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Post by solidcal on Nov 9, 2016 18:29:24 GMT -5
UPDATE! CZ Chuck has been updated. Pants now include their mask and bump maps from CZ and Chuck now has his CZ hair. Link has been updated too!
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Post by solidcal on Nov 7, 2016 9:46:47 GMT -5
New rig added.
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Post by solidcal on Nov 6, 2016 9:52:57 GMT -5
Is it impossible to add his younger hair ? Yeah it is. In fact it has been. I just need to make sure it is all positioned correctly so it doesn't have issues. Though so far some things keep messing up.
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Post by solidcal on Nov 1, 2016 13:47:59 GMT -5
Awesome stuff there buddy.
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Post by solidcal on Oct 31, 2016 11:07:46 GMT -5
Isabela has issues in cutscenes with her cutsceme model over Frank. Mostly some broken pinky fingers at times. Also are you following stipo's tut on how to mdoel swap? Cause always use character in game models for IG Frank and cutscene versions for cutscene Frank.
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Post by solidcal on Oct 24, 2016 16:24:36 GMT -5
It adds it in as a new outfit.
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Post by solidcal on Oct 24, 2016 16:23:59 GMT -5
No. Not right now anyway, considering that emulator still needs a lot of work to make a lot of other games work.
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Post by solidcal on Oct 23, 2016 18:19:35 GMT -5
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Post by solidcal on Oct 21, 2016 15:28:56 GMT -5
New reskin guys. Check out the first post!
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Post by solidcal on Oct 19, 2016 15:50:11 GMT -5
Curiously, how did you make the custom Security Room mod and OJ dispenser in Infinity Mode mod? Editing the specific areahit xml files for that particular stage, for the OJ dispencer I found the right code from the 72/overtime mode's xml file and replaced an item in infinity modes xml file and ta dah! OJ dispencer in infinity mode. Though now we know that we can actually add spawns by editing the items number id and the number at the top of the xml for the spawn. So basically if at the top it says 15 for the amount of IDs used and you have an item spawn with 16 as the id, you'd need to change the number to that so then it has a new entry.
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Post by solidcal on Oct 19, 2016 15:42:29 GMT -5
Loving the Claude skin. You gonna do the other GTA outfits too?
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Post by solidcal on Oct 16, 2016 5:45:46 GMT -5
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Post by solidcal on Oct 15, 2016 9:50:56 GMT -5
Nope to everything. We don't have the tools for it and the person who was making a model importing tool lost interest with dr3 to finish it. Plus if we do get the files, they probably won't work any due to the differances in compression, encryption and that fun stuff. So for now, it isn't happening.
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Post by solidcal on Oct 11, 2016 9:00:19 GMT -5
So to weigh in what is already said. To get around this, you'd need to make a spawn to spawn in to the s137 version of the security room, aka the empty one with a useable door to get to entrance plaza. Not impossible to do since you just hit the trigger and teleport to the s137 map and vice versa. Odd system from capcom, when they could've just did it any other way. But that's the game for ya. XD
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Post by solidcal on Oct 11, 2016 8:53:42 GMT -5
That Kent looks amazing. If only I knew how to model swap u.u I'll release it eventually. Just kind of messing abou with teleporter co-ords right now.
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Post by solidcal on Oct 9, 2016 11:48:27 GMT -5
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Post by solidcal on Oct 9, 2016 11:41:37 GMT -5
New mod uploaded on the first post!
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Post by solidcal on Oct 9, 2016 6:22:24 GMT -5
Okay I cleaned up these comments. Just to let people know, Freako doesn't really mod DR much anymore or activley updates any links that are broken since he is off doing other things. So it is okay to upload it as long as capcom and the person who ported the things are credited thats all. So no need to get worked up on either side. Plus many mods like this need to be updated or uploaded for people who can't get the tools to work. So relax everyone. Nothing is being stolen. Now thank you SPPV for making a premade package for those who need it. Just drop some credits in the first post and that's all that is needed.
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Post by solidcal on Oct 7, 2016 17:49:57 GMT -5
Is the special forces model not capable of bending fingers? Does that happen with all model swaps? Only if you use the models cutscene model. In game models of characters have their hands closed.
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Post by solidcal on Oct 7, 2016 12:34:03 GMT -5
Hi ! Great work with this re-skin But I wanted to know if it was possible to change the animation of Brad holding an invisible camera and instead, having the animation of survivors (Sorry for my english ) Not right now nope. We still got more to learn.
