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2024年7月12日发(作者:)
生化危机5MOD修改
0000
生化危机5雇佣兵修改
00
Here's some reference information I've been working with:
000
0000
[spoiler=Reference]em00 = Enemies who spawn on the map
instantly.
00
Mercs em##:
000
em00 = Enemies who spawn on the map instantly.
em01->em05 = Enemies who continously spawn
em09 = Bosses
I think the max limit for EMs is around em30
敌人(血量)列表:
00
00000
00
0000
0000
em10 (cSetInfoEm10) - 马基尼 (血量 = 20 03)
em11 (cSetInfoEm10) - 女马基尼 (血量 = BC 02)
0000
0000
em12 (cSetInfoEm10) - 土著 (血量 = BC 02)
0000
em13 (cSetInfoEm10) - 黑胖子 (血量 = A0 0F) (default
weapon = 00)
00000
em14 (cSetInfoEm10) - 军人 (血量 = 20 03) (with rocket
launcher, 血量 = E8 03)
00
em20 (cSetInfoEnemy) - 黑斧男 (血量 = 40 1F)
em21 (cSetInfoEm10) - 话筒马基尼 (血量 = 78 05) (mModelType =
00)
000000
em22 (cSetInfoEm22) - 电锯 (血量 = 58 1B. berserk (blue
pants) 血量 = 98 3A)
0000
em23 (cSetInfoEm10) - 机枪男 (血量 = A0 0F, 00 model type
is blue) (red JJ = 70 17, 01 model type is red)
0000
em24 (cSetInfoEm10) - 土著酋长 (血量 = A0 0F) (needs a
trying to load a file)
normal uEm10 majini in the same map, otherwise will crash when
000
0000
em26 (cSetInfoEnemy) - 红斧男 (血量 = 20 4E)
em30 (cSetInfoEm30) - 狗-普通 (血量 = 58 02 or 90 01)
00
em31 (cSetInfoEm31) - 狗-大狗 (血量 = 58 02 or 90 01)
00
0000
em32 (cSetInfoEm32) - 主线舔食者 (血量 = 84 03)
0000
em34 (cSetInfoEm34) - 收割者 (血量 = DC 05)
000
em40 (cSetInfoEm10) - 杂酱面
em44 (cSetInfoEm44) - 大蝙蝠
em45 (cSetInfoEm45) - 巨人
em42 (cSetInfoEm10) - 女BOSS本体
0000
000
00
em46(cSetInfoEm10) - 巡逻船BOSS
0000
Em52 (cSetInfoEm52) - 摩托车马基尼
em60(cSetInfoEnemy) 羊(实验室)
Em61 (cSetInfoEm61) - 乌鸦
000
0000
00
0000
em62 (cSetInfoEm62) - 鸡 (血量 = 01 00)
Em65 (cSetInfoEm65) - 蛇(崩溃)
em63(cSetInfoEnemy) - 鱼
00
0000
em66 (cSetInfoEnemy) - 鳄鱼 (不可见)
0000
Em6c (cSetInfoEm6c) - 老鼠 (血量 = 01 00)
0000
Em6d (cSetInfoEm6d) - 小蝙蝠
Em71 (cSetInfoEm71) - 小鸟
000
Em70 (cSetInfoEm70) - 大蜘蛛(装饰)
0000
00
0000
em80 (cSetInfoEm80) - 战斗服Wesker(血量 = 30 75)
em81 (cSetInfoEm81) - 风衣Wesker (血量 = 30 75)
0000
0000
em82 (cSetInfoEm82) - 终极Wesker
0000
em83 (cSetInfoEm83) - 战斗服Jill (血量 = 88 13)
em84 (cSetInfoEm84) - 控制器Jill (血量 = DC 05)
0000
uEm92 (cSetInfoEm10) - 金发女 (血量 = 28 0A) (needs uEm11 in
same stage otherwise game will crash
00
when trying to
find a file,I think allyson+dogs+coop will cause crash)
0000
0
敌人武器列表: XX 01 07
(全是十六进制)
村民类敌人:
50 斧头
51 镰刀
55 弯刀
72 木棒
59 钢管
73 扳手
71 锄头
00
00000
0000
000
00
00
5A 酒瓶子
00000
00
00
00
00
53 铲子
54 炸药
00
6C 燃烧瓶
52 弓箭枪
00000
00
00000
75 喇叭或者扩音器
土著类敌人:
5F 长矛
62 弓
000
000
00
000
60 盾牌(63 盾牌+长矛)
000
00
64 流星锤(em24--土著酋长专用武器)
74 炸弹
5E 火把
军队类敌人:
65 电击棒
68 火箭筒
6A 机关枪
00000
00000
00
0000
6F 长矛(动作把主角向上挑起)
00
0000
00000
00000
61 盾牌+电棒
00000
5D 格林机关枪(em23--军曹机枪大叔专用武器)
6D 军人手雷 (特定环境下有用)
军队敌人模型列表:
00 - default?
00
00000
00
6E 军人闪光雷 (特定环境下有用)
000
000
16 - no armor, grenades on chest
18 - no armor, grenades on chest (hat)
20 - armor on chest, head and legs
24 - armor on chest and legs
28 - armor on head and legs
30 - armor on chest (bold)
32 - armor on chest
34 - armor on legs
FFFF - random---
敌人爆虫情况:
000
00
00
0000
23 - armor on chest and legs (beret)
0000
0000
00
2A - armor on chest and head
0000
00
0000
00
爆虫 :武器后第33字节当数字是04时表示百分之百爆虫,00表示
不爆虫。
从爆虫可能性数字(04或者00)向后第7个字节 01是长虫 02大头
虫 04飞虫
第7什么类型的虫子
solo 模式中一次最多爆出4个虫 no mercy模式中一次最多爆出12
个虫
敌人产生情况:?
00
00
00000
000
000
0000
04是100%爆虫 01是长虫 02大头虫 04飞虫
The value after the health is the mJumpInit value. This is
usually 00. If it's 01, then that enemy will spawn on the map
instantly after the map loads. VERY handy to know. Although note
that since each enemy is unique, then that enemy can't be
spawned from a script (since he already spawned).---
000
---AB (hex) after the uEm10 is the variable is the
mSearchForward variable. Not sure how it works.---
0000
---D1 (hex) after the uEm10 is the "mFindPL" variable. 00 makes
the enemy stand still. 01 makes the enemy start to actively
search for the player.---
---D6 (hex) after the uEm10 is "mIsGoto", which defines whether
or not the enemy will follow his goto coordinate.---
000
000
---DB (hex) after the uEm10 is "mIsGotoAng", which defines
whether or not the enemy will follow his gotoAng coordinate.---
000000
---E0 (hex) after uEm10 is the "goto" coordinate for the
enemy---
---F4 (hex) after uEm10 is the "gotoAng" angle for the enemy---
000000
000
---B9 (hex) after uEm10 is the boolean which I think defines
whether or the enemy will stand still at Goto coordinate.---
000000
敌人钻墙问题:?
00
What you're changing is probably the spawn coordinate, which
is fine. But many enemies also have a goto coordinate (it's easy
to find since it's the only other value for enemies which is
as long as the spawn coordinate). If you replace that with "00
00 00 00 00 00 00 00 00 00 00 00", I think that'll do. You can
also turn off the value which toggles whether or not the enemies
will follow his goto, I can't remember right away where that
value is.
---FSM info:
"Last part StartEmSet is an array with all the enemies to be
spawned from an em##.
Here's an example of several full array items (from
s407startemset)
00
0000
00000
00
15 00 0C 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 00 00 00 00
01 00 00 00 00 00 00 00 01 00 00 00 00
01 00 00 00 01 00 00 00 01 00 00 00 00
01 00 00 00 02 00 00 00 01 00 00 00 00
01 00 00 00 03 00 00 00 01 00 00 00 00
As you can see, 2 parts of the array item ticks with 1. And the
entire length of one array item is 22 (hex) bytes.
