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Thread: BioHerb

  1. #21
    #43 Agitator Majini biohazard_star's Avatar
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    Oh boy. It seems like you've made yourself a fantastic all-in-one package. Now anyone can make delicious custom rooms, provided they have the 3d modelling know-how. I look forward to using your new release build when you release it, whenever that may be.
    Seibu teh geimu?
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  2. #22
    #24 Black Tiger Ultimacloud123's Avatar
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    So in other words it's a "build your own Resident Evil game from scratch" program, or that's what it seemed like by your post just now. Correct me if I'm wrong.

  3. #23
    #41 Kipepeo
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    Quote Originally Posted by biohazard_star View Post
    Oh boy. It seems like you've made yourself a fantastic all-in-one package. Now anyone can make delicious custom rooms, provided they have the 3d modelling know-how. I look forward to using your new release build when you release it, whenever that may be.
    Pretty much, yeah. I must say that I've had a wonderful teacher who helped plenty with various aspects, most especially stuff related to matrix setup.

    All you need are prerenders for the backgrounds, and you're good to go.

    That said, I'd love to take on a new project with a 3d artist who is actually capable of creating something that wouldn't embarrass the scene and anyone involved in said project.

    Quote Originally Posted by Ultimacloud123 View Post
    So in other words it's a "build your own Resident Evil game from scratch" program, or that's what it seemed like by your post just now. Correct me if I'm wrong.
    Yup, and it can be used with any retail version of Bio2 (initial, Dual Shock, GameCube, DreamCast), trial and beta. The "Bio Remix" is really nothing more than a test to prove the app's worth, and to improve upon anything that may require improvement. Basically, I'm actually using an app I created, for the first time ever.

    If you can think of it, it can be modified or created anew... and if not, it's going to be implemented. Anything else will require knowledge of MIPs, no way around it. Anything related to MIPs will be removed from release, however.
    Last edited by MarkGrass; 10-24-2014 at 09:23 PM.
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  4. #24
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    Quote Originally Posted by MarkGrass View Post
    Eventually, yeah... but I'd like to finish up the 1.5 remix project before releasing it.

    I'm currently using a extremely updated version to create those 1.5 rooms from scratch. Suffice to say, it most certainly has been improved upon.

    Backgrounds can now be loaded from BSS, Roomcut.bin, BS, TIM, BMP, PNG, TGA and JPG files.

    Scripts can be modified, created and tested in real-time, line by line.

    Messages can modified, created and tested in real-time: pic

    The map matrix can now be zoomed, panned, moved, etc:pic

    As seen above, models (PLD, EMD, MD1) can be viewed and their animations can be edited, created and playback in realtime.

    The app no longer crashes when closing an open RDT, meaning that you can create or modify as many RDTs as you wish without having to close the app and restart.

    RDT can be created from scratch. It's entirely up to the user to plan, create and test their results. Given the many updates, the learning curve is fairly easy.

    The camera matrix has been heavily updated, in addition to the editor tab dialog, which can now zoom, rotate and tilt on x y and z coords.

    The collision data has been about 99% completely reverse engineered, and the editor tab dialog has been updated to reflect that.

    Camera sprites (masks) can be created and edited in realtime.

    The app now includes Weapon Damage, Enemy Health, Weapon Power, Item Mix/Description Text/All Attribute, updated Save game editor/creator, Debug Room Jump creator/editor, 3D model+animation creator/editor, Entire room moving, VAB Editor/creator, TIM editor/creator, and many other features have been added.

    Numerous MIPs r3000a assembly output functions have been added, for modifying or creating various means of coding.

    Built-in ISO creation utility has been added, and can be ran from batch.

    Tons of functions can be accessed via batch, for easy ISO creation (pseudo-toolchain).

    Support for Bio1 and Bio 1.5 have been dropped entirely. I got tired of seeing crappy mods for those games, and my personal interest in modifying those particular titles is practically non-existent. From now on, every version will only support Bio2 and Bio3.

    ...and every single bug has been smashed that was present in that initial version, in addition to the hundreds of improvements that I just simply haven't mentioned.

    I suspect that many of these features will be stripped from a release build, however.
    Impressive, most impressive. Not gonna use it too seriously, but I wouldn't mind playing around with it in my spare time, could be fun (providing its not too watered down)! So I assume the scripting module can manage stuff like variables between rooms, etc? And how much space does an RE2 save slot give you (say you wanted to build an expansion to RE2 or RE3), is there enough space to work with? What kind of extra coding can you do with the assembly functions?

