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91
Tools / Re: GT2 Car Viewer: A tool to view GT2 cars...
« Last post by harmalarm on May 10, 2019, 11:44:17 am »
Well, at least I figured out I was wrong in one of my assumptions. The textures are using rgb555 instead of rbg565, so I got that part licked now. Only need to figure out how to determine which part of the texture is using which part of the 256 color palette.
92
Tools / Re: GT2 Car Viewer: A tool to view GT2 cars...
« Last post by harmalarm on May 05, 2019, 01:47:00 pm »
Hi Leo2236,

I have a question about the texture format (cdp, cnp) and perhaps you can help me out. I am trying to make a GT2 I/O Maxscript set, just for practicing Maxscript. So far I have managed to get the actual models in-game with UV coordinates, but I am struggling with the textures. What I understand so far is that they are 256x224 textures, with a number of palettes for the color changes of the cars. I know the colors are indexed from the address of 17312 (43A0h), and I understand that the palette colors are basically 16x16 colors, all made up out of words (two bytes).

What I don't understand is that the color indexes all refer to 4bit values (0-15) while the texture uses 256 colors. Certain parts of the texture use a certain 16 color palette strip? I cannot find out how the game knows which part of the texture uses which palette. But perhaps I am totally wrong in this assumption?

Also, I am having trouble reading the word values to rgb colors in Maxscript. I suspect it is a 16bit color (rgb565) but when looking at your source files you do some bit shift and and operations that I don't really understand. Everything I can find on the internet is referring to different shift operations and I am quite confused now.

Would it be possible for you to give me a quick explanation of your procedure in simple terms? You have written your tool in Delphi, which I can follow for the most part, but I am stuck at the color values and palette indices at the moment.

cheers and thanks for your awesome tools which have inspired me much  :D,
Harmalarm
93
Tools / Re: GT2 Car Viewer: A tool to view GT2 cars...
« Last post by kian on March 02, 2019, 06:27:50 am »
Look Leonidas.. All the pieces of the puzzle are slowly falling together! :3


94
Tools / Re: ItemEditor: A tool to edit items PIX files...
« Last post by Leigiboy on February 24, 2019, 12:45:39 am »
Yo Leo any idea what are the limitations of the tim files inside the pix?
I was trying to edit the handgun but if I not use the same pallete as the original tim when I import the one I edited the color gets screwed
95
Tools / Re: RE3ROFSBE: A tool to batch extract ROFS files...
« Last post by Leigiboy on September 29, 2018, 01:43:13 am »
Hey men i tryed this one on sourcenext version on win 7 and is not working.
96
Tools / Re: RE2MV: A tool to view/edit 3D models...
« Last post by -Rusty- on September 26, 2018, 01:03:17 pm »
Hello. As you can see I'm new here, but thaks to Leo's wonderful tools I just started to modify RE2 and yes I have MANY questions, but for now I want to konw how can I remove parts from the model? (like the knife example).

I already exported one to Blender, edited there (delete the sideburns of Claire) and close the holes with the existing polygons, but when I open the results in RE2MV, theres giant holes where the sideburns has to be. What I'm doing wrong?

You were already told what you need to do by DXP in this post. http://re123.bplaced.net/board/viewtopic.php?f=17&t=596#p5565

As for a question about the actual tool or a direct relation to it, I can't seem to find a single animation file(so far) in the RDTs and I've got ROOMC000 through G040 left to go.
In a post you made on the RE Modification from you said that the animations files could be found here. http://re123.bplaced.net/board/viewtopic.php?f=14&t=99&start=50#p3656

I have tried using RE2MV on ROOM1010.RDT(Kendo's Gunshop) and ROOM1020.RDT(Alley/Basketball Court) but I only get objects and the chain link fence gate that the zombies bust through in the basketball court. No animations.

Unfortunately I've seen no .EDD or .EMR files at all. I've also used BIOFAT to disassemble the RDT files one by one and it's incredibly tedious to do. There is an "animations.rbj" file in both folders after disassembly but I have no idea if this is what I need and I don't know how to open it.

Could you possibly tell me where exactly are the animation files located?
97
Tools / Re: RE2MV: A tool to view/edit 3D models...
« Last post by Xturgoghd on September 25, 2018, 05:55:10 am »
I clicked on the link and the "use our download manager and get recommended downloads" checkbox isn't there.
98
Tools / Re: RE2MV: A tool to view/edit 3D models...
« Last post by Ketzergon on September 24, 2018, 07:22:17 am »
Hello. As you can see I'm new here, but thaks to Leo's wonderful tools I just started to modify RE2 and yes I have MANY questions, but for now I want to konw how can I remove parts from the model? (like the knife example).

I already exported one to Blender, edited there (delete the sideburns of Claire) and close the holes with the existing polygons, but when I open the results in RE2MV, theres giant holes where the sideburns has to be. What I'm doing wrong?
99
Tools / Re: DDABINExtractor: A tool to extract LOADSCRN.BIN...
« Last post by electromicro on July 23, 2018, 06:02:17 am »
Hey! Leo, do you continue this tool? It's can be great! Impossible to find other tool... You are the only person who can make this tool ;(
100
Tools / Re: GT2 Car Viewer: A tool to view GT2 cars...
« Last post by kian on July 17, 2018, 08:05:21 am »
Passing by..
Oh so thats why I see those pink lines. Good to know that.
So sup Leo.. Hows life?
I just can't wait to see those Gran Turismo 2 cars running in here.

I've figure out how I'm gonna do it.  once I can make this one square km I will make every one.
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