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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 29, 2010 2:49:06 GMT -5
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tab
Survivor
Posts: 118
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Post by tab on Dec 29, 2010 2:57:16 GMT -5
just looking at the files names suggests it's related to fonts, text and the layout of such things.
the bcf files are packed together with 'em and some quick searches makes it look like they're font and text packages or something.
could be totally wrong though.
then again the entirety of the game's text is formatted in the bcf file
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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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tab
Survivor
Posts: 118
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Post by tab on Jan 6, 2011 7:48:22 GMT -5
shouldn't it just be standard texture editing from the models/environment/whatever .bigs
i mean most of the areas have different floors and from a quick reference the safehouse.big definitely has different textures and models for it's floors
im probably not gonna update my mod, so i guess i'll make a post on weapon/item editing with what i know some time eventually so folks will make whatever they wanna make
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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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moloko
Veteran
Got Milk?
Posts: 494
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Post by moloko on Jan 6, 2011 19:40:12 GMT -5
I think most editors either run out of leisure time and move on or feel little appreciation for what they do (see Dread's poll). Problem is many people look at the threads and download (see the views), but few actually register and say "well done" or "thank you". Of course the mods aren't done solely for a pat on the shoulder, but if people acknowledge your work it always feels better. On the other hand I wouldn't want this board to require registration before seeing links and everything, as this is the most annoying thing on most websites to me.
I might try to post/edit more in the Wiki, though I prefer this board.
As for the texture stuff, I'm still quite the newcomer and apart from the obvious things like editing the .txt files and swapping some sounds (those that work anyway), I have not really any idea what you can do. I'll keep my eyes open though.
Also, I think more YouTube Videos showing off some of the cool mods would help. I occasionally drop the forum's link on the Steam forums of Dead Rising 2 when people ask for mods (this is how I found this site, too). Other than that, I don't know.
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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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moloko
Veteran
Got Milk?
Posts: 494
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Post by moloko on Jan 7, 2011 5:25:13 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?
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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 spider3po on Jan 22, 2011 14:04:08 GMT -5
I figured out what type of compression this game uses for textures. At least, the program for it anyways. Most of the texture files in this game seem to use S3 Texture Compression. As, some of you know who use the direct skin tools from these boards, you can see in WTV that textures do use DX1 and so on. That of course, is a necessity to know when replacing textures. Right now, I'm reskinning the sports car for fun. I'll see if it works soon. But, the files in .tex must be easier to extract and replace. However, for .bct, can we simply swap them? I don't think so, cause it's a compressed file, right? At least, that's my research turns up. Anyways, we need more research into how S3TC works or someone to get their hands on this compressor program. .bct is related to this somehow. I tried to unpack an environment map texture, the safehouse, but I'm sure you all know the ending to this story. It didn't work. So, hopefully we'll find definitive answers soon. Update by anno:directly edit environmental texturesdefinitive answer
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Post by anno1404 on Apr 7, 2011 6:33:27 GMT -5
For some reason the data/model/environment .bct files in the .tex files DO NOT convert into .dds files with quickbms.exe. (these are thousands of files that have the textures of walls, ceilings, floors, and anything that is immovable), for example, the floor tiling which was changed to yellow above with texmod. All the .bct files inside the .tex files in data/frontend do convert into .dds files though. also found this information in this post: The files named: *_nm*.dds are for normal maps, *_cm.dds or *_cm1.dds is for colors. * Complex article on creating QuickBMS scripts