  5. #25
    #09 Cerberus Aydan's Avatar
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    I've never ever done any Resident Evil modding but would love to get into it. Is there any information with this tool that can be helpful for beginners? Is this for the PC version of Playstation?

    Any quick simple n00b friendly advice would be awesome. Even making a few simple rooms with story would be a dream!
    4 Itchy Tasty.

  6. #26
    #41 Kipepeo
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    Quote Originally Posted by Scream View Post
    So I assume the scripting module can manage stuff like variables between rooms, etc?
    Yup. Every event - obtaining and using keys, locked doors, animated cutscenes with spoken dialog, inspection text - quite literally, everything is determined by how you script the game.

    The tool has the ability to compile scripts in c format:

    Of course, the tool allows for obtaining the positions the user desires, and allows to set various options, such as how the functions should be called, animation settings, triggering events and so on. For the average user, this may be a bit much, but there's just simply no way around it (other than rubbing stones together via hex editor, hahahaha )

    Once you get the hang of it, one's imagination and creation is absolutely the only limit. To help facilitate the process, I have a dialog that will display every event area, where a model is located, and so on in real time at the user's will. Of course, all is displayed within the room/RDT that is currently loaded.

    Quote Originally Posted by Scream View Post
    And how much space does an RE2 save slot give you (say you wanted to build an expansion to RE2 or RE3), is there enough space to work with?
    The savegame data requires no expansion. It was designed to store everything one would need to make a custom game - bgm table, scenario flags, etc.

    So, for example, once you begin to create your own game, there are quite literally hundreds, if not, thousands of unused flags that can be used at your own will - you set them and how they are used when you script each room.

    To put it into better perspective, even CAPCOM couldn't/didn't fill every single flag, as many just simply went unused by their dev team. Suffice to say, there's more than enough room to script an entire game from scratch... or, just simply toy around with the engine at will.

    Quote Originally Posted by Scream View Post
    What kind of extra coding can you do with the assembly functions?
    Again, the imagination is the only true limit.

    Say, for example, that a function doesn't do what I want it to do, or I want to update it to do something extra, or entirely different... all I would have to do is simply erase the function, write a new one to replace it, then insert my code into the executable at compile time.

    In another case scenario, there may be a data table that requires to be modified in order to properly load or govern data, the same concept applies. Thus, the addition of the Weapon Damage, Item Table and etc editors.

    Quote Originally Posted by Aydan View Post
    I've never ever done any Resident Evil modding but would love to get into it. Is there any information with this tool that can be helpful for beginners? Is this for the PC version of Playstation?

    Any quick simple n00b friendly advice would be awesome. Even making a few simple rooms with story would be a dream!
    It works for every version - PSone, DreamCast, GameCube and PC.

    The best advice I can give is to wait for a new version of this app, as the alpha was rushed. It's been nearly a year since, and the app has become extremely user friendly, for both experts and beginners alike. As mentioned before though, scripting is no simple process, so you can prepare yourself for that by using Biofat:

    http://www.romhacking.net/utilities/1019/
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  7. #27
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    Quote Originally Posted by MarkGrass View Post
    other than rubbing stones together via hex editor, hahahaha )
    Yeah, this. That's why I never bothered with RE modding earlier, I'd rather have something I can use and do something with in 20 mins, not something that takes over my entire life. In other words, the tool I've been waiting for

    It's a shame BIO1 is not supported but I can understand. I guess a lot of assets can be imported though.

    Quote Originally Posted by Aydan View Post
    I've never ever done any Resident Evil modding but would love to get into it. Is there any information with this tool that can be helpful for beginners? Is this for the PC version of Playstation?

    Any quick simple n00b friendly advice would be awesome. Even making a few simple rooms with story would be a dream!
    My advice is not to be intimidated by the screen of the code Mark just posted. Scripting is much easier than normal coding, all you'll be doing at the start is copying and pasting from other rooms (it does load CAPCOM's scripts from BIO2, right?), then the obscure numbers and such will start to make sense as you blend stuff together. I never used BioHerb original version but I imagine its something like that.

  8. #28
    #41 Kipepeo
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    Quote Originally Posted by Scream View Post
    Yeah, this. That's why I never bothered with RE modding earlier, I'd rather have something I can use and do something with in 20 mins, not something that takes over my entire life. In other words, the tool I've been waiting for
    Yeah.

    Some things can be accomplished by modification of hex data (or by using some crappy 'utility' that deals strictly in hexdecimal), but most certainly nothing impressive... not to mention the time wasted in such effort.

