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Resident Evil 4,5,6 & REV PC Modding > RE6 W.I.P. Mods > Model Swap Trainer for RE6

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Title: Model Swap Trainer for RE6


wilsonso - March 29, 2013 06:00 PM (GMT)
After playing through the game once, I can finally start working on a similar trainer as RE5.

But this time it is more complicated than I imagine. In mercenaries, the memory-hacking model swap will be perfect, but in campaigns, the models are always glitchy (in terms of lighting and other physics) and sometimes even part of the body will be missing.

user posted image

user posted image

Anyone got any ideas? :huh:

Mr.Nightmare™ - March 29, 2013 06:16 PM (GMT)
Known problem with the shaders, welcome back btw

tomas18 - March 29, 2013 06:26 PM (GMT)
Yeah, Nightmare's right. It's not the trainer causing the problem it's the shaders. I've dug around the MRL files and found that some of them just aren't referenced in stage files, which then turns that material invisible in the game.

Still I look forward to seeing what trainers you can provide. It'd be good to play as the L4D2 characters in the main story when the DLC comes out next week.

JKap_Goat - March 29, 2013 06:41 PM (GMT)
Welcome back wilsonso <3

Can't wait to see what amazing things from you

Theumer115 - March 29, 2013 06:48 PM (GMT)
@ Mr.Nightmare:

Will you complete your trainer after his return or will you help wilsonso?



After all my greatest wish is to play as simmons with transformations in story...


I hope it does someone after a few months.

Currently I have to crack Re5 Superjump open, find a way to dodge grapples without the buggy trainer function, add sounds to draw and spinning (not reloading Samurai Edge Spinning sound anymore) and replace all radios with my edited.

Later I will try to port Wesker in RE6 if nobody else did.

2. Do you do sound tools for Re6 too?

3. How do you got so much modding and editing skill?

4. Could you please test all chapters if you make a patch for re6 wilsonso?

In Re5 it crashes in 4-1 (2 Model changes) and 5-2 Uroboros Fight (after only 1 mod)

I think that should not happen in RE6 .

I loved your Re5 work wilsonso, so keep it up :D


Night Furious - March 29, 2013 06:50 PM (GMT)
I knew that this is the calm before the storm.
I'm glad to see you back here with your work on the trainer for this game.

Good luck! :)

ℛose - March 29, 2013 07:34 PM (GMT)
Nice! Good To See You Again Wilsonso,Cant Wait
For You,Showing Us Your Magic As Usual With Your Awesome Trainers :>

Rubening - March 29, 2013 07:45 PM (GMT)
haha wil!!! you dont know how much i was waiting for this day :D HAHAHA!

true rose:D thats the word! MAGIC!

Teimurazor - March 29, 2013 07:47 PM (GMT)
Nice to see you back pal.
Hope you'll do your magic and grant us all the best trainer eva :>

Duke-Nukem - March 29, 2013 08:51 PM (GMT)
QUOTE (JKap_Goat @ March 29, 2013, 07:41:40 PM)
Welcome back wilision <3

:tehe:

JKap_Goat - March 29, 2013 09:06 PM (GMT)
QUOTE (Duke-Nukem @ March 29, 2013, 08:51:54 PM)
QUOTE (JKap_Goat @ March 29, 2013, 07:41:40 PM)
Welcome back wilision <3

:tehe:

thank you , i corrected it

ljusa - March 29, 2013 10:05 PM (GMT)
Wilsonso, can you make camera like in RE4. And aiming camera to be more distance. I dont like zoom when you aiming. Yes, there is option for aiming camera, but still its close. Gameplay in RE4 is far more better than RE6.

Your model swap trainer for RE5 is awesome. Well, it will be hard to make good model swap like in RE5.

RageMode - March 29, 2013 10:49 PM (GMT)
Oh snap Wilsonso's back and going commando!

In all seriousness I can't wait to see what crazy magic you cook up this time. I've been watching a lot of Sectus' randomness and the last thing I've seen from you was a soccer/football game whose name escapes me.

