Announcement

Collapse
No announcement yet.

Is it possible to view or extract the 'invisible' geometry from classic RE games???

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    Of course it is not possible without manual recreation.
    You can only extract boundaries and camera angles because that is what is stored on the games but definitely not the whole Softimage scenes that were used to render the .BSS files.

    Comment


    • #32
      Are you absolutely sure about that??? Cause if that is the case, then why did user(s) here claim that it is?

      I am not looking for the whole scenes to be rendered as how it was presented, but more of a simple geometry that represents the blocking if a scene.

      Comment


      • #33
        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 donĀ“t you ask your further modding qustions on the RE123 boards? You are much more likely to get a good answer than over here.

        Comment


        • #34
          Originally posted by anaho View Post
          Bounding boxes: Yes
          Cameras: Yes
          For Bounding Boxes and Cameras I knew you could extract them (with the latter actually being done), however I am ever so confused with the boundary boxes (I could be wrong) but they never seem to represent the correct coordinates from what I've seen.

          Originally posted by anaho View Post
          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 donĀ“t you ask your further modding qustions on the RE123 boards? You are much more likely to get a good answer than over here.
          I never expected the original or complete scene geometry, I was assuming that there lies a much simplified version of it that would act as the scene's boundary. Could I still be wrong on this matter?
          Last edited by Undead Sega; 08-27-2013, 09:24 PM.

          Comment


          • #35
            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).
            Seibu teh geimu?
            ---

            Comment


            • #36
              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?

              Comment


              • #37
                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.
                Seibu teh geimu?
                ---

                Comment


                • #38
                  Originally posted by biohazard_star View Post
                  They appear mirrored however, so you're gonna have to make sense of it on your own.
                  They aren't really mirrored, just using a different coordinate system with the up vector set to y=-1.0f instead of a more common 1.0f. Set a scale matrix with x=1.0f, y=-1.0f, z=1.0f and multiply it with the view matrix to achieve the same effect.
                  Last edited by Gemini; 08-30-2013, 04:44 AM.

                  Resident Evil: Behind the Mask twitter
                  , also in Facebookian flavor for great justice.

                  Comment


                  • #39
                    Originally posted by Undead Sega View Post
                    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?

                    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.

                    Comment


                    • #40
                      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.
                      Seibu teh geimu?
                      ---

                      Comment


                      • #41
                        Originally posted by biohazard_star View Post
                        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.
                        I never knew, that'd be nice to play around with, should be possible to fix the mirrored issue, always annoyed me
                        Darkness : Tactical reload wasn't even in deadly silence LMAO
                        ^ Lol ...

                        Comment


                        • #42
                          Originally posted by biohazard_star View Post
                          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.
                          AFAIK it uses simple GDI to render data, which means you can't apply a matrix fix in there since it only understands a 2D world space. Inverting X, Z, or both values should work depending on the coordinate system being left or right handed.

                          Resident Evil: Behind the Mask twitter
                          , also in Facebookian flavor for great justice.

                          Comment


                          • #43
                            Originally posted by biohazard_star View Post
                            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.
                            Yes, this is exactly wat I am talking about. How will I be able to extract those then may I ask?

                            Originally posted by DXP View Post
                            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.
                            I will be joining those forums very soon, but I thought this would be very informative here and also I still assumed there would be people here that might know the answer or what I am talking about.

                            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 ;)

                            Comment


                            • #44
                              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.
                              I don't think there's anyone who's gonna be pointing you in the right direction since, you know, they're private tools.
                              Spoiler:
                              Seibu teh geimu?
                              ---

                              Comment


                              • #45
                                Hi again (sorry for the late reply!),

                                Originally posted by biohazard_star View Post
                                I don't think there's anyone who's gonna be pointing you in the right direction since, you know, they're private tools.
                                Spoiler:
                                Well, may I ask, would you happen to know any tools that can edit Cameras, Door triggers, Item triggers, Event triggers, Collision boundary data and RVD data that are publically available???

                                Comment

                                Working...
                                X