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Pages: (6) [1] 2 3 ... Last » ( Go to first unread post )

 RDTedit PROMETHEUS, RE2 RDT Editor
The Mortician
Posted: Jun 21 2010, 01:34 PM


2D/3D Artist & Coder


Group: Super Mod
Posts: 2,347
Member No.: 6
Joined: 25-June 08



user posted image

~ BIOHAZARD 2 / RESIDENT EVIL 2 MULTI TOOL

August 6th 2012:

New version will arrive soon smile.gif

user posted image

Features:

QUOTE
- Open .RDT/.SCD (RDTs extracted with BIOFAT)
- Change Door/Enemy/Item/3D Objects/Effects/Messages/Event Triggers in .RDT/.SCD files (Edit/Replace/Inject/Remove)
- Edit Boundary/Light/Camera Switches/Triggers
- Quicksave/Save anywhere ingame
- Debug module (Current Stage/Room/Scenario/Player/Equipped Weapon & Items/Inventory/ECG Condition/Inf. HP) Basically all functions that BIO2GPS offered. It all has been integrated in PROMETHEUS
- Edit .EXE/Savegames
- Edit .SAP files


Supported BH2/RE2 PC Versions:

QUOTE

BIOHAZARD 2 (JAP) SourceNext 1.00 (Bio2.exe)
BIOHAZARD 2 (JAP) SourceNext 1.1 (Bio2.exe)
BIOHAZARD 2 (CHINA) 1.04? (Claire.exe & Leon.exe)
RESIDENT EVIL 2 (US\UK?) 1.00? (ClaireA.exe & LeonA.exe)
RESIDENT EVIL 2 (UK) 1.00 (ClaireP.exe & LeonP.exe)
RESIDENT EVIL 2 (US) 1.00 (ClaireU.exe & LeonU.exe)
RESIDENT EVIL 2 (US) 1.04 (ClaireU.exe & LeonU.exe)
RESIDENT EVIL 2 (FRA) 1.04 (ClaireF.exe & LeonF.exe)
RESIDENT EVIL 2 (GER) 1.04 (ClaireG.exe & LeonG.exe)
RESIDENT EVIL 2 (ITA) 1.01 (ClaireI.exe & LeonI.exe)
RESIDENT EVIL 2 (SPA) 1.01 (ClaireS.exe & LeonS.exe)


NOTE !!!

You will need Microoft VB 6.0 Runtime and several other files to run this programm. The package is included in the \DLL folder of the downloaded file. Be sure to install those if you haven't before.

It's strongly recommended to run this programm with admin rights given when using Vista/Win7. The programm is 100% Vista/Win7 compatible, it has been developed on a Win7 machine wink.gif Also be sure to first go to the config of the app and choose your game/exe path !

>>>>>>>>>>>>>>>> Download 8.86 mb <<<<<<<<<<<<<<

The download link provided only offers the old RDTedit 0.3, which is no longer in development, there is also no support for it anymore. The link for the new build is pending

http://www.mediafire.com/?r48hfbw7cm9h67

http://i.mins.com/1334568615/1ci7Df5jPmZY...H6qmskeP5jI.rar
or
http://minus.com/mNjAOy2fx

enjoy
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The Mortician
Posted: Jun 21 2010, 10:53 PM


2D/3D Artist & Coder


Group: Super Mod
Posts: 2,347
Member No.: 6
Joined: 25-June 08



I added a screenshot of an early build that is near ready for public.
There are some minor bugs, I think I will release it till the end of the week smile.gif

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Claire Fan
Posted: Jun 22 2010, 01:02 AM


Crimson Head


Group: Members
Posts: 24
Member No.: 277
Joined: 4-June 10



hey, nice work my friend.
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kevstah2004
Posted: Jun 22 2010, 03:10 AM


T-004


Group: Members
Posts: 739
Member No.: 37
Joined: 29-September 08



I think you should change the Y axis to Elevation, that Room Info box is a nice touch to let you know which room your editing smile.gif
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The Mortician
Posted: Jun 22 2010, 05:05 AM


2D/3D Artist & Coder


Group: Super Mod
Posts: 2,347
Member No.: 6
Joined: 25-June 08



QUOTE (kevstah2004 @ Jun 22 2010, 05:10 AM)
I think you should change the Y axis to Elevation, that Room Info box is a nice touch to let you know which room your editing  smile.gif

Ok. That will make it easier to understand for modding beginners. Thanks for your feedback smile.gif I try to make RDTedit as userfriendly as possible.