Hope to see something awesome or some flabby moments like with Wesker for pure laughter.

djepic112 - March 29, 2013 11:02 PM (GMT)
Wilsonso! We've missed you SO MUCH. I've missed you so much. Can I give you requests or suggestions for your trainer?

Dellan - March 30, 2013 05:32 AM (GMT)
Nice to see you back around here.

djepic112 - March 30, 2013 05:44 AM (GMT)
Wilsonso, your mailbox is completely full. How can I best contact you?

Marcus101RR - March 30, 2013 06:12 AM (GMT)
Don't stress yourself wilsonso,

RE5 swapping models for Campaign was as glitchy, you could not get passed checkpoints because the characters did not match. Most people will use it anyway for Merc, hope you also release item/weapon swaps.

JTegh - March 30, 2013 09:54 AM (GMT)
awesome work wilsonso! can't wait to try it out ^^

ReaperTeh - March 30, 2013 11:02 AM (GMT)
QUOTE (wilsonso @ March 29, 2013, 06:00:38 PM)
Anyone got any ideas?

Sure. Allow more than 3 skills to be equipped at any given time. Could be by just having a dropdown menu of sorts in the trainer that lets you activate skills without actually activating them ingame, since it's probably impossible to actually enable selecting more than 3 skills in-game.

I wonder if models from Resident Evil 5 could be used, too? I've had a couple of my friends get some "ERR09: Unsupported function" error, and I noticed that there was also another "ERR09: Unsupported function" error for Resident Evil 5, which indicates that the engines may be somewhat similar to each other. I wouldn't know whether that's the case or not though, as I'm just a beginner when it comes to modding and such.

isamu - March 30, 2013 05:57 PM (GMT)
QUOTE (JKap_Goat @ March 29, 2013, 11:41:40 AM)
Welcome back wilsonso <3

Can't wait to see what amazing things from you

INDEEEEED!!!!!!!!!!!

Welcome back my good friend!!!!!! Can't WAIT for the new Trainer! You rock and we're all glad to see you back!!! :> :D B)

isamu - March 30, 2013 06:03 PM (GMT)
QUOTE (ReaperTeh @ March 30, 2013, 04:02:53 AM)
QUOTE (wilsonso @ March 29, 2013, 06:00:38 PM)
Anyone got any ideas?

Sure. Allow more than 3 skills to be equipped at any given time.

Fantastic idea but also allow us to use more than 1 skill at a time in Mercenaries!

Also please add Josh's voice and all his RE5 Mercenaries dialog, as a radio comm partner in RE6 Mercenaries. I *HATE* that they removed a radio comm partner for Mercs. It feels lifeless without one! :angry:

Oh and if we could shoot Nitrogen rounds from any gun in Mercenaries that would be sweet! :D

wilsonso - March 30, 2013 07:32 PM (GMT)
Because the model swap is glitched, I decided to release a trainer without model swap functionality.


Download:
http://z6.invisionfree.com/Resident_Evil_4...showtopic=24364


I got a glitched model swap just like Wizard's...

user posted image


Trainer screenshots:

user posted image

user posted image

user posted image

Video: https://www.youtube.com/watch?v=ckGnd6m3YE0


Piers's arm is not very strong, but it's quite fun to use. :P

Rubening - March 30, 2013 07:59 PM (GMT)
testing:)

THANKS WIL... this is going to be so good!

djepic112 - March 30, 2013 08:42 PM (GMT)
Is it possible for you to try to let added guns work in the horizontal weapons? Currently, using the vertical weapons doesn't allow you to use the horizontal ones unless you do a few extra steps.

tpboy3 - March 31, 2013 03:03 AM (GMT)
so interesting!

wilsonso - April 5, 2013 02:26 PM (GMT)
Hey I finally found a way to force the model to be shown regardless of the shader!

Before:
user posted image

After:
user posted image


The costume swap should then work very well, but character swap in campaigns will be buggy... :facepalm:

Rubening - April 5, 2013 02:29 PM (GMT)
QUOTE (wilsonso @ April 5, 2013, 02:26:51 PM)

The costume swap should then work very well, but character swap in campaigns will be buggy... :facepalm:

yessssssssss finally!

so how was it... making the game not load the mrl or?

