
Announcement
Collapse
No announcement yet.
Is it possible to view or extract the 'invisible' geometry from classic RE games???
Collapse
X
-
i think people one the 1-2-3 hacking forums release a tool for it. the project tool in the picture biohazard_star post is unfortunately not available for public. sorry.
-
Hi again (sorry for the late reply!),
Originally posted by biohazard_star View PostI don't think there's anyone who's gonna be pointing you in the right direction since, you know, they're private tools.
Spoiler:
[ATTACH=CONFIG]9057[/ATTACH]
Leave a comment:
-
1)Hmmm...this confuses me as it counteracts biohazard_star post, but I'm still tryig to understand what you're saying.
2)No I have not seen such tool, however I was going to ask around later on hoping someone would point me in the right direction.
Spoiler:
Leave a comment:
-
Originally posted by biohazard_star View PostIf by "much simplified version" you mean a bunch of primitive shapes, then yea that exists. Tables and chairs, for example, are just represented by squares and circles respectively in the 'invisible' geometry of the rooms. It doesn't get any more detailed than that. There's no "low poly" version of the scene present, just a bunch of basic 3D shapes that tells the game where you can walk and where bullets can bounce off.
Originally posted by DXP View PostYou should really take people's advice and go on the 123 modding forums you would have got an answer by now to most of these questions.
1) No way in hell are you going to get mesh data from texture files your asking for an impossibility there, so low poly data no... which brings me into number 2...
2) Have you seen a tool that can extract data like cameras,door triggers,item triggers,event triggers, collision boundary data and rvd data allow you to edit all those in any 3d app not limited to 3ds max and then inject all that back directly into the rdt data? that is one of our tools and is not in the public domain.
You have the tool and using max, so you can in theory make and edit those angles and adjust that data to make it work in re2 itself. The rooms though...you need to learn to model it all build it all from scratch you then need to understand using BCC how rvd data works, and one other thing...never save changes with BCC it breaks rooms/glitches data according to some people who have also used it.
1)Hmmm...this confuses me as it counteracts biohazard_star post, but I'm still tryig to understand what you're saying.
2)No I have not seen such tool, however I was going to ask around later on hoping someone would point me in the right direction.
Also I will bare in mind to never save changes with BCC if I ever do come to that stage ;)
Leave a comment:
-
Originally posted by biohazard_star View PostUnfortunately, I am clueless in programming. The source code for monkeyman's tool is publicly available though, so I guess other people are welcome to fix the preview window for the boundaries.
Leave a comment:
-
Originally posted by biohazard_star View PostUnfortunately, I am clueless in programming. The source code for monkeyman's tool is publicly available though, so I guess other people are welcome to fix the preview window for the boundaries.
Leave a comment:
-
Unfortunately, I am clueless in programming. The source code for monkeyman's tool is publicly available though, so I guess other people are welcome to fix the preview window for the boundaries.
Leave a comment:
-
Originally posted by Undead Sega View PostSo may I ask, it is NOT possible to extract a simple texture-less geometry of the scene then???
In addition, how is it known that Team IGAS and Team 96 have more sophisticated tools than what is publically available?
And slightly off-topic, how are lights managed in the scenes or in Resident Evil overall. Surely they must be li accordingly so that we could see them right?
You should really take people's advice and go on the 123 modding forums you would have got an answer by now to most of these questions.
1) No way in hell are you going to get mesh data from texture files your asking for an impossibility there, so low poly data no... which brings me into number 2...
2) Have you seen a tool that can extract data like cameras,door triggers,item triggers,event triggers, collision boundary data and rvd data allow you to edit all those in any 3d app not limited to 3ds max and then inject all that back directly into the rdt data? that is one of our tools and is not in the public domain.
You have the tool and using max, so you can in theory make and edit those angles and adjust that data to make it work in re2 itself. The rooms though...you need to learn to model it all build it all from scratch you then need to understand using BCC how rvd data works, and one other thing...never save changes with BCC it breaks rooms/glitches data according to some people who have also used it.
Leave a comment:
-
Originally posted by biohazard_star View PostThey appear mirrored however, so you're gonna have to make sense of it on your own.Last edited by Gemini; 08-30-2013, 03:44 AM.
Leave a comment:
-
There's a picture of IGAS' tool on the first page of the 1.5 topic. There's another picture showing it with object height enabled at the end of the "Advent 1" video on B.Zork's youtube channel. If by "much simplified version" you mean a bunch of primitive shapes, then yea that exists. Tables and chairs, for example, are just represented by squares and circles respectively in the 'invisible' geometry of the rooms. It doesn't get any more detailed than that. There's no "low poly" version of the scene present, just a bunch of basic 3D shapes that tells the game where you can walk and where bullets can bounce off.
Leave a comment:
-
So may I ask, it is NOT possible to extract a simple texture-less geometry of the scene then???
In addition, how is it known that Team IGAS and Team 96 have more sophisticated tools than what is publically available?
And slightly off-topic, how are lights managed in the scenes or in Resident Evil overall. Surely they must be li accordingly so that we could see them right?
Leave a comment:
-
The boundaries viewed using monkeyman's tools are accurate. They appear mirrored however, so you're gonna have to make sense of it on your own. You can even edit the boundaries and camera angles with it. More extensive tools used to extract/modify the boundaries and camera angles exist, but they are private and a public release probably won't happen in the near future (Team IGAS and Team 96 both have tools of their own).
Leave a comment:
-
Originally posted by anaho View PostBounding boxes: Yes
Cameras: Yes
Originally posted by anaho View PostComplete original scene geometry: Of course not. They are not on the discs. And why should they? They were on Capcom computers, where they worked on them. To even think extracting these is possible is somewhat ......
And why don´t you ask your further modding qustions on the RE123 boards? You are much more likely to get a good answer than over here.Last edited by Undead Sega; 08-27-2013, 08:24 PM.
Leave a comment:
-
Bounding boxes: Yes
Cameras: Yes
Complete original scene geometry: Of course not. They are not on the discs. And why should they? They were on Capcom computers, where they worked on them. To even think extracting these is possible is somewhat ......
And why don´t you ask your further modding qustions on the RE123 boards? You are much more likely to get a good answer than over here.
Leave a comment:
Leave a comment: