks [7, 8, 9, 10] modulo 14 in 56-format is removed in 40-format. (with some repositioning, [5,6] modulo 14 has moved to [8,9] modulo 10.) So vertex file structure for "Combined Vertices 56" is same with "geo_*Shape Vertices 0" type files. But indices are very different. For example, zombie_construction.big in zombies.bin has files "zombie_construction_2.big" "zombie_construction_3.big" "zombie_construction_4.big". "zombie_construction_3.big" and "zombie_construction_4.big" seems like a more reduced polygon version of "zombie_construction_2.big" each has single mesh file and it is named "Combined Vertices 56" for "zombie_construction_2.big" and has 41566 floats means 2969 points "Combined Vertices 40" for "zombie_construction_3.big" and has 13120 floats means 1312 points "Combined Vertices 40" for "zombie_construction_4.big" and has 3310 floats means 331 points The corresponding Indices file name is same as "Combined Indices 2" But strangely "Combined Indices 2" for "zombie_construction_2.big" has indices running from 0 to 534 (required points are 2969!) "Combined Indices 2" for "zombie_construction_2.big" has indices running from 0 to 210 (required points are 1312!) "Combined Indices 2" for "zombie_construction_2.big" has indices running from 0 to 330 (well it has all points) Also it seems use a multiple textures for a combined mesh. But one mesh must use one texture in this system otherwise it is complicated with other stuff. So i guees it is really a combined files, then maximum indices need not to be large and each part can use single texture. But i must know wheres is the position i must cut the file. Any help will be welcome. - The converter for npcs.big which converts geo* file pairs to obj is uploaded at deadrising2mods.proboards.com/index.cgi?board=dr2tools&action=display&thread=354But it only works in 32bit environment (but source is included) Later: Nevermind, I have found all new parts start with sequence 0, 1, 2 (seems obvious) And file "SceneDescription" contains required part name.
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Post by anno1404 on Dec 16, 2010 22:02:38 GMT -5
No the first method does not remove it permanently. I removed the HUD before, and it removed everything -- all the names of items -- all the mission text -- the life bars and the item bar. everything. You can read how I did it, I try to give detailed instructions, then attempt to find out which removes the blue wrench only.
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Post by anno1404 on Dec 16, 2010 21:37:46 GMT -5
wanna post the file so we can all have many snow flake's ;D ;D Yes please post your file.
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Post by anno1404 on Dec 16, 2010 21:32:46 GMT -5
Notepad ++ has regular expressions which allow for wildcards.
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Post by anno1404 on Dec 16, 2010 21:27:09 GMT -5
awesome pictures!
Please provide the file. I hate when editors post what they have done and never provide a file for others to use.
thanks in advance.
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Post by anno1404 on Dec 15, 2010 16:22:10 GMT -5
MODIFY .BCT FILESRemoving walls/light fixtures/ceilingsThere has been a lot of talk about modifying characters and movable items, but I have never seen a conversation about the walls, light fixtures, unmovable furniture, ceilings and floors. Anyone know where this information is at? Which folder/file? Snisleziggy was able to modify the color of the tiles, Modifying the posters in Texmod...Both of these posts talk about changing the unmovable items, but not how to REMOVE them. I think these unmovable items and environments maybe in: Dead Rising 2\data\models\environment UPDATE:I figured it out, in /data/models/environment/royal flush/royal_flush_z01.big I unpacked then cut out a large portion of the Bigfile.xml to: <?xml version="1.0" encoding="utf-8"?> <files version="2"> <entry name="ZONE_ORGANIZATION.big" alignment="4">ZONE_ORGANIZATION.big</entry> <entry name="ZONE_ORGANIZATION.tex" alignment="4">ZONE_ORGANIZATION.tex</entry> <entry name="MERGED_COLLISION.big" alignment="4">MERGED_COLLISION.big</entry> <entry name="MERGED_COLLISION.tex" alignment="4">MERGED_COLLISION.tex</entry> </files> I then repacked the files. Strange pink "missing prop" boxes appear. I have 17 pictures of the results. I am planning on figuring out what many of the 999 items are in this list, and documenting them all here. New puposeAttempting to remove the vents along the roof of maintenance room number 1 After figuring out how to remove unmovable furniture and walls. I have gotten stuck. GOAL: Currently I am working on removing just the vents along the roof of maintenance room number 1. I can remove ALL of the unmovable furniture in maintenance room number 1. (see photo below) This is done by removing the file from the z05_cr1_19_big from the bigfile.xml found here: /data/models/environment/royal flush/royal_flush_z04.big/z04_cr1_05.big/ But here is where I get stuck. Trying to edit out sections of bigfile.xml found in _COMP_z04_cr1_05.big found here: /data/models/environment/royal