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Post by solidcal on Mar 26, 2015 4:49:45 GMT -5
Thanks Should've looked at the modding tools and stuff. Anyway most easiest way to unpack tex files after you unpack the streameddataassets.big is to use mario's big unpacker script on the tex files. You'll need 3ds max to use his scripts though. But it will quickly unpack the tex file textures and produce a folder with the textures all in DDS format.
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Post by solidcal on Mar 24, 2015 11:16:41 GMT -5
As I recall propstate = 2 was to lock the item in place so it didn't move or anything. A lot of the outfit despencers have those.
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Post by solidcal on Mar 22, 2015 15:59:53 GMT -5
There is a tut on where to put things and general tuts on the forums. Exactly what part are you stuck on or do not understand?
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Post by solidcal on Mar 20, 2015 4:48:51 GMT -5
No. Not as of yet.
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Post by solidcal on Mar 19, 2015 15:01:52 GMT -5
Also on top of that you would have to remove every item spawn in the maps through the txt files and that will add more time. Then making each one a mission so like zombrex it only spawns once will be a big project to do.
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Post by solidcal on Mar 19, 2015 7:38:05 GMT -5
There is one in the dr2 general modding. But if you see Tommah online ask him about the missions as he has edited those a lot in the past.
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Post by solidcal on Mar 19, 2015 7:37:01 GMT -5
Sorry to bump this, but any news or updates at all Mario?
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Post by solidcal on Mar 19, 2015 7:36:05 GMT -5
Can we get a video of it in action? Pics arn't too reliable as you can imagine. But good work on finding this out
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Post by solidcal on Mar 18, 2015 6:01:01 GMT -5
We can remove weapons from the map all together. But no way to make them spawn once. As I recall the zombrex is tied to it's own little mission. So if we were to make it like zombrex, we would need to make a mission or two for nearly all the weapons to appear just once.
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Post by solidcal on Mar 17, 2015 9:28:10 GMT -5
We can't stop food from resawning as it will respawn when you leave the area aqnd come back anyway, we can however lock combo doors, decrease effectiveness of weapons, make zombies tougher and so on. but one time only spawning items we can't do. As far as my knowledge goes.
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Post by solidcal on Mar 16, 2015 16:18:24 GMT -5
I just reinstalled my other Dead Rising games and i found this mod. Installed everything for psycho-Chuck but i'm missing the facetexture(beard etc). Is it just me or do i have to do anything else? Beard texture is in the reskins topic I did. Should be solidcal's reskins or something of that nature.
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Post by solidcal on Mar 10, 2015 5:12:34 GMT -5
Yeah nothing can be done about the necklace as far as I know. So can't help you there.
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Post by solidcal on Mar 9, 2015 8:23:24 GMT -5
A lot of the npcs that are similar heights to Nick will work. So Albert, Diego and even Dylan will work over them flawlessly as you can see in a model swap I release of playing as Dylan. Any NPC taller than Nick will not work as good.
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Post by solidcal on Mar 6, 2015 13:40:46 GMT -5
check the general modding chat again and look for the npc list as the names of most of the npc files have been posted there.
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Post by solidcal on Mar 2, 2015 7:48:26 GMT -5
Thanks Mario. And damn capcom really have to do a lot of confusing shiz it seems. Though at least we are learning more. I am just itching to test a script with model uv surrport for other model rigging purposes. the RE PC games being one of the reasons.
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Post by solidcal on Mar 1, 2015 11:17:39 GMT -5
Thanks solidcal! That could work.. but perhaps have a look at that other thread you mentioned, first.. since I posted there my current situation. I was able to unlock everything with that other mod, minus the Ken outfit, the battle-hardened outfit, and Nick's muscle car. I think this is because this stuff was later added to the game in update 3, so it was probably removed from the DLC unlocker. Such a shame that my copy claims to be 1.0.0.5 (and this is what my .exe actually says), but it doesn't have this stuff. Or it could be just a bug, since I do have a bunch of bugs in the game, to be honest. Yeah I did. Uploading the files I have which should give you all the stuff. give me a few mins or so.
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Post by solidcal on Mar 1, 2015 10:13:42 GMT -5
Eh, some of the stuff works, but not everything. I posted in that other thread. Thanks. EDIT: sorry, I didn't see your reply. It's... by other means. Hopefully this is not the kind of place where I get frowned upon for such things You can say you have done the other means, but never post links to anything pirate wise. Also that explains why it is not showing up for you. Cause of this. I will send you my modded files and the added dlc stuff via pm to get it working for you.
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Post by solidcal on Mar 1, 2015 8:13:05 GMT -5
Thanks, I'm checking that other mod out. Although, how come one download is 42.68 KB and the other one, through Dropbox, is 60 MB?? The 42KB version doesn't seem to be working for me, I have no extra content unlocked and even Frank and Chuck's costumes are unavailable now, even though their selection in the clothes menu has remained, probably because once unlocked it stays there forever. Although Nick's muscle car has also disappeared, but in this case the selection in the inventory is gone too. I'll try again, maybe I did something wrong. By the way, my game is supposedly updated to the latest version, update 5, but I have no Ken or battle-hardened clothes in my closet. Is it the official one or did you get it be other means?
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Post by solidcal on Mar 1, 2015 4:40:59 GMT -5
solidcal, are we sure we're talking about the same thing, thought? The Frank West outfit works fine in the version without the hair, maybe that's the version you're using? The version that includes the hair in the outfit, has outfits for both Frank and Chuck, but selecting Frank shows Chuck's outfit anyway. A few more things while I'm here: 1) In the version without the hair (and maybe the one with hair too), Frank's pants are not available as a separate item in the pants category, while they should. 2) gique13 (the releaser of this mod), it wasn't necessary to remove the hair from the DLC file, since if you want Frank or Chuck's outfits without the hair, you can still select the various components that make the outfit (shirt/jacket, pants and shoes) without choosing the hair, or select the whole outfit and then change the hair only back to normal. 3) Also, you're probably not going to read this since it's old stuff maybe, but do you happen to be able to unlock additional hidden DLC, like the battle-hardened Nick Ramos outfit (from the same Nick Ramos Survivor Pack you unlocked that Nick's muscle car from) and other stuff you can see here: www.xboxachievements.com/forum/showthread.php?t=558734 ? No I am using the version with the hair and it works fine and dandy for me. If you are still having issues there is someone else who made the dlc workable and makes the dlc outfit parts all mix and matchable. Albeit they have no icons for each individual part, but capcom never intended to have them in seperate mix and match peices, So yeah try this users mod as this also works with the hair too. deadrising2mods.proboards.com/thread/1906/free-swap-clothing-update-versionAlso with capcom's latest update which was 4 or 5 they added in the battle hardened nick dlc along with the car and the ken master's street fighter outfit.
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Post by solidcal on Feb 28, 2015 16:30:49 GMT -5
It must be you guys as I am using and have used it since it came out and it all works fine. So not sure why it is not working for you.
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Post by solidcal on Feb 26, 2015 4:35:44 GMT -5
where are the weapons located? dynamicprops_dr3 and inside the dlc folder inside it. Seems to include the normal weapons along with the dlc ones like Frank's slugger bat and chuck's paddlesaw.
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Post by solidcal on Feb 25, 2015 14:05:18 GMT -5
So we all know the Untold Stories DLC doesn't feature any co-op in it. So after Tommah pointed me to where the dlc is handled I changed a few codes and got Tommah to give me a hand testing if it works. Sadly it doesn't. You can invite people and join their game but the game crashes as soon as you do. So with the help of tommah we are gonna see if there is something else that needs to be changed to allow co-op to happen and work in the DLC stories. What has been tried so far: Keeping the code for the co-op character same and just changing the episodes codes to all be false on IsDLC (No change still crashes when a co-op player joins) Making the co-op character in that specific episode the same code used as the main player. (Crashes still) What may need to be tried: Only changing the one main instance of the episode being set to True on the IsDLC code. Bugs found so far: -The timer becomes enabled in the DLC stories but is frozen at 7 days and 0 minutes -Player in the DLC stories starts off injured with low health like Nick at the start of the main DR3 game. (Only saw it with Kane in episode 1) -Player can join and if the host pauses the game the options to boot the player and such are there, but the co-op partners game will crash -Game will crash if you load a previous episodes saved game you have, so to get around this you need to start a fresh new game on this episode's dlc. If you would like to help, then open up you gamemodes.bin in the gamemodes folder. Both parties must have the same files I had similar issues with my Infinite mode mod where as when the time was up for me I could continue but the since the other guy didn't have the mod the game would crash. Also, it was the same for when a fellow member of this community tested out a weapon mod I didn't have and everytime he or she crafted the weapon the game would crash because I didn't have the mod. Wap this is not my first time modding. We obviously had the same files. We both had identical stuff needed. There must be more edits that need to be done in the code to make this work. Not as simple as change 2 bits of code and it works.
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Post by solidcal on Feb 25, 2015 5:30:42 GMT -5
yeah there is alot of hashing, the model's texture list contains more then what is in the actual texture container. I reckon shared textures such as eyes, mouth etc are linked somehow with the hashes they have written everywhere. anyway UV's work, gonna have to test because my D3DVertexDesc isn't very well flushed out yet. comp ( 0x00: #position 0x01: #weight 0x02: #boneid 0x03: #normal 0x04: #binormal -- not confirmed 0x05: #texture 0x06: #tangent -- not confirmed )
datatype ( 0x06: #point3 -- 3 32bit floats 0x0D: #pack4 -- packed normal (4bytes) 0x1E: #point4b -- 4bytes, for bone ids and weights 0x25: #point2f -- 2 shorts (4bytes) ) anyway enjoy your time in brazil man Yeah as I recall on npcs and player models the mouth, tongue and teeth seem to always be shared as unpacking the tex files show they are named the same. Also any plans to add eapon model importing or are you just gonna leave that and do a all in one dr importer script you talked about last year?
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Post by solidcal on Feb 24, 2015 6:12:30 GMT -5
alright like 99% of the NPC models appear to import correctly (uvs aside) so I'm considering just moving forward with what I got. ? any thoughts, I need input and testers if I move forward I'll dig out more of the other files so that I can start to re-write data into the game latest maxscript: pastebin.com/uCfRTU1hRight just tested the new script. All seems to work well. Tested it on a lot of meshes that came out all Fed up and they are all fine now. I think it's safe to say you can move on to the uving and other finaliszing things and such. That's just me though. Great work Mario.
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Post by solidcal on Feb 22, 2015 16:01:33 GMT -5
Great work mario. A lot more of the npcs are being imported right now. A few clothing items like the chuck dlc outfit still come out in a mess and yeah just the uvs need to be added when and if possible. Some good progress here.
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Post by solidcal on Feb 21, 2015 5:36:29 GMT -5
oh man this format is such a headache, they dynamically jump around files and use different vertex definitions. but each time they do that they must actively store a pointer and address for each different vertex type. my code is quickly getting very messy, and I havent found a very efficient way to do it. .. I tell yah, you think you seen it all then some silly format tosses you on your head and you feel like an idiot all over again anyway here's the latest "Beta Script" and no I haven't bothered to add UV's yet Download: pastebin.com/YHwDmg57Thank you mario. Also yeah the UVs are the only thing missing. I mean we could try to fix the uvs ourselves in like 3ds max. But the UVs are that messed up we can't do that. Also don't over rush yourself and burn out. Just relax and do what you do. Like stipo said we have patience and the day this it is finished will be a glorious day. So yeah thanks for even doing this mario.
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Post by solidcal on Feb 16, 2015 7:49:43 GMT -5
Mario I could kiss you right now. Thank you. We have something to test. Shall we PM any bugs to you or have you already seen most of them?
Btw mario do you have like a beta textures converter? As the old one converts all except the bump maps sadly.
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Post by solidcal on Feb 12, 2015 16:19:16 GMT -5
It's fine. A shame you have had such a set back and people will need to wait a while longer, but don't rush and burn out and vanish again.
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Post by solidcal on Feb 7, 2015 7:15:56 GMT -5
We don't bother using many trainers for the dr games as they are either viruses, or trainers that have not been worked on in ages. Also no need to call it steam version as the files are all the same, minus a few which are indeed steam api's and such. Anyway if you look in the mods, there is a direct file that makes all the missions minus the zombrex ones, last until the end of the game.
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Post by solidcal on Feb 7, 2015 6:40:35 GMT -5
Excellent work. It is nice to see more retextures popping up. Definantly need to see some NPC reskins if I am honest. But thanks for your contribution and don't worry about the low quality settings. Many of us had to do it since DR3 is not the best optimised port sadly.
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