0000
0000
15 00 0D 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 00 00 00 00
0000
15 00 0E 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 00 00 00 00
0000
15 00 0F 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 00 00 00 00
0000
After the last item in the array is 3A (hex) bytes until the
end of file. Like this (from s407startemset):
0000
01 00 00 00 03 00 16 00 32 00 00 00 01 00 00 00 00 00 00 00 00
00 00 00 00 01 00 00 00 01 01 00 00 00 00 00 00 00 01 00 00 00
FE FF 00 00 01 00 00 00 00 00 00 00 00 00 00 00
0000
1 of those bytes are relevant to the size of the array. Which
is 16 (in this case, the amount of enemies in em00 is 10). That
byte is 7 bytes after the last item in the array. (I am thinking
this byte might actually be near the start of the array instead,
3 bytes before the first item in the array)
I think I figured out where the em## is referenced in a FSM file.
I think it's in the actual array itself. For instance, here's
one item from s401EmSetArea0:
0000
0000
13 00 6E 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 02 00 00 00
01 00 00 00 11 00 00 00 01 00 00 00 00
If you move 12 (C in hex) bytes after "1E" you'll get 02. I've
been checking several different FSM and that seems to match up
to the em##. Like the rats in s104 are in em05, and the byte
is 05. And in EmSetStart, that one is always 00." (after some
testing, I think there's a limit of how high the em## can go.
40 doesn't work. 29 does work)
-If you go to the next value after that, you'll have the value
which refers to the specific enemy inside the em## file. You
can't re-use the same enemies multiple times.
-Here's an easier way of replacing the one byte in array which
0000
0000
0000
links to the em##. Search for this"1E 00 00 00 01 00 00 00 02
01 00 00 00 01" and replace the last byte with whatever the em##
the spawn array originally links to and then replace with a
similar string just with the last byte being the new em##, for
instance: "1E 00 00 00 01 00 00 00 02 01 00 00 00 1D" which is
for em29.
-There seems to be 2 types of enemy arrays. The ones which start
with emset_p0001 (for instance), and the indicator for how many
entries in that array is always 3 bytes before the first entry.
And array which start with something like emset00~copy_p0001
which I'm not sure how to read.---
武器列表(16进制)
Wp01 - Kamasu Kissaki knife (Don't know who uses this, someone
in mercs.)
00
00000
000
00000
Wp02 - Beretta M92FS
Wp04 - Ithaca
000
Wp03 - Maybe the Vz61
Wp05 - Sako S75
00
00000
0000
000
Wp06 - HE Grenade
00
Wp07 - Thermite (Incendiary Grenade)
Wp08 - Flashbang again
Wp0a - Proximity Mine
0000
00
Wp0b - S&W Model 29 Revolver
Wp0c - Grenade Launcher
Wp0d - Rocket Launcher
Wp0e - Kukri Knife
0000
000
0000
00
0000
Wp0f - Longbow (don't know who's)
Wp3e = gold egg
000
Wp10 - H&K P8
00000
Wp11 - Sig Sauer P226
00
Wp13 - H&K MP5A3
00000
wp15 - gatling gun
00
Wp16 - Benelli M3 Super 90
000
Wp17 - Striker shotgun, possibly
000
Wp19 - Hydra
000
Wp1a -
00000
Wp1b - S&W Model 500 Revolver
000
Wp1c - PSG-1
000
Wp1d - AK-74
000
Wp1e - Beretta 93R
00
Wp1f - Px4
00000
Wp2d - PKM Light Machine Gun
0000
Wp2e - Minigun parts
000
Wp20 - Dragunov
000
Wp22 - Stun Rod
000
Wp23 - Silver tipped combat knife (mercs?)
0
Wp24 - Carbon black combat knife (mercs?)