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Post by solidcal on Oct 6, 2016 5:13:19 GMT -5
It doesn't work with the PC dr1 files as it is a different compression. It only works with the exported 360 dr1 files. So that's why you can't view the pc arc files.
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Post by solidcal on Oct 5, 2016 17:05:50 GMT -5
Exactly what it says. These are the actual textures of the shirt and jeans from CZ extracted and used in OTR. This mod adds it in as it's own outfit, so no replacing of files here. It's a little bit snug. (Click here to download!)How to install? 1. Unpack your npcs.big 2. drop the bigfile.xml and model files from the "Put these in an unpacked npcs.big folder" folder in to you npcs folder and click yes to reaplacing the bigfile.xml 3. Repack your npcs.big folder you unpacked from OTR. 4. Once that is done replace your npcs.big with the modified one. 5. Finally take the datafile.big and replace the original one in your OTR directory with the edited one I provided. 6. Load up in game, go to the boxes under the stairs in the safe house and put on your new IJIEK shirt. Note: Yeah I got lazy and borrowed freako's spawn location code from his dr1 frank mod. I'm sorry.
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Post by solidcal on Oct 4, 2016 12:45:09 GMT -5
Where are the texttures located? I'd be curious to take a look myself. I work with textures so I'm curious to get a look at them. Thanks for responding BTW. Looking forward to your future mods. Maybe the Tokyo game show HUD in the future. You won't find the TGS ones on retail. Stipo happens to own a pre-e3 dr1 build that happened to have the TGS hud left over in it's files. There is no way for the final game to use them exactly like TGS as TGS had more animating going on for it with it also pulsating a red glow on it too and more sadly.
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Post by solidcal on Oct 2, 2016 17:39:43 GMT -5
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Post by solidcal on Sept 29, 2016 14:03:10 GMT -5
My pc is a 64bit and it has no crashing issues. Make sure you've edited any of the big files correctly and/or you have left anything inside that isn't listed in the xml files. That's all I can suggest.
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Post by solidcal on Sept 28, 2016 11:15:55 GMT -5
Basically if no one get's it already. You can replace arc files while you are playing the game. All you need to do is leave the area and go back in to it. Thus the changes take effect.
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Post by solidcal on Sept 28, 2016 5:24:29 GMT -5
Loving it. Great texture work.
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Post by solidcal on Sept 26, 2016 18:14:14 GMT -5
How did you re-arc files that are bigger than the original? I though QuickBMS DR1 doesnt allow for that? Sir Kane released a arc repacker unpacker tool, it's mostly in beta, so not sure when he is releasing it.
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Post by solidcal on Sept 26, 2016 10:12:30 GMT -5
So as the title says, this is a list of which evm files are which cutscenes. Right now it's a WIP as I need to go through each file to figure out which scene is which. It's mostly a WIP list as you can tell. So it will be updated here and there when I can update it.
arcromeventevb00_m.arc - The Convicts introduction arcromeventevb02_m.arc - Kent S. viewing Franks photos arcromeventevb03_m.arc - Photo Challenge Failure arcromeventevb05_m.arc - Photo Challenge Complete arcromeventevb06_m.arc - Photographers Pride B (Show up late after 12:05PM) arcromeventevb07_m.arc - Photographers Pride A (Show up before 12:05PM) arcromeventevb08_m.arc - Kent Swanson's death scene. arcromeventevb09_m.arc - Cliff H.'s intro arcromeventevb10_m.arc - Cliff H.'s death scene arcromeventevb11_m.arc - Cletus S.'s intro arcromeventevb12_m.arc - Cletus S.'s death arcromeventevb13_m.arc - True Eye Cultis intro (The scene where the cult first appears) arcromeventevb15_m.arc - Sean K.'s boss intro (Cult leader) arcromeventevb16_m.arc - Sean K.'s boss death (Cult leader) arcromeventevb17_m.arc - The Hall family Snipers intro arcromeventevb18_m.arc - Adam M.'s intro arcromeventevb19_m.arc - Adam M.'s death arcromeventevb20_m.arc - Jo S.'s intro arcromeventevb21_m.arc - Jo S's death arcromeventevb22_m.arc - Paul C.'s Intro arcromeventevb23_m.arc - Paul C. defeated (after this scene you can save him or leave him to die) arcromeventevent_common.arc - Frank's model for all cutscenes. (Replace when model swapping) arcromeventevm00_m.arc - 72 hour intro (Connie and Dakota) arcromeventevm01_m.arc - 72 hour intro (Willamette Fly Over W/ Ed) arcromeventevm02_0_m.arc - Plays 72 hour intro music (bgm020) arcromeventevm02_1_m.arc - 72 hour intro (Willamette Fly Over W/ Ed talking about the roof of the mall) arcromeventevm02_2_m.arc - Carlito K.'s intro (On helipad.) arcromeventevm03_m.arc - Frank W. looking at security cameras, Maintenance Tunnels arcromeventevm04_m.arc - Entrance Plaza Survivors intro arcromeventevm05_m.arc - Entrance Plaza Survivors intro 2nd Half arcromeventevm06_0_m.arc - Dr.Barnaby intro Entrance Plaza arcromeventevm06_1_m.arc - Zombies entering Entrance Plaza arcromeventevm06_2_m.arc - Brad G.'s intro Entrance Plaza arcromeventevm08_0_m.arc - Frank W. looks at zombies from the stairs Entrance Plaza arcromeventevm08_1_m.arc - Frank W. meeting Brad G., Jessie M., and Otis W. arcromeventevm08_2_m.arc - Brad G. explains the Air Ducts to Frank arcromeventevm10_m.arc - Queen bees intro arcromeventevm11_m.arc - Case 1-1 intro in the warehouse with Jessie M.'s arcromeventevm12_m.arc - Carlito K.'s 1st boss fight, Back up for Brad intro arcromeventevm13_m.arc - Carlito K.'s runs away, Back up for Brad arcromeventevm15_m.arc - Brad G. and Frank W. raise the shutters to Entrance Plaza arcromeventevm16_m.arc - Brad G. talking to Dr.Barnaby, Entrance Plaza arcromeventevm17_m.arc - Brad G. tells Jessica M. about Dr.Barnaby + Secure Route arcromeventevm18_m.arc - Brad G. and Frank W. unpack + Jessie M. goes to sleep arcromeventevm19_m.arc - Jessie M., Frank W. and Brad G. watch Carlito K. dragging Dr.Barnaby arcromeventevm20_m.arc - Carlito K. second boss batlle entrance plaza (case 2-1) arcromeventevm21a0_m.arc - Carlito K. runs away, after sniper fight. Entrance Plaza arcromeventevm21a1_m.arc - Injured Brad. Frank carries Dr.Barnaby into the security room arcromeventevm22_m.arc - Steven C.'s intro. Seon's Food & Stuff arcromeventevm23_m.arc - Steven C's death arcromeventevm25_m.arc - Frank W. returns with medicine for Brad G. arcromeventevm26_m.arc - Electrical Hum, played when Frank W. sees Isabela K. in monitors. arcromeventevm27_m.arc - Isabela K. fight intro arcromeventevm28a_m.arc - Isabela K. fight ending arcromeventevm28b_m.arc - Iabela K. fight fail - Isabela K. drives off. arcromeventevm29_m.arc - Frank is told about Santa Cabeza from Dr.Barnaby arcromeventevm30_m.arc - Intro before case 5-1 starts. Meeting up with Isabela K. first scene arcromeventevm31a_m.arc - Frank W. saves Isabela K. from a zombie arcromeventevm32a_m.arc - Frank W. brings Isabela K. back to the Security Room arcromeventevm33_0_m.arc - Brad questions Isabela K. about the outbreak arcromeventevm33_1_m.arc - Cutscene of Frank zooming in on Dr.Barnaby zombiefied. arcromeventevm33_2_m.arc - After Brad G. shoots and kills Dr.Barnaby arcromeventevm35_m.arc - Isabela K. talks about Carlito K.'s plans to blow up the mall. arcromeventevm36_m.arc - Carlito K. defeated in the Maintenance Tunnels arcromeventevm37a_m.arc - Frank W. transports the bombs from the Maintenance Tunnels into the parking lot. arcromeventevm37b_m.arc - Frank W. transports the bombs from the Maintenance Tunnels into the parking lot. (Cont.) arcromeventevm38_m.arc - Isabela K. offers to take Frank W. to Carlito K.s' laptop arcromeventevm39_m.arc - Carlito K. getting dragged off by Larry C. (Meat Processing Plant) arcromeventevm40_m.arc - Case 8-3 cutscene intro, Larry C. captures Carlito K. arcromeventevm41_m.arc - Larry C. intro arcromeventevm42_m.arc - Carlito K.'s death arcromeventevm43_m.arc - Frank W. tells Isabela K. that Carlito K. is dead arcromeventevm44_m.arc - Special Forces arrive at the Security Room arcromeventevm45_m.arc - Jessie M. sits with the Special Forces in