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Post by Wizard on Apr 23, 2011 15:57:11 GMT -5
We've been able to do this all along, we just didn't think of it With an environment's .TEX extracted, if you take the files that end in _CM.BCT, add the extension .DDS onto it, then open it up in a hex editor and replace the BCT header with this(hex) 44 44 53 20 7C 00 00 00 07 10 02 00 00 02 00 00 00 02 00 00 00 00 00 00 00 00 00 00 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 20 00 00 00 04 00 00 00 44 58 54 31 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 08 10 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
It'll now open up in Photoshop DDS Plugin! After editing, save as DXT1 Go back to the hex editor, and replace the DDS header with the original (all _CM have teh same header) 00 01 01 E0 00 02 00 02 08 23 08 04 80 83 5C 9F 18 00 00 00 00 00 00 00 A0 00 00 00 00 00 02 00 00 00 00 80 00 00 00 00 A0 00 02 00 00 80 00 00 00 00 00 80 00 00 00 00 A0 80 02 00 00 20 00 00 00 00 00 80 00 00 00 00 A0 A0 02 00 00 08 00 00 00 00 00 80 00 00 00 00 A0 A8 02 00 00 02 00 00 00 00 00 80 00 00 00 00 A0 AA 02 00 80 00 00 00 00 00 00 80 00 00 00 00 20 AB 02 00 20 00 00 00 00 00 00 80 00 00 00 00 40 AB 02 00 08 00 00 00 00 00 00 80 00 00 00 00 00 00 00 00 00 00 00 00 Save it, take out the .DDS extension from the file, pack the .TEX back up. Enjoy! This is meant for experienced modders
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Post by anno1404 on Apr 23, 2011 22:56:57 GMT -5
Full tutorial
awesome job hopefully the new quickbms.exe script will make it very quickly obsolete
In data/datafile.big/waypoint_royal_flush.txt I removed all of these cEnvironmentVolume lines, and nothing happened: cEnvironmentVolume ALevelBoundingBox { Rotation = "0.0,0.0,0.0,1.0" Scale = "140.0,50.0,80.0" Translation = "-184.613,0.983,-90.673" VolumColor = "4" VolumeType = "16" } Same happened when i removed all of the cAudioMaterial, cEnvironmentAcoustics and cWaypoint SURV files. no noticeable effect on gameplay
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Post by Wizard on Apr 24, 2011 12:56:34 GMT -5
In data/datafile.big/waypoint_royal_flush.txt I removed all of these cEnvironmentVolume lines, and nothing happened: cEnvironmentVolume ALevelBoundingBox { Rotation = "0.0,0.0,0.0,1.0" Scale = "140.0,50.0,80.0" Translation = "-184.613,0.983,-90.673" VolumColor = "4" VolumeType = "16" } Same happened when i removed all of the cAudioMaterial, cEnvironmentAcoustics and cWaypoint SURV files. no noticeable effect on gameplay I've actually been messing around with that myself today, and it didn't have any effect on the game, seems alot of files don't...very weird
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Post by anno1404 on Apr 24, 2011 22:33:50 GMT -5
In data/datafile.big there are nm files for each area. The green stars in the photo below shows every coordinate listed under vertex in the data/datafile.big/nm_americana_casino.txt file: These coordinates may conform to where the actually walls or floors are. Deleting some of these vertex makes the game crash. Changing all of the first coordinates to -300 causes no changes in Americana Casino, the walls and floor are still there: "-300.573,-4.472,4.801" "-300,-4.661,-1.407" "-300,-4.661,-2.181" "-300,-4.632,-6.112" "-300,-4.661,-6.102" "-300,-4.519,0.918" "-300,-4.661,-7.015" "-300,-4.661,-9.473"
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Post by Wizard on Apr 25, 2011 6:31:25 GMT -5
I remember I swapped an entire _NM files in the safehouse to another stages, and it had no effect on the safehouse..
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Post by spider3po on Apr 25, 2011 11:37:38 GMT -5
Well, I guess that confirms what .bct is.
It should. cAudioMaterial & cEnvironmentAcoustics are likely sound effect files. It won't be clear what they're sounds for, until you know where to test for the noise and then remove it to confirm. Or, simply find the sound effect file. Possibly more painstaking. Not all the sound files are in obvious places. I've found sound files before in streamedassets.big of all places.
cWaypoint SURV should become clear quick - if removed in the safehouse.
You don't want to mess with those coordinates.
Definitions: vertex: Is a single point defined in space. In a 3D model, each vertex has a three dimensional position, and is connected to other vertices by edges, curves, surfaces, or polygons.
vertices: The plural form of vertex. Note: 1 point is a vertex, 2 or more points are vertices.
If you start removing coordinates for the environment vertex, nothing good will come out of it.
It probably did have an effect. Just not an obvious one in this case.