Wp29 - S.T.A.R.S. Samurai Edge (extracted folder, arc is 89)
000000
Wp30 - Latern
00000
Wp34 = LTD
00000
Wp34 - Minigun pack maybe
0000
Wp50 - Majini Axe
00
Wp51 - Majini Sickle
000
Wp53 - Medieval Shield
0000
Wp53 - Broom
000
Wp55 - Kukri
000
Wp58 - Executioner's axe
00
00
0
00
Wp5b - Chainsaw
000
Wp61 - Tactical Shield
Wp62 - Longbow again
Wp63 - Black mask
Wp6a - AK-74
Wp64 - Skull thing
0000
000
00
00
000
0000
Wp6d - Stielhandgranate
Wp6e - Flashbang
000
00000
Wp72 - Something spiky with chicken feet
Wp74 - Tribal shield maybe
Wp78 - Rock
000
Wp77 - Executioner's axe again
00
00
Wp7a - Red drum
常用武器列表
000
Wp89 - S.T.A.R.S. Samurai Edge
00
00000
0000
A few examples:
06 01 = grenade
00000
0D 01 = rocket launcher
08 01 = flash grenade
000
000
00
10 02 = electric rounds for the grenade launcher
09 02 = magnum ammo
0000
0000
06 02 = explosive rounds for the grenade launcher
04 03 = first aid spray
01 03 = green herb
000
00
武器列表 (10进制要转换为16进制)
000 - Hand-to-hand
002 - M92F
003 - VZ61
005 - S75
00
000
001 - Knife 白色刀子A
00
00000
00000
004 - Ithaca M37
00000
000
006 - Hand grenade
00
007 - Incendiary grenade
008 - Flash grenade
009 - SIG 556
011 - S&W M29
00
0000
00000
0000
010 - Proximity bomb
000
00000
012 - Grenade launcher 炸弹
013 - Rocket launcher
015 - Longbow
016 - H&K P8
014 - Knife 白色刀子B
00
00
00000
000
017 - SIG P226
019 - H&K MP5
00
018 - (dummy_wp12)
020 - (dummy_wp14)
021 - Gatling gun
022 - M3
00000
00000
00000
00
00
023 - Jail Breaker
024 - (dummy_wp18)
025 - Hydra
026 - L. Hawk
00
00000
00
00000
027 - S&W M500
00
028 - H&K PSG-1
029 - AK-74
030 - M93R
000
00
00000
031 - Px4 (works for Chris and Sheva, but Chris holds it wrong)
000000
00
032 - Dragunov SVD
little damage)
034 - Stun rod
033 - Flamethrower (works correctly, although deals *very*
000
00
035 - Knife 威斯克刀子
036 - Knife 吉尔刀子
000
00
037 - G. launcher (EXP) 炸弹
038 - G. launcher (ACD) 硫酸
039 - G. launcher (ICE) 冰冻
040 - (dummy_wp28)
it wrong)
00
00
00
00000
041 - Samurai Edge (works for Chris and Sheva, but Sheva holds
00000
042 - (dummy_wp2a)
043 - (dummy_wp2b)
044 - (dummy_wp2c)
045 - (dummy_wp2d)
046 - (dummy_wp2c)
047 - Gun turret
00000
00000
00000
00000
00000
00000
048 - Lantern (holds incorrectly, always points it upwards)
0000
049 - (dummy_wp31)
050 - (dummy_wp32)
051 - (dummy_wp33)
00000
0
00000
00000
052 - L.T.D. (only works during the bossfight in 6-2)
00
053 - RPG-7 NVS
000
054 - Egg (Rotten)
056 - (dummy_wp38)
00000
055 - Hand-to-hand
00
00000
057 - G. launcher (FLM) 燃烧
058 - G. launcher (FLS) 闪光
059 - G. launcher (ELC) 电弹
000
000
000
060 - Egg (White)
000
061 - Egg (Brown)
000
062 - Egg (Golden)
00000
063 - (dummy_wp3f)
00000
064 - (dummy_wp40)
00000
065 - (dummy_wp41)
00000
066 - (dummy_wp42)
00000
067 - (dummy_wp43)
00000
068 - (dummy_wp44)
00000
069 - (dummy_wp45)
00000
070 - (dummy_wp46)
00000
071 - (dummy_wp47)
00000
072 - (dummy_wp48)
00000
073 - (dummy_wp49)
00000
074 - (dummy_wp4a)
00000
075 - (dummy_wp4b)
00000
076 - (dummy_wp4c)
00000
077 - (dummy_wp4d)
00000
078 - (dummy_wp4e)
00000
079 - (dummy_wp4f)
00000
080 - Adze (hurts self) (51)
081 - Sickle (hurts self) (52)
082 - Bow gun (thrown) (52)
0
083 - Shovel (thrown)
0000
084 - Dynamite (throws as object,
00
0000
000
but only detonates if shot,
0
instakills most enemies but deals very little damage to bosses)
000000
00
085 - Machete (hurts self)
quitting)
086 - Shotgun (disappears when adding to inventory after
00000
087 - Grenade launcher
0000
00
088 - Giant ax (thrown) (holds correctly)
089 - Steel pipe (thrown)
enemies) (5A)
000
090 - Bottle (thrown, deals damage to your teammate but not to
00
091 - Chainsaw (thrown)
092 - (dummy_wp5c)
00
00000
093 - Gatling gun (thrown)
094 - Torch (thrown)
00
00
095 - Spear (hurts self) (5F)
096 - Wooden shield (thrown)
097 - Metal shield
098 - Bow (thrown)
099 - Shield
00
000
00
00000
000
0000
100 - Morning Star (thrown) (holds correctly)
101 - Stun rod (crashes the game)
102 - Knife (disappears)
103 - Handgun
105 - Adze
0000
0000
00000
104 - Rocket launcher (thrown) (68)
00000
00
000
106 - Machine gun (thrown) (6A)
107 - Rifle (disappears)
0000
108 - Molotov Cocktail (functions!)