the safehouse, turns. arcromeventevm46a_m.arc - Frank W. tries to call Jessie M. Gets no response. arcromeventevm46b_m.arc - Isabela K. talks to Frank W. about the military coming. arcromeventevm47_m.arc - Special Forces intro arcromeventevm49_m.arc - Brock M. intro arcromeventevm50_m.arc - Ending A arcromeventevm51_0_m.arc - Overtime intro on Helipad arcromeventevm51_1_m.arc - Overtime intro part 2 after Isabela get's Frank back to the Hideout. arcromeventevm53_m.arc - Frank W. and Isabela K. discuss Zombrex arcromeventevm54_m.arc - Frank W. discovers the hole the clocktower from the helicopter crash. arcromeventevm55_m.arc - Isabela K. injects Frank W. with the zombie surpresant (prototype zombrex) arcromeventevm56_m.arc - Entering the Maintenance Tunnels intro with Isabela K. arcromeventevm57_m.arc - In the Maintenance Tunnels with Isabela K. before you spot the jeep behind the gate. arcromeventevm59_m.arc - Overtime Mode Tank intro. arcromeventevm60_m.arc - Brock M. intro after tank battle in Overtime mode. arcromeventevm61_m.arc - Brock M.'s death, Ovrtime Mode ending. arcromeventevm62_m.arc - Brad G.'s death scene in Maintenance Tunnels. arcromeventevm63_m.arc - Jessie M. calls to tell Frank W. she can contact HQ now. arcromeventevm64_m.arc - Jessie M. learns the clean up crew is coming to mop up and gives up. arcromeventevm65_m.arc - All supplies returned to Isabela K. in overtime, next you go get some queens cutscene. arcromeventevs01_m.arc - Small cutscene of Frank W. waking up after being captured by the True Eye Cult arcromeventevs02_m.arc - Isabela K. opening the hatch to Carlito's Hideout for Frank W. arcromeventevs05_m.arc - Night time zombies cutscene. (Sept 19. 19:00) arcromeventevs08_m.arc - Frank W. thanks Otis W. for saving him from Entrance Plaza arcromeventevs10_m.arc - Helicopter Chase arcromeventevs12a_m.arc - Ending E arcromeventevs12b_m.arc - Ending E arcromeventevs12c_m.arc - Ending E arcromeventevs12d_m.arc - Ending E (different size audio file) arcromeventevs13_m.arc - Ending D arcromeventevs14_m.arc - Ending D arcromeventevs15_m.arc - Ending D arcromeventevs16_m.arc - Ending D (different size audio file) arcromeventevs18_m.arc - Exiting the Security Room through the ducts. (1st time) arcromeventevs22_m.arc - Special Forces Mini Helicopter intro arcromeventevs23_m.arc - Ed D. landing the helicopter arcromeventevs25a_m.arc - Ending B arcromeventevs25b_m.arc - Ending B arcromeventevs25c_m.arc - Ending B arcromeventevs25d_m.arc - Ending B (different size audio file) arcromeventevs28_m.arc - Ending C arcromeventevs31_m.arc - Shutting off the Space Rider attraction in Wonderland Plaza arcromeventevs32_m.arc - Unused Dialog between Frank W. and Isabela K. arcromeventevs33_m.arc - Carlito K. struggling with Frank W.
Edit: all cutscenes done. Thanks to Undeadfrankie for assinsting with the remaining names.
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Post by solidcal on Sept 25, 2016 5:11:24 GMT -5
I'll weigh in on this. It's true dr2 and otr got modded as far as they could, cause even then we were limited, dr3 is even mroe limited as not everyone shows a lot of interest for that title. DR1 has only been out since the 13th of september. So it's been literally 12 days now and considering what we have achieved so far is pretty darn good. But it needs time. Things that are simple to do in dr2-3 arn't as simple to do in DR1. Like timer related stuff, extending cases. This is literally due to how the files are set up. They are as annoying on 360 as they are on the port to PC. So I'd literally give it time and everyone advertise where they can. Also the mods again are good for what we can do right now. Literally to name the things we can do are, model swap with kane's tool to unpack and repack arcs which I believe he is releasing soon, texture editing which even though it isn't much, is good as it was done a week after the game's release as was Kane's tool and item placements. Now obviously these are very basic things, but are good for a game which is 12 days old after it's pc release. So it's just a literal case of "give it time and we'll see what happens".
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