Sectus - April 5, 2013 02:47 PM (GMT)
About half of the model being rendered without any shading isn't a perfect solution by any means. It's a good find though.

Vicko - April 5, 2013 02:50 PM (GMT)
Costume swap yeah...
Do costume swap

wilsonso - April 5, 2013 02:56 PM (GMT)
QUOTE (Sectus @ April 5, 2013, 02:47:08 PM)
About half of the model being rendered without any shading isn't a perfect solution by any means. It's a good find though.

It seems that through editing MRL files alone cannot solve this shader problem.

The shader information should somehow be stored in stage files. I found that there are around 6~9 model parts for each character in the MRL files, and I think that the stage files somehow determine which parts are to be shaded in particular stages.

I really hope that we can render the model with perfect shaders! :>

JTegh - April 5, 2013 03:01 PM (GMT)
QUOTE (wilsonso @ April 5, 2013, 03:56:11 PM)

It seems that through editing MRL files alone cannot solve this shader problem.

The shader information should somehow be stored in stage files. I found that there are around 6~9 model parts for each character in the MRL files, and I think that the stage files somehow determine which parts are to be shaded in particular stages.

I really hope that we can render the model with perfect shaders! :>

the file in the stage files you speak of is the SDL it defines the .mrl's and the .mod's

wilsonso - April 5, 2013 03:07 PM (GMT)
QUOTE (JTegh @ April 5, 2013, 03:01:08 PM)
QUOTE (wilsonso @ April 5, 2013, 03:56:11 PM)

It seems that through editing MRL files alone cannot solve this shader problem.

The shader information should somehow be stored in stage files. I found that there are around 6~9 model parts for each character in the MRL files, and I think that the stage files somehow determine which parts are to be shaded in particular stages.

I really hope that we can render the model with perfect shaders! :>

the file in the stage files you speak of is the SDL it defines the .mrl's and the .mod's

I would say that all the MRL files can be referenced properly regardless of the stage files, but the crucial bit now is where defines the shader segments.

Anyone did research on it before?

Sectus - April 5, 2013 03:12 PM (GMT)
We have a few threads where it's been talked about. The actual shaders are in the "nativePC/SA/DX9" directory. They are stored in what the game calls "shader packages" and there's usually one for each cutscene and stage. Mercenaries is one exception since it has a big shader package for everything mercenaries.

There's also a bunch of cache files which I'm not sure how is used (they're not in the console versions).

I think the system works like this:
- Each mode/stage has a shader package it's supposed to load (I don't know if it ever loads more than one at a time), it's probably hard coded which one it loads.
- MRL files has info about which shader to use for each material on a model (alongside other material related info).
- Some stages (not all) have SDL files which define which MRL and MOD files are to be loaded for the stage.

I think that's how it works. I've got some very basic specifications written down for the shader package format somewhere (although it's super super basic, I don't understand the majority of the format).

wilsonso - April 5, 2013 03:15 PM (GMT)
QUOTE (Sectus @ April 5, 2013, 03:12:32 PM)
We have a few threads where it's been talked about. The actual shaders are in the "nativePC/SA/DX9" directory. They are stored in what the game calls "shader packages" and there's usually one for each cutscene and stage. Mercenaries is one exception since it has a big shader package for everything mercenaries.

There's also a bunch of cache files which I'm not sure how is used (they're not in the console versions).

Thanks for the information!

EvilLord - April 5, 2013 03:31 PM (GMT)
QUOTE (wilsonso @ April 5, 2013, 05:26:51 PM)
[SIZE=7]Hey I finally found a way to force the model to be shown regardless of the shader!

The costume swap should then work very well, but character swap in campaigns will be buggy... :facepalm:

WOSH i cant wait for that tool now :P


JTegh - April 5, 2013 03:36 PM (GMT)
QUOTE (wilsonso @ April 5, 2013, 04:07:09 PM)
QUOTE (JTegh @ April 5, 2013, 03:01:08 PM)
QUOTE (wilsonso @ April 5, 2013, 03:56:11 PM)

It seems that through editing MRL files alone cannot solve this shader problem.