no damage)
00
109 - Hand grenade (works, but only detonates if shot, deals
00
110 - Flash Grenade (works, but only detonates if shot, doesn't
actually stun you or the enemies)
111 - Spear
00
0000
112 - Chair (disappears)
113 - Pickax (thrown)
114 - Club
115 - Wrench
0000
0000
00000
000
116 - Bomb (thrown, detonates if shot, instakills most enemies
and has VERY big blast radius, but deals very little damage to
bosses)
00
000
117 - Megaphone (hurts self)
118 - Machine gun
119 - (dummy_wp77)
120 - (dummy_wp78)
121 - (dummy_wp79)
122 - (dummy_wp7a)
123 - (dummy_wp7b)
124 - (dummy_wp7c)
125 - (dummy_wp7d)
126 - (dummy_wp7e)
127 - (dummy_wp7f)
144 - none
00
00000
00000
00000
00000
00000
00000
00000
00000
00000
128 - (dummy_wp80)
145 - Handgun ammo
00000
00000
00
146 - Machine gun ammo
147 - Shotgun shells
148 - Rifle ammo
149 - (dummy)
0000
000
00000
00
150 - Explosives rounds
151 - Acid rounds
153 - Magnum ammo
152 - Nitrogen rounds
000
00
00
00
154 - Rocket
155 - Arrow
000
00
156 - (dummy)
157 - (dummy)
00
00
158 - Flame rounds
159 - Flash rounds
161 - RPG round
162 - Nothing
00
00
160 - Electric rounds
00
000
00000
163 - Herb (green)
164 - Herb (red)
165 - Herb (X)
00000
00
000
166 - First aid spray
167 - Herb (Green)
168 - Herb (Red)
169 - Herb (G+G)
171 - Herb (G+R)
172 - Herb (G+X)
00
00000
00
00
170 - Herb (G+G+G)
00000
00
00
173 - Herb (G+R+X)
174 - Egg (White)
175 - Egg (Brown)
176 - Egg (Gold)
177 - Nile perch
179 - Water
00000
000
000
00
00000
178 - Nile perch (Big)
180 - Herb (X)
181 - Nothing
000
00
000
00000
182 - Gold (Large)
183 - Gold (Small)
184 - Gold bars
00000
00000
000
185 - Sapphire
186 - (dummy)
187 - (dummy)
188 - (dummy)
189 - (dummy)
190 - (dummy)
200 - (dummy)
221 - (dummy)
00
00
00
00
00
00
00
00
uIt020e = flame rounds
uIt0201 = pist0l ammo
uIt0202 = mg ammo
0000
uIt0210 = electric rounds
0000
00
00
uIt0203 = shotgun ammo
uIt0204 = rifle ammo
0000
000
uIt0206 = explosive rounds
uIt0209 = magnum ammo
uIt0301 = G herb
uIt0304 = F aid
000
00
uIt0211 = rocket round (11 02)
00000
0000
000
uIt0402 = a bag of money
uIt0453 = topaz oval
00
000
uIt0477 = diamond marquise (5000)
uIt0608 = combo bonus
一:敌人武器修改
前言:
00000
00
0000
00
敌人武器一般是3个字节,经常以01 07结尾,比如:50 01 07 就
是一种武器。
00000
51 01 07又是一种武器,敌人武器的区别就是第一个字节的区别,
第一个字节不同,武器就不同。
000
敌人武器修改:打开任意一个EM文件。
武器。
00
在16进制中,搜索“XX 01 07”,全部替换成你想替换的“YY 01 07”
00000
当然了修改时要注意有些武器敌人可以通用,但是有些不可以通用
(如果替换不合适的武器游戏直接关闭)。
二:场景中武器的修改
场景中武器的修改比如说手雷,RPG,草药等等。
修改方法:
00
0000
00
0000
比如村民马基尼就只可以用村民马基尼的武器等。