    Quote Originally Posted by Scream View Post
    it does load CAPCOM's scripts from BIO2, right?), then the obscure numbers and such will start to make sense as you blend stuff together.
    Yes, it can load scripts from either Bio2 or Bio3.

    As for the obscure numbers, they've all been completely reverse-engineered. Jokingly, you won't be searching for a light switch in the dark.
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  9. #29
    #24 Black Tiger Ultimacloud123's Avatar
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    It's amazing how you can take something that's great (RE2) and make it even better. I understand why you don't have RE1 compatible however I'm sure you could just simply rebuild RE1 in a RE2 engine, the real RE1.5 if you want to be technical.

    Based on your experience Mark, how similar is the RE2 engine VS the RE3 engine? Is the RE3 engine more advanced or is simply the RE2 engine with just a different wrapper?

    I'm actually looking forward to your final build for your tool. I might just build my Op. Starlight game with your tool. By user friendly and addressing someone as beginner are we referring to someone with little to no knowledge in coding/scripting?
    Last edited by Ultimacloud123; 11-09-2014 at 09:05 PM.

  10. #30
    Professional Asshole Gemini's Avatar
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    RE3 is more or less RE2 buffed up with steroids. It can do all that RE2 can do plus a whole chicken and drinks. In other words it's an extended version of RE2 with many additional features, such as combinable animations (example: weapon animations are composed of 2 parts animated at the same time and combined together), static objects with new reactions (RE2 only handles boxes to have some sort of "AI", RE3 adds explosives and environmental objects that can damage enemies), and it removes a lot of redundancies via more compact formats. Aside from these additions and optimizations, it's still closer to RE2 than RE1 was with 2 (which is more or less a complete rewrite).

  11. #31
    #41 Kipepeo
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    Quote Originally Posted by Ultimacloud123 View Post
    It's amazing how you can take something that's great (RE2) and make it even better. I understand why you don't have RE1 compatible however I'm sure you could just simply rebuild RE1 in a RE2 engine, the real RE1.5 if you want to be technical.
    RE/Bio2 has a well-documented, excellent engine with many capabilities that went almost completely untouched. For example, many pieces of code that are only used once or twice in the game can become powerful tools at in the hands of an experienced modder. Many 'improvements' to game play can be made via scripting, tremendous ones at that. The assembly and c injections are particularly useful for beefing up the engine even more, or just to bend it to your will.

    Bio1, on the other hand, is a complete mess. I'd even go as far as to say that its worse than the 40% build of Bio1.5. Excluding the runtime data (RDT, etc), what little bit that is known about the engine is enough to turn away even the most experienced of coders. Its just awful, and certainly not recommended for any type of hacking/modification purpose at all.

    So, yeah, it would be much easier to just simply recreate the entire Bio1 experience on another engine, such as the ones available for Bio2. Its definitely possible, and I've already toyed with the idea.

    Quote Originally Posted by Ultimacloud123 View Post
    Based on your experience Mark, how similar is the RE2 engine VS the RE3 engine? Is the RE3 engine more advanced or is simply the RE2 engine with just a different wrapper?
    Gemini gave a much better answer than I could have given.

    On the surface, however, Bio3 has several advantages that Gemini didn't mention - 32 cameras per room (vs Bio2's max at 16 per room), updated scripting routines that greatly expands game play (such as the 'Chaser' bytecode for Nemesis), and certain builds that can support hi-res background prerenders (such as the DreamCast and GameCube versions at 640x480).

    Once more is learned about the Bio3 engine and the tools created, I'm certain that Bio3 will be the new 'goto' engine for any modders who are interested.

    Quote Originally Posted by Ultimacloud123 View Post
    By user friendly and addressing someone as beginner are we referring to someone with little to no knowledge in coding/scripting?
    I would be honored to see something good come out of it. Really, all you need are the prerendered backgrounds, at minimum - combined with the tool and you have a completely custom experience.

    Quote Originally Posted by Ultimacloud123 View Post
    By user friendly and addressing someone as beginner are we referring to someone with little to no knowledge in coding/scripting?
    Yup.

    Everything has a learning curve, however, as great results are hardly ever achieved by anyone who rushes anything just for the sake of gaining brief attention...but I have simplified the process the best that I can.

    There's only so much I can do, as I simply cannot provide an artist with his/her vision, but I can provide a blank canvas...and that's really what this tool is all about.
    I'm a blackstar.

  12. #32
    #07 Giant Moth DarkSpyda04's Avatar
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    As seen above, models (PLD, EMD, MD1) can be viewed and their animations can be edited, created and playback in realtime.
    You said something about the tool letting us modify animations of EMD, PLD, and MD1? What did you mean by that? There is a built-in animation editor/creator?

    What about ESP data (flipbook sprites) such as fire effects? Can these be edited?
    Last edited by DarkSpyda04; 11-14-2014 at 04:32 PM.

  13. #33
    #41 Kipepeo
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    Quote Originally Posted by DarkSpyda04 View Post
    You said something about the tool letting us modify animations of EMD, PLD, and MD1? What did you mean by that? There is a built-in animation editor/creator?
    Yup.

    Quote Originally Posted by DarkSpyda04 View Post
    What about ESP data (flipbook sprites) such as fire effects? Can these be edited?
    Well... yes and no.

    I could implement an editor for the effect sprites, but there's really no point in that because the game handles each one via hardcode. For example, there are 0x5F different ESP data used in the game, and every single one of them has their own hardcoded functionality for use.

    So, I could implement an ESP utility but hardly anyone would be able to use it, simply because modifying/creating ESP data requires an executable function to perform properly.
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  14. #34
    #24 Black Tiger Ultimacloud123's Avatar
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    So does your animation editor in a sense act in a way as a model viewer? How does your animation editor work?

  15. #35
    #14 Drain Deimos AleX_Red_07's Avatar
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    Dear Mark, BioHerb does not work on my Windows 8.
    What operating systems it supports?

  16. #36
    #41 Kipepeo
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    I've had several others tell me that it works perfectly fine in Win 8.1
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  17. #37
    #14 Drain Deimos AleX_Red_07's Avatar
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    Quote Originally Posted by MarkGrass View Post
    I've had several others tell me that it works perfectly fine in Win 8.1
    I'm understood, thank you.

  18. #38
    #41 Kipepeo
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    Version 0.0.0.1

    Attached Files Attached Files
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  19. #39
    #07 Giant Moth DarkSpyda04's Avatar
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    Exciting to see an update to the tool. It rivals Leo's RDTedit. In fact, there are some rooms that cannot be modified w/ RDTedit. Yet, BioHerb has no trouble with these rooms. For instance, RDTedit messes up the text of rooms and BioHerb does not. It seems that no room editor is perfect. BioHerb is riddled with flaws. It messes up collision with any room it edits, you have to save the SCA before the save file button even does anything, it breaks rooms that had been edited w/ RDTedit, and it doesn't save any modifications to room objects.

    ROOM OBJECTS - I've never tried to mod room objects before. I'm not even sure how room objects should be modded in BioHerb. After saving the file, I was able to open up the room's lift from the "obj" folder and I moved and rotated and saved again, but there was nothing new when I tried to explore the room.

    BREAKS ROOMS EDITED W/ RDTedit - I saved the working ROOM2001 mod with BioHerb and when I tried to enter the room I got a message that the room could not be found. Very odd. Then I saved a vanilla copy of the room w/ BioHerb and I was able to enter the room. However, the collision box near the computer desk was broken.

    BIOHERB MESSES UP COLLISION - Very odd. Any time I save a room w/ BioHerb, there are almost certainly some collisions that no longer work. Other than that, there are not problems with the room. All of the doors work, buttons still work, item boxes can be opened, crates can be pushed and climbed, herbs can be taken, etc, etc.

    SAVE FILE BUTTON DOES NOT WORK - When I open up a room file w/ BioHerb, a folder is created for that room and filled with three sub-folders - msg, obj, scd. These folders are empty, and the main room folder is also empty. When I click the save button w/ BioHerb, nothing happens - UNTIL I first save say an SCA and THEN hit the save button. Now all of the room files appear in the folder and the edited RDT also appears in the folder.

    OPENS THE WRONG RDT - When I launch BioHerb, I am greeted with the most recently opened RDT. That is - Bioherb remembers the last file I had open and still has it open when I close and re-launch the application. The problem is this - when I save the RDT, the file is saved in the room folder. The RDT being read is not in the room folder, but in the folder outside of it. So BioHerb does not open the most recently saved RDT, but the most recently OPENED RDT.

    -This means that you have to go into the room folder with the newly saved RDT and open that - in which case a room folder for that room will be created in the room folder in which this RDT was. And thus we have inception.
    Last edited by DarkSpyda04; 05-01-2016 at 01:00 AM.

  20. #40
    #14 Drain Deimos AleX_Red_07's Avatar
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    Interestingly, thanks =)

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