The shader information should somehow be stored in stage files. I found that there are around 6~9 model parts for each character in the MRL files, and I think that the stage files somehow determine which parts are to be shaded in particular stages.

I really hope that we can render the model with perfect shaders! :>

the file in the stage files you speak of is the SDL it defines the .mrl's and the .mod's

I would say that all the MRL files can be referenced properly regardless of the stage files, but the crucial bit now is where defines the shader segments.

Anyone did research on it before?

i think darknessvaltier found out how to disable them
we discussed it here: MRL thread

Sectus - April 5, 2013 04:52 PM (GMT)
Oh look! I got a model swap working! It just has to be a nude model since skin shaders are one of the few shaders which are always loaded into memory :P
http://www.abload.de/img/bh62013-04-0518-38-260py7i.jpg

Of course, I'm not seriously suggesting this as an actual solution. Just an observation that skin shaders are just always there.

I did a little check; if you search for the name of the shader package (for instance, search for "Mercenaries" while playing mercenaries, and then search for "e1000" while watching Leon's intro cutscene) you'll find a memory address which always contains the name of the last loaded shader package. If you follow it, you'll see how it behaves. It definitely seems to load several shader packages for one level.

For instance, if you load a cutscene, it'll load 3 things: "game", shader package for the stage (ie, "S0105"), and shader package for the cutscene (ie, "e1000").

For story mode, it loads 2 things: "game" and shader package for the stage.

For mercs, it loads 2 things: "game" and "Mercenaries".

If we could hijack that process somehow and get it load even more shader packages, that might one possible solution. But well, that would probably require changes to the assembly code, and that wouldn't be an easy solution. Although, I was surprised that when I change the shader package in "game", it didn't seem to make any impact.

Teimurazor - April 5, 2013 05:12 PM (GMT)
Lol, nice screenshot :>

Mr.Nightmare™ - April 6, 2013 10:09 AM (GMT)
QUOTE (Sectus @ April 5, 2013, 04:52:32 PM)
Oh look! I got a model swap working! It just has to be a nude model since skin shaders are one of the few shaders which are always loaded into memory :P
http://www.abload.de/img/bh62013-04-0518-38-260py7i.jpg

Of course, I'm not seriously suggesting this as an actual solution. Just an observation that skin shaders are just always there.

I did a little check; if you search for the name of the shader package (for instance, search for "Mercenaries" while playing mercenaries, and then search for "e1000" while watching Leon's intro cutscene) you'll find a memory address which always contains the name of the last loaded shader package. If you follow it, you'll see how it behaves. It definitely seems to load several shader packages for one level.

For instance, if you load a cutscene, it'll load 3 things: "game", shader package for the stage (ie, "S0105"), and shader package for the cutscene (ie, "e1000").

For story mode, it loads 2 things: "game" and shader package for the stage.

For mercs, it loads 2 things: "game" and "Mercenaries".

If we could hijack that process somehow and get it load even more shader packages, that might one possible solution. But well, that would probably require changes to the assembly code, and that wouldn't be an easy solution. Although, I was surprised that when I change the shader package in "game", it didn't seem to make any impact.

I had a little go at debugging yesterday. You are right, that point is the exact place where the game is loading the shaders. It seems to load it from the address pointed by EAX which it obtains from EBX (if i remember rightly).

However, when I attempted to force load other shaders the game just locked up.

So, theoretically all we have to find out is how each stage is getting it's shader arc name offsets, and the amount to load. We can just increment it on how many we need to load an extra shader and probably just hack up and EXE which loads enough shaders to allow all characters to work in all stages.

But doing it could be tricky.... hmm.....

Re_Sherry™ - April 6, 2013 10:53 AM (GMT)
Wilsonso your are the best but im still doing my project with different character heads in different campaigns

Yiu deserve a cookie




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