00
打开ITEM文件,一般武器都是3个字节,常以01 01结尾,比如01
01 01就是一种武器,
像)。
用uWp06(手雷)举例子吧:
0000
0000
02 01 01就是一种武器,不同之处在第一个字节(和敌人武器有点
000
0000
uWp06(手雷),对应在16进制表中的地址就是06 01 01
我们先把手雷修改为uWp07(燃烧弹),在16进制中搜索"06 01 01" ,
把其替换为"07 01 01"就行了。
ITEM文件:
时间柱 s400softmerces400_IDF01_Ins uOm0100
时间长短和敌人血一样
00
00000
000
木桶移动 uOm0890
00
正方形形木头箱子 uOm0889
00
时间盒子 但是里面的combo没有移动 uOm088a
0000
梯子(隐形) uOmf201
0000
铁箱子 uOm088d
00
长方形箱子 uOm08bd
00
汽油桶 uOm0886
00
氧气管 uOm08ba
00
uIt020e = flame rounds
0000
uIt0210 = electric rounds
0000
uIt0201 = pist0l ammo
00
uIt0202 = mg ammo
00
uIt0203 = shotgun ammo
0000
uIt0204 = rifle ammo
000
uIt0206 = explosive rounds
000
uIt0209 = magnum ammo
00
uIt0211 = rocket round (11 02)
0000
uIt0301 = G herb
00000
uIt0304 = F aid
000
uIt0402 = a bag of money
00
uIt0453 = topaz oval
000
uIt0477 = diamond marquise (5000)
uIt0608 = combo bonus
0000
00
uOm0017 = wire trap (2 sets of positions and angles, first is
the bomb, second is the end of the wire. Second pos is actually
rotated 90 degrees to the left with the wire trap as anchor)
(based on s104, wiretraps are usually +117 above the ground)
000000
0
uOm0823 = small basic box (can be destroyed for items)
0000
00
uOm0886 = Explosive red barrel
for items)
uOm0889 = rectangular small box, basic design (can be destroyed
00
uOm088a = Treasure chest (usually has combo bonuses)
000
uOm088b = Tribal treasure chest (usually has combo bonuses)
0000
uOm088d = Modern safe (usually has combo bonuses) (combo bonus
has same coordinate except for Z being +9)
0000
uOm0890 = Round tall barrel (can be destroyed for items)
00
uOm08ba = Explosive canister from chapter 1-2 boss fight area
(you can push it to the ground, which has clipping issues near
walls)
00000
uOm08bd = rectangular tall box (can be destroyed for items)
0000
0000
uOm08f1 = Shiny briefcase with weapon
uOm08f2 = key?
000
00000
uOm08fa = Shiny blue BSAA emblem (the collectibles)
uOm092d = mirror for puzzle in chapter 4-2
uOm0100 = time bonus
uOm1304 = Jeep
000
00
00
000
uOmf201 = Ladder (purely for gameplay, invisible)
uOmde9a = Dead body (from 1-2 boss fight area)
(s113)
0000
uOm1316_BackupHeli2 = Helicopter from chapter 2-1 at the docks
00000
OM08E9A_IDo00_U006 = laser goal for puzzles in chapter 4-2
000
武器角度:
mAngle
simple angles (turning left and right):
00 00 00 00 00 00 00 00 (north)
00 00 00 00 D8 0F C9 3F (east)
for player chars:
000
0000
000
00
000
0000
0000
00 00 00 00 D8 0F C9 3F = Facing east
00 00 00 00 37 8D 27 40 = facing north?
0000
00 00 00 00 2B 18 10 C0 = Facing west (northwest?)
0000
00 00 00 80 D6 E0 7D BE = facing south?
0000
00 00 00 00 CA FD 3B 40 = facing north/northeast
0000
00 00 00 00 56 29 3E C0 = facing north/northwest
0000
0000
00 00 00 00 41 82 A6 BF = facing west/southwest
0000
00 00 00 00 4E 43 8A 3F = facing east/southeast
00 00 00 00 39 9A E1 3F = facing north (very very slightly off)
000000
00 00 00 00 B8 EA CA 3F = facing east (very slightly off)
000
0000
00 00 00 00 D5 EB 46 C0 = facing north (slightly to the west)
000000
00 00 00 00 B7 5F C6 BF = facing west
00 00 00 00 D0 EC 14 40 = facing northeast
00
00 00 00 00 F4 16 C3 3F = facing east (slightly to the south)
000000
00 00 00 00 9C FD 61 BE = facing south/southwest
0000
based on puzzle mirrors:
0000
00 00 00 00 D8 0F 49 3F = northwest
00 00 00 00 80 DF ED AF = northeast
00 00 00 00 E2 CB 16 40 = southwest
00 00 00 00 D2 53 7B 40 = southeast
based on puzzle goals:
D8 0F C9 3F = east
000
000
000
000
000
00
based on valves and zip lines from s207:
0000
00 00 00 80 D8 0F C9 BF = directly west?
0000
00 00 00 00 DC 0F 49 40 = directly south?
00
mAngles with rocket launcher as reference:
0000
B5 87 4D BF 0C 05 AC 3F 00 00 00 00 00 00 00 00 = horizontal,
slightly twisted. Pointing south-southwest
slightly leaning on its flat side
00
00 00 00 00 00 00 00 00 D0 7C B0 BF 00 00 00 00 = almost vertical,
00
00 00 00 00 96 0A 86 BF C9 92 81 3F 00 00 00 00 = upside down,
leaning on an almost 45 degree angle
00
D8 0F C9 3F 1E 36 91 3F 1E FA 8E 3D 00 00 00 00 = lying flat.
Pointing southwest. (not perfect for rocket launcher since the
handle is on the bottom side, it shouldn't be able to balance
like that)
00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 = lying flat.
Pointing west. (rocket launcher lying flat on its side, so it
looks balanced)
---
---There's 2 variables per item entry which ticks with 1. A few
bytes before the item name (start of entry in other words), and
some bytes after the item names. It's the same thing with
enemies in em## files.---
---When using player coordinates from Cheat Engine, those
coordinates seems to be slightly above the gruond. For the Teeny
Weetle mod it seems the barrels and time bonuses are -25 below
player coordinate. I tried to edit rocket launchers on storage
facility mod to be on ground, and -25 is overkill. Although -10
seems to work well for rocket launchers. (update: I use new
memory addresses now which gives the exact correct location)---
000000
000
00000
000000
--I think 15A (hex) after uWp3e is the variable which links the
item to a specific enemy (it counts from 00 as first enemy).
There's probably another variable which defines whether it
should be dropped from an enemy.
Combo bonuses are linked to treasure chests the same way. Not
sure which variables controls that.---
---To get the correct position for wiretraps get the 2
coordinates for where you want it and then you have to change
the second coordinate. Calculate the difference between the
coords which should be the same (afterwards, make them the same),
and then add that difference to the other axis.---
0000
00
00
无限弹药:
It's just after the variable defining which type of item it is.
In that example look for "07 01" and after that you'll see a
value which is "FF FF FF FF". That's the value. A series of FF
means it'll gets the default value. Replace those with anything
you want. (example, if you replace it with "BC 7F 00 00" you'll
get 32,700 ammo which I think is the highest you can go)
000
00
雇佣兵灯光:
00000
About the IDF thing, you are copying the items from Versus
Survivor, and maybe the versus survivor item files simply
doesn't have any unique items in the combo chests for those
stages?