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Post by anno1404 on Apr 25, 2011 11:56:01 GMT -5
Well, I guess that confirms what .bct is. cAudioMaterial & cEnvironmentAcoustics are likely sound effect files. It won't be clear what they're sounds for, until you know where to test for the noise and then remove it to confirm. Or, simply find the sound effect file. Possibly more painstaking. Not all the sound files are in obvious places. I've found sound files before in streamedassets.big of all places. cWaypoint SURV should become clear quick - if removed in the safehouse. On first blush you would think that all Acoustic files involve sound, as I assumed, but I have found that there are some acoustic files which have nothing to do with sound. RE: cWaypoint SURV Like the acoustics, you would think this has to do with the waypoint of survivors. But there are dozens, maybe even hundreds of SURV section in the food barn (food court + slot ranch) for example, they seem to have nothing to do with the survivor waypoints.
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Post by spider3po on Apr 25, 2011 12:08:08 GMT -5
Ah, okay. I think I figured out what it was now. I just googled it to confirm. Quote from PDF on Environment Acoustics. I first heard of this for Game Maker 8, when learning 3D programming. A PDF covering the topic in which I quoted above can be found below. I'm sure that's what it is. Real Time Acoustics Modeling Here - nevyn.nu/realtime_acoustics/Version%204%20render.pdfOkay, thanks for the correction Anno. It was the reminder needed.
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Post by anno1404 on Apr 25, 2011 15:46:32 GMT -5
LOL, I have a fleeting grasp of what you just wrote, to complex for me, but thank you I learned something today, thanks!
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djlarryt
Modder
Ridin the dolphin!
Posts: 171
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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 anno1404 on Apr 29, 2011 13:26:41 GMT -5
Wow, great info, thanks! I'm on my way to find and replace some of those environment posters now 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.
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djlarryt
Modder
Ridin the dolphin!
Posts: 171
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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 Wizard on Apr 30, 2011 7:04:39 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. I thought the point was to get away from Texmod? Anyways since Chrrox doesn't seem to be answering me about the Script at this point, I guess I'd better spice up the tutorial on how to do it manually by Header, and the different texture types.
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Post by anno1404 on Apr 30, 2011 10:56:26 GMT -5
I thought the point was to get away from Texmod? Anyways since Chrrox doesn't seem to be answering me about the Script at this point, I guess I'd better spice up the tutorial on how to do it manually by Header, and the different texture types. I agree, texmod sucks. I swear there was a better poster mod somewhere. keep trying with chrrox. thank you. Full tutorial and video
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Post by anno1404 on May 14, 2011 0:44:21 GMT -5
See the wiki article based on this post: deadrisingwiki.com/wiki/Mod:CollisioncollisionUbiq has been working on collision.
I didn't know this before today, but collision controls the hard surfaces that Chuck walks on and runs up against. Any unmovable walls, floors, and unmovable furniture in the game. MERGED_COLLISION.big Ubiq has definitely established that in the data/model/environment folders, MERGED_COLLISION.big files control collision.
Also every item which has mass has their own MERGED_COLLISION.big file.
The cinematic objects have no mass and have no MERGED_COLLISION.big.
MERGED_COLLISION.tex which accompany MERGED_COLLISION.big are empty files. This shows that many of these files need both .big and .tex even if the .tex is empty. persistent.big Inside every MERGED_COLLISION.big is a persistent.big file. This file is what controls collision. Ubiq removed all of the files in this file and Chuck fell through the floor.
Example of path to persistent file:
Capcom\Dead Rising 2\data\models\environment\americana_casinoamericana_casino_z01.big\MERGED_COLLISION.big\persistent.big
Inside this MERGED_COLLISION.big\persistent.big :
_COLLISIONLIST_ bigfile.xml Combined_IBHeader Combined_VBHeader mBoneIDHierarchyMapIndex meshCOL_decal_z01_counter01 CollisionMaterials meshCOL_decal_z01_counter01 CollisionVertices meshCOL_decal_z01_counter01 hkCollisionShapeMesh meshCOL_decal_z01_counter01 hkpMoppCode meshCOL_decal_z01_counter01 WeldingHeader meshCOL_decal_z01_counter01 WeldingInfo meshCOL_decal_z01_detail01 meshCOL_decal_z01_detail01 CollisionIndices meshCOL_decal_z01_detail01 CollisionMaterials meshCOL_decal_z01_detail01 CollisionVertices meshCOL_decal_z01_detail01 hkCollisionShapeMesh meshCOL_decal_z01_detail01 hkpMoppCode meshCOL_decal_z01_detail01 WeldingHeader meshCOL_decal_z01_detail01 WeldingInfo meshCOL_decal_z01_detail02 meshCOL_decal_z01_detail02 CollisionIndices meshCOL_decal_z01_detail02 CollisionMaterials meshCOL_decal_z01_detail02 CollisionVertices meshCOL_decal_z01_detail02 hkCollisionShapeMesh meshCOL_decal_z01_detail02 hkpMoppCode meshCOL_decal_z01_detail02 WeldingHeader meshCOL_decal_z01_detail02 WeldingInfo meshCOL_decal_z01_stairway01 meshCOL_decal_z01_stairway01 CollisionIndices meshCOL_decal_z01_stairway01 CollisionMaterials meshCOL_decal_z01_stairway01 CollisionVertices meshCOL_decal_z01_stairway01 hkCollisionShapeMesh meshCOL_decal_z01_stairway01 hkpMoppCode meshCOL_decal_z01_stairway01 WeldingHeader meshCOL_decal_z01_stairway01 WeldingInfo meshCOL_decal_z01_walls01 meshCOL_decal_z01_walls01 CollisionIndices meshCOL_decal_z01_walls01 CollisionMaterials meshCOL_decal_z01_walls01 CollisionVertices meshCOL_decal_z01_walls01 hkCollisionShapeMesh meshCOL_decal_z01_walls01 hkpMoppCode meshCOL_decal_z01_walls01 WeldingHeader meshCOL_decal_z01_walls01 WeldingInfo meshCOL_decal_z01_walls02 meshCOL_decal_z01_walls02 CollisionIndices meshCOL_decal_z01_walls02 CollisionMaterials meshCOL_decal_z01_walls02 CollisionVertices meshCOL_decal_z01_walls02 hkCollisionShapeMesh meshCOL_decal_z01_walls02 hkpMoppCode meshCOL_decal_z01_walls02 WeldingHeader meshCOL_decal_z01_walls02 WeldingInfo meshCOL_loco_z01_floor01 meshCOL_loco_z01_floor01 CollisionIndices meshCOL_loco_z01_floor01 CollisionMaterials meshCOL_loco_z01_floor01 CollisionVertices meshCOL_loco_z01_floor01 hkCollisionShapeMesh meshCOL_loco_z01_floor01 hkpMoppCode meshCOL_loco_z01_floor01 WeldingHeader meshCOL_loco_z01_floor01 WeldingInfo meshCOL_loco_z01_floor02 meshCOL_loco_z01_floor02 CollisionIndices meshCOL_loco_z01_floor02 CollisionMaterials meshCOL_loco_z01_floor02 CollisionVertices meshCOL_loco_z01_floor02 hkCollisionShapeMesh meshCOL_loco_z01_floor02 hkpMoppCode meshCOL_loco_z01_floor02 WeldingHeader meshCOL_loco_z01_floor02 WeldingInfo meshCOL_loco_z01_misc01 meshCOL_loco_z01_misc01 CollisionIndices meshCOL_loco_z01_misc01 CollisionMaterials meshCOL_loco_z01_misc01 CollisionVertices meshCOL_loco_z01_misc01 hkCollisionShapeMesh meshCOL_loco_z01_misc01 hkpMoppCode meshCOL_loco_z01_misc01 WeldingHeader meshCOL_loco_z01_misc01 WeldingInfo meshCOL_loco_z01_walls01 meshCOL_loco_z01_walls01 CollisionIndices meshCOL_loco_z01_walls01 CollisionMaterials meshCOL_loco_z01_walls01 CollisionVertices meshCOL_loco_z01_walls01 hkCollisionShapeMesh meshCOL_loco_z01_walls01 hkpMoppCode meshCOL_loco_z01_walls01 WeldingHeader meshCOL_loco_z01_walls01 WeldingInfo meshCOL_decal_z01_circbar01 meshCOL_decal_z01_circbar01 CollisionIndices meshCOL_decal_z01_circbar01 CollisionMaterials meshCOL_decal_z01_circbar01 CollisionVertices meshCOL_decal_z01_circbar01 hkCollisionShapeMesh meshCOL_decal_z01_circbar01 hkpMoppCode meshCOL_decal_z01_circbar01 WeldingHeader meshCOL_decal_z01_circbar01 WeldingInfo meshCOL_decal_z01_counter01 meshCOL_decal_z01_counter01 CollisionIndices mRenderTransforms
