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Post by Taiga on Feb 13, 2012 5:21:05 GMT -5
Thanks for the suggestion. I'll try it if I get around to it.
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Post by Taiga on Feb 9, 2012 10:55:29 GMT -5
Yeah. Instead of having them fly off-screen really quickly, have them sail and flip through the air a little. I thought that'd be more enjoyable.
I know there seems to be a way to apply additional gravity to some attacks, but I couldn't find a way to adjust the overall gravity. There are parameters for it in the executable, I just don't know where or how to define it.
Anyway, thanks for the help.
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Post by Taiga on Feb 6, 2012 20:39:03 GMT -5
Thanks Do you know if there's a way to change the overall gravity or weight of enemies?
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Post by Taiga on Feb 6, 2012 1:14:35 GMT -5
I skimmed over the forum a few times and didn't see anyone ask this, so forgive me if it has already been discussed.
Basically, I'd like to edit the game so that when you hit/knockdown enemies, they go flying far away, instead of just falling over. Could someone please point me in the right direction?
I tried editing the items.txt (I think it was that file) and increased the weight/force/damage attributes of the MMA gloves, but didn't notice much difference.
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Post by Taiga on Jan 29, 2012 8:06:44 GMT -5
I'm using the cracked exe. I think it's sad that we have to hack games for simple visual options that used to be easily modified via in-game menus.
There may be other ways than modifying the exe, perhaps by searching through all the files for "gDOF", "gVignette" and "mDesiredLuminance". I did try disabling DOF by modifying the camera.txt, but that didn't work.
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Post by Taiga on Jan 29, 2012 1:51:06 GMT -5
Posting this here for future reference, as not everyone will read my thread complaining about the face blurring.
I was screwing around with the exe and found ways to disable these awful filters that ruin my eyesight.
DISABLE DEPTH OF FIELD BLUR: Open the exe up in a hex editor and do a search and replace. Change all instances of "gDOF" to "xDOF". This removes the awful screen blurring without interfering with the motion blur (which can be disabled in options).
DISABLE VIGNETTE: The vignette is the dimmed corners of the screen. Open the exe up in a hex editor and do a search and replace. Change all instances of "gVignette" to "xVignette". The screen corners will now be clear.
DISABLE LUMINANCE VARIATION: Luminance variation is the random dimming of the screen. Open the exe up in a hex editor and do a search and replace. Change all instances of "mDesiredLuminance" to "xDesiredLuminance". The screen will stay consistently bright and clear.
If a search doesn't turn up any results, then an unpacked EXE or a No-DVD exe may be required. I've tested these three modifications past the intro and against the clown boss without issues.
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Post by Taiga on Jan 29, 2012 0:06:04 GMT -5
I was screwing around with the exe and found a way to disable the depth-of-field blur. Open the exe up in a hex editor and do a search and replace. Change all instances of "gDOF" to "xDOF" or a four-letter word of your choosing.
I also discovered that I can remove the vignette by replacing "gVignette" with "xVignette".
Finally, Dead Rising 2 dims the screen depending on where the playe is, and that's always messed with my eyes. I figured out how to disable that, too. Replace "mDesiredLuminance" with "xDesiredLuminance" and the screen will stay consistently bright and clear.
I found that if I edited some parameters like "vignettepower", the game would hang after the intro, but I've tested these three modifications past the intro and against the clown boss without issues. Will update if I encounter any other issues.
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Post by Taiga on Jan 27, 2012 23:46:40 GMT -5
Yeah, I don't understand why it only blurs my custom face model. I think it has something to do with the hair transparency. I replaced the hair model with a modified version of Frank's, and it still had the blur.
It still occurs if I use the original textures, so it might be caused by some kind of switch inside the model files. Either that, or it's caused by a combination of modded hair + modded face. It doesn't occur if I use modded face + non-modded hair.
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Post by Taiga on Jan 27, 2012 13:51:58 GMT -5
I'm getting this bizarro problem where the face of the player is significantly blurred during cutscenes. It looks like ass. It only occurs with my modded player face (with new textures and mesh), and not with default Frank's face. I've checked the textures and they seem to be the same type. With or without mipmaps doesn't make a difference.
Does anyone happen to know what's causing the blurring?
Edit: I tried a different hairstyle and most of the blur covering the face went away... so I think it's my custom hair mesh that's causing the blurring.
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Post by Taiga on Jan 24, 2012 22:04:39 GMT -5
That's what I was trying to describe. My plan is to merge the head+neck to the chest, and then once they are smooth without seams, I'll copy the weights over from the finished head+neck and then delete the chest faces before export. I did this for some other games and it worked. No idea if it'll work for DR2.
Edit: It didn't seem to work, but I discovered that the OBJ import/export I was using to get the model to Maya and back wasn't resizing to the same number of decimal points, so I'm retrying now using a different method.
Edit2: Still doesn't seem to work. I suspect the weights for the edges don't match the chest model. Might take a look again later.
Edit3: I think I've fixed the weights now. The tiny gap between neck and body are gone but the edges still didn't weld in-game like they should.
Edit4: I checked some of the original Frank head meshes, and they have a seam at the neck/collar as well. I guess it's just how the game is.
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Post by Taiga on Jan 24, 2012 2:15:58 GMT -5
Hi, thanks for your work as always, mariokart64n. I miss DM~
Anyways, I replaced Frank's head with a mesh I made of a friend's head. I ran into some problems that I'm not sure were mentioned in the video, some that I found solutions to. Thought I'd list them here for further clarification and to assist others.
- When reimporting to test a modified mesh, that array error mentioned near the start of this thread seems to occur if forcing a material ID that does not exist. It's safer to use the eyedropper to pick the material off the original model and then apply it to the new mesh.
- mariokart64n's 0.4c script does not seem to implode facial bones, and imports the bones with proper names, but you have to reimport the model .big using the 0.4c script. If you have trouble click-selecting bones to move them, try using select by name.
- Textures above 1024x1024 seem to crash the game on load.
- Like most games, Dead Rising 2 is fussy about the order of transparent meshes, ie. hair layers. I know this was already mentioned earlier in this thread, to some degree. Because of how I modeled the hair, I'm getting nasty transparency issues where any meshes behind my hair mesh are rendered transparent.
- Moderately visible seams at the end of the neck/collar mesh where it connects to the rest of the body. Not sure how to resolve this, but the way I resolved it in other games was to import the rest of the body, connect the meshes and weld/smooth the seams of the neck and body, then delete the rest of the body before export.
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