flush/royal_flush_z04.big/z04_cr1_05.big/_COMP_z04_cr1_05.big/ the game always crashes. It appears that there is more than just lines from the bigfile.xml I need to edit out. I am not sure which lines and which files though. Any suggestions? Which lines would control these individual pieces of furniture? Here are all the files in the _COMP_z04_cr1_05.big folder: _ATTRIBUTE_ -almost empty _BONENAMES_ - lists the z04_cr1_05.z04_cr1_ files below, deleting sections of this file does not work ( picture of original) _COLLPRIMS_bigfile.xml Combined Indices 2 - garbled Combined Vertices 8 - garbled Combined Vertices 12 - garbled Combined Vertices 20 - garbled Combined Vertices 28 - garbled Combined Vertices 44 - garbled MatArray - garbled ( picture) MatTextureInfoArray ( full contents) persistent.big - extensive folder with subfiles SceneDescriptionSceneHeaderUsedShaders.txtz04_cr1_05 - 3 line file ( picture) z04_cr1_05.z04_cr1_06 - 1 kb file z04_cr1_05.z04_cr1_07 - 1 kb file z04_cr1_05.z04_cr1_08 - 1 kb file z04_cr1_05.z04_cr1_09 - 1 kb file z04_cr1_05.z04_cr1_10 - 1 kb file z04_cr1_05.z04_cr1_11 - 1 kb file z04_cr1_05.z04_cr1_12 - 1 kb file z04_cr1_05.z04_cr1_13 - 1 kb file z04_cr1_05.z04_cr1_14 - 1 kb file z04_cr1_05.z04_cr1_15 - 1 kb file z04_cr1_05.z04_cr1_16 - 1 kb file z04_cr1_05.z04_cr1_17 - 1 kb file z04_cr1_05.z04_cr1_18 - 1 kb file Layout of this folder: ( Also found here) Screenshot of what maintenance room 1 looks like when I edit out z04_cr1_05.big: CONTINUATION OF THIS:deadrising2mods.proboards.com/index.cgi?board=dr2general&action=display&thread=460
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Post by anno1404 on Dec 13, 2010 17:31:43 GMT -5
I don't know if this will help, but standing near items and clicking the button to aim removes the icon. (if you are close enough) Also in god mode, you float around Fortune City out of body and there is no icon.
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Post by anno1404 on Dec 11, 2010 20:20:12 GMT -5
All of the text, including the text for case zero is found in \data\frontend\str_en.bcs (this is the English version -- there are 7 other language files) You need to download a Hex Editor to open the file. Full text here: deadrisingwiki.com/Game_text ...or if that link is broken here: deadrising.shoutwiki.com/wiki/Game_textAlso: dr2cz.wikia.com/wiki/WwwWhich looks like it is partly in German. Below is actual text from the game, how do you do it, and what in the world is "Grind zombies for ammo." Would you like to skip ahead?
Skip to next Zombrex Dose
Skip to next Case File
Skip ahead %d hours
Don't Skip
Grind zombies for ammo.
Saving is not available in the trial version of Dead Rising 2: CASE ZERO. Locked see Game text files?
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Post by anno1404 on Dec 11, 2010 15:49:38 GMT -5
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Post by anno1404 on Dec 11, 2010 14:39:06 GMT -5
You will find all the games text based entries between 1C9A05C0 and 1C9F8090. I will also be posting a list of addresses with ingame character names and their addresses in a seperate topic. Yes, please tell us exactly where 1C9A05C0 and 1C9F8090 are.
Looking forward to that posting about a list of character names... anything to point us in the right direction.This maybe helpful: Dead Rising 2 [PC] text & fonts export forum.xentax.com/viewtopic.php?f=10&t=5191Also: I think dialogue is stored in the \data\frontend\str_<language>.bcs files. They seem to be lots of NULL separated flat text strings with a bunch of header data. The readable bits start around 0xED80 in the English file, with meaningful text a little further down. For english: \data\frontend\str_en.bcs
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Post by anno1404 on Dec 11, 2010 14:28:48 GMT -5
What file did you modify for more zombies? Was it missions.txt? Thank you.
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Post by anno1404 on Nov 1, 2010 20:59:08 GMT -5
I tried this on the DR2 PS3 version it doesn't work lol i wish that it did tho. How in gods name can you edit the Ps3? Introduction:I'm creating this Thread to build a knowledge base (psuedo-wiki) for the Structure and API of *.txt files within *.big archives. If you are still doing this and need an actual wiki you are welcome to create new pages.
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Post by anno1404 on Oct 31, 2010 14:29:54 GMT -5
Really nice job on the mods. I think if you have new downloads, it is best to start a new thread.
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Post by anno1404 on Oct 31, 2010 12:15:39 GMT -5
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Post by anno1404 on Oct 31, 2010 10:25:03 GMT -5
Yeah, it is not much help. But it is good for search engine hits, for editors looking for assistance Here is a more applicable list, with all of the main big files, alphabetized. With space to add what each .big file does. Here is a list for npcs.bigNo registration required, edit away. This will give us a goal Looks like another editor started another list similar to this one, here.
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