The only files that Ubiq has modified thus far are the vertices files. These all affected collision. There are 11 of these files in this persistent.big: meshCOL_decal_z01_counter01 CollisionVertices meshCOL_decal_z01_detail01 CollisionVertices meshCOL_decal_z01_detail02 CollisionVertices meshCOL_decal_z01_stairway01 CollisionVertices meshCOL_decal_z01_walls01 CollisionVertices meshCOL_decal_z01_walls02 CollisionVertices meshCOL_loco_z01_floor01 CollisionVertices meshCOL_loco_z01_floor02 CollisionVertices meshCOL_loco_z01_misc01 CollisionVertices meshCOL_loco_z01_walls01 CollisionVertices meshCOL_decal_z01_circbar01 CollisionVertices Here is what one vertice file, meshCOL_decal_z01_walls01 CollisionVertices, looks like: With a hex editor, Ubiq. went into a few files in persistent.big and replaced values with 00's and collision disappeared. Chuck fell through the floor or walked through the wall. Vertices is singular for vertex. A vertex is a special kind of point that describes the corners or intersections of geometric shapes. One point. Indices file as seen with hex editor: Swapping walls and stairsUbiq was able to swap some stairs with a wall, but Chuck was able to run right through it because the MERGED_COLLISION.big file was unchanged. "so when I replaced my stairs with a wall the collision for stairs was still there but the stairs turned into a wall." Editing the MERGED_COLLISION.bigThese files can only be edited with a hex editor, making them difficult to edit. Future possibilitiesIf we can figure out how to use persistent.big, we can create brand new areas.
Photos when Ubiq renamed the first underground environment file to safehouse.big. Note how he is walking in the first underground section showing that the collisions are contained inside of each environment file. We are not sure why the tunnel is bright white here. Other persistent filesCapcom\Dead Rising 2\data\datafile\persistent_filecache.big
I took the file: CaseZero\data\models\environment\prologue\prologue_z01.big I renamed prologue_z01.big, safehouse.big, I placed it in: Capcom\Dead Rising 2\data\models\environment\safehouse replacing the original, and the game crashed. This works for Dead Rising 2 files, but does not work for case zero files.
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Post by ubiquitous on May 14, 2011 2:04:20 GMT -5
Heres a pic with the stairs missing I know it does show the wall but it would only come out when I was at the bottom of the stairs and looking towards the direction of the stairs. I didn't get a screenshot of that since I wasn't thinking about it. Ok so had some argument and couldn't sleep anymore so decided to play around a little with the findings from earlier here is a few screen shots confirming that Persistent.big contains data for collision. So for future reference my misery brings information or at least. Chair in camera room: Top of stairs: Wall by the breach doors: Metal panels on floor: Sorry about the size of the images.
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Post by anno1404 on May 14, 2011 21:17:45 GMT -5
In data/datafile.big/pallisades.txt, created new vertex cube, where fairmoans is at: cPolygonLarge cPolygon1 //test { Height = "2.0" NumVertex = "8" Vertex0 = "120.499,10,-79.743" Vertex1 = "135.501,10,-79.726" Vertex2 = "135.655,10,-92.418" Vertex3 = "120.386,10,-92.293" Vertex4 = "120.499,-10,-79.743" Vertex5 = "135.501,-10,-79.726" Vertex6 = "135.655,-10,-92.418" Vertex7 = "120.386,-10,-92.293" }
nothing happened. this is because these are triggers (lighting, HUD for stores) or boundaries (for zombie factory). The middle coordinate in these area files is ALWAYS the same number, meaning they are two dimensional, not three dimensional like collision.
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Post by friedcod777 on May 20, 2011 3:55:36 GMT -5
i believe its because there is a fog, the fog is only evident over the visible models, because the void is a void. (ive mapped for call of duty... fog shows like this on distant things contrast to the void)
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