About the graphics, that's a bug with the arctool. It doesn't
recompress the cubemaps properly. Here's how to fix it:
0
00
0000
-For facility, go to stages303lightenv, and copy the tex
files from there to your RE5 install directory, they should be
in a similar location (which is nativepcstages303lightenv)
000000
-Then delete everything in stages303lightenv from the stage
archive. Now it should work.
Do the same thing for Missile Area. In that case, the files
should be in stages307lightenv
STP问题:
If you look into and look at all of the .stp
files in stages/. Those files define the spawn position for the
player. The very first variable (after the list of strings)
which is of 12 length (C hex) is the position where the player
spawns. Second variable (for the mercs maps) define the second
spawn point, while the others probably define versus spawn
points). For normal stages there's usually 2 spawn points,
obviously for Chris and Sheva.
00
0000
000
000
000
24 55 D1 C2 94 A3 38 40 52 80 E4 BF - Sheva's spawn point
0000
-One full entry in stp should be 40 (hex) length
0000
跑动的敌人:
00000
A few random discoveries. There's one magical value for majini
(156 (hex) after uEm10 in em## files) which can affects lots
of various behavior. Like one thing I just discovered. If the
value is "80 00" then the majini will run almost all the time.
Ie, every majini in ship deck has this value and they almost
never stop running unless they're right next to the player. I'm
surprised I never noticed this before now.
0000
Also, one random core mechanic I stumbled on which I'm not sure
if people are aware of. Critical head shots increase the chances
of a majini turning into a las plagas with around 50% (only if
that enemy has a las plagas defined to it though).
0000
制作雇佣兵新图:
And this shows another tricky part with doing stuff like this,
which is with random scripts failing to work and this case you
end up with a door not working. To fix problems like this you
need to remove the script disabling the door (scripts are in
stages400softmercefsm) or remove the door itself (which
is usually somewhere in
stages100scrscr00s100_IDo00_Ins.15302ef4).
Unfortunately fixing stuff like this requires a lot of trial
and error. Although if you're lucky, you won't run into problems
like this at all with certain stages. If you simply wanna start
from scratch with the gameplay files, you can delete everything
in stages400softmerce and you'll end up with a clean stage
without items, enemies and interactive objects.
0000
00
One extra optional step is to add one time bonus to the stage
so you can explore it without running out of time. I've set up
a simple object file for this (this object file contains one
single item, which is a time bonus worth 74 minutes). Download
this:
/RE5/01_Ins.15302ef
4
In your new stage, copy that file to stages400softmerce and
open it in a hex editor. Find this value and replace it with
the spawn position of the player (which you found in the stp
file):
/RE5/swap/
g
Recompress the again and now you should have a time
bonus giving you plenty of time to explore the stage.
00
0
000000
000000
A few more things
000
-I'll try to write a new tutorial later about changing
information about enemies and items on a map. Which is the most
important step for editing stages.
-If you wanna test my own stage variants, I've got a bunch of
mercs mods here:
/Resident_showtopic=1187
8 and here:
/Resident_showtopic=1312
0
-I've got a huge resource of various stuff I've discovered
000000
000
ingame in text files here: /RE5/txt/
000000
1:抽取文件
00
2:把s505文件改成s407,在s505的effecseflstage新建文件
s407,移动 effecteflstages505auto到s407,改auto
里面的s505为s407
为s407
00000
3:把s505里面effectsdl改成s407 把s505里面的soundbgm改
00
4:在s505stage新建文件s407 在s407文件里面新建 light map
scr se softmerce空文件
000
5:移动s505stage里面的havok文件到s407的stage里面,改名
0000
6:复制s505里面light文件里面的s505.19a59a91文件到s407的
light文件,改名
0000
000
7:复制s505里面map的s505_ 到 s407的map里面,改名
0000
8:复制s505里面se的se_s505.38f66fc3 和 se_s505.39d71f2文
件到s407里面se,改名
00
9:复制s505scr的sdl文件到s407scr,并改名
s407soft,改名
10:复制s505soft的s505.4ef19843 和 s505.5898749c文件到
00000
11:移动s505soft剩下的文件到s407softmerce改名
000
12:删除stages407softmerce文件
0 0
00
0 0
0
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