Yeah, about the room preview, I'm also planning a door and enemy preview window wink.gif
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Claire Fan
Posted: Jun 24 2010, 09:37 PM


Crimson Head


Group: Members
Posts: 24
Member No.: 277
Joined: 4-June 10



looking at is kind of hard to comment on what can be added or improved, but when the program is with us, we can analyze and tell you what would be good to add, so you can add the tips on new versions of software.

congratulations for the initiative my friend, this is a big step for the RE hack world.
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EvilMarshyX
Posted: Jun 24 2010, 11:05 PM


Moderator


Group: Super Mod
Posts: 335
Member No.: 12
Joined: 29-June 08



Nice work, I guess me and monkeyman may aswell stop it with our tool then, you seem to be combfortable working on an rdt editor. Let us know if you need any more information to help filter down searches n stuff like that. I don't know about anyone else but calculating the rotation seems to be a lot easier in decimal rather than in hex(Well, for me anyway). So could you add a feature to allow the user to input decimal then convert back into hex when the rdt is saved?

-400=North, 0=East, 400=South, 800=West (relative to the ingame map)
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The Mortician
Posted: Jun 25 2010, 06:09 AM


2D/3D Artist & Coder


Group: Super Mod
Posts: 2,347
Member No.: 6
Joined: 25-June 08



QUOTE (EvilMarshyX @ Jun 25 2010, 01:05 AM)
Nice work, I guess me and monkeyman may aswell stop it with our tool then, you seem to be combfortable working on an rdt editor. Let us know if you need any more information to help filter down searches n stuff like that. I don't know about anyone else but calculating the rotation seems to be a lot easier in decimal rather than in hex(Well, for me anyway). So could you add a feature to allow the user to input decimal then convert back into hex when the rdt is saved?

-400=North, 0=East, 400=South, 800=West (relative to the ingame map)

I might integrate that yeah. As I said before, I will try to make this app noob friendly as possible. Thanks for the advice wink.gif

Everything to scan out item values/codes would be helpful. Searching for items is a bit more complicated then searching enemy n' door codes.

I have located a lot of minor bugs that have to be fixed, but I think there will be a release this weekend smile.gif
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EvilMarshyX
Posted: Jun 25 2010, 09:50 AM


Moderator


Group: Super Mod
Posts: 335
Member No.: 12
Joined: 29-June 08



Well usually, USUALLY and I can't stress that enough item data starts with:
"4E ID 02 31" but there are some exceptions (which is a pain in the nut). But these exceptions are no different in what you see in door data, not all doors start with "3B ID 01 31" (check out electronic doors).

The minimum amount of bytes you need to use to filter down an item is 22 bytes, after those 22 bytes is either usually followed by a duplicate item or the model data related to that item.

When you look at the byte which controls item glow, take a look at it in bits as it is easier to control what this byte does. (I can't remember which byte it is, 19 I think). You can do things like change the colour of the glow, and also make the item invisible while it glows, or no glow at all. (any combo)

There are also points in RDT code where it shows the points where key items are actually used. For example:

06 21 00 00 6d b5 7c be 08 07 34 08 0a 00 56 00 01 00 2c 08 05 31 00 00
(This is in the licker hallway where you use the wire on the electronic shutter system)

The underlined section shows the actual item plus the amount of times it can be used. The header for this type of data is "06 21 00 00" I never really worked out other values (coordinates for example), but this data could be useful for the creation of modified puzzles.

One last bit of info I can think of for now is sprite data:

3A 00 II (II=ITEM) the pattern is usually like that, for example there are 4 types of glass I could find 3A 00 10 to 3A 00 13. This is a small amount of data to work with, but they usually come in batches, like lots of smoke, lots of fire, lots of glass, so theyre easy to find.

Below is room1000.rdt This more than likely a lot of fire and smoke.
user posted image
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!ResidentEvilForever!
Posted: Jun 25 2010, 11:25 AM


T-004


Group: Members
Posts: 613
Member No.: 286
Joined: 19-June 10



The Mortician, Good work!
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The Mortician
Posted: Jun 25 2010, 12:47 PM


2D/3D Artist & Coder


Group: Super Mod
Posts: 2,347
Member No.: 6
Joined: 25-June 08



Thanks for the knowledge, that you provided Evilmarshy smile.gif

I don't think i will integrate that in the first release build, I will have to look more into this matter first, but its definately helpful to know.
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MrWesker
Posted: Jun 26 2010, 02:46 AM


Mikhail Victor's biggest fan


Group: Members
Posts: 265
Member No.: 111
Joined: 26-May 09



very congratulations The Mortician smile.gif this is a very useful tool smile.gif smile.gif keep the good work smile.gif
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!ResidentEvilForever!
  Posted: Aug 21 2010, 12:36 PM


T-004


Group: Members
Posts: 613
Member No.: 286
Joined: 19-June 10



When program RDTedit will be ready?
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rad
Posted: Aug 23 2010, 04:48 PM


Zombie


Group: Members
Posts: 16
Member No.: 63
Joined: 27-December 08



good - now i want the tool
when it is ready?
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HecRPD
Posted: Aug 24 2010, 03:10 AM


Unregistered









when its done.
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