RE4UHD SMD Tool Tutorial

February 17, 2019 | Author: Mr. Curious | Category: Texture Mapping, Computer File, Computer Data, Areas Of Computer Science, Computing
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RE4UHD SMD Tool Tutorial by Mr.Curious Tools by Son of Persia...

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 SMD Tool Tutorial Tools by Son of Persia Tutorial by Mr.Curious 2018

SMD tool video tutorial by Mr.Curious is avialble here https://youtu.be/6x6P0!rl2" #$%&' D&SC$%PT%() (' T((* '+)CT%()S The function of the SMD tool is simple. It allows us to to edit, replace, create or remove models that we see in the game. Also, some of these models can be edited to rotate on an ais, li!e a windmill model for eample. "hile some modders may be simply interested in adding a few new models to eisting rooms, there are also those who may be ambitious enough to create entirely new rooms. All of this is now possible than!s to the good wor! of Son of #ersia when he developed this tool.

C$&T%), C+ST(M $((MS Choosin- a roo to o "hen we are interested in creating new custom room it is important to understand beforehand that we are dealing with a limited set of rooms to choose from. There $ stages and within these stages there are numerous rooms. %ere is a list of the stages in &'()%D the files of which are located in the main *I+( folder St0 - unused rooms St1 - illage St2 - Castle St - Island St - Mercenaries /Assigment Ada St 3 Separate "ays St6 - unused rooms

St4 - unused rooms

It is worth noting that some rooms will not load enemy data properly if we have them loading in strange order. +ther rooms have no corresponding enemy data file and will not load enemy data at all 0St1,St2,St34. Depending on what !ind of scenarios we are interested in creating we will have to choose which rooms to mod carefully. There are several things to consider before choosing a room 5 - are we simply adding/removing models from eisting rooms without affecting the loading order 6 7 - what !ind of enemy interactions do we wish to have in these newly modded rooms6 8 - what !ind of effects, events, weather do we wish to have in any custom rooms we create6

(ther thin-s to 5onsier hen 5hoosin- a roo  Also it is important to understand understand that that there are are certain certain functions functions that are 9tied9 9tied9 to many of the eisting eisting rooms. "e may wish to consider which !ind of events eist in a room before we choose to use it for our  new custom room. The reason for this because we may wish to use some of these events for our new room. :or eample, if we wanted to create a custom room with a collapsing ceiling trap we would need to use a room that already had this event present and build our new custom room inside this room.  Another eample is if we wanted wanted lightning lightning to be present present in our our new room room we would would need to mod a room that already has lightning. To elaborate on this concept we need to understand that each room has a certain set of events that are particular to that one room. Sometimes we can replicate these events but most times we are not able to because these events are hardcoded into the rooms by scripts or call functions inside the game ee.  An eample eample of a function function that that is tied tied to a room room is the Camp room room with the the *ella sisters. sisters. There There is an  A' event event in this this room that that triggers triggers several several things 1 3 the spawning of the *ella sisters once the player enters a certain area 2 3 a live cutscene that shows the sisters emerging 0one ;umping down and the other brea!ing through the wall with the chainsaw4.  3 a bloc!ing event that prevents us from entering the hole in the wall where the sister with the chainsaw bro!e through.

If we wanted to, we could use and incorporate these pre-eisting events inside our new room. 0:or eample I used the wall brea!ing event in a modded version of this room to recreate an enemy brea!ing through a wall4. In this scenario we are able to use the A' trigger to down these enemies and a start a cutscene that is controlled by the CAM file. If we wanted to, we could also ma!e use of the door loc!ing event which re should always be named 5 integer higher than the last model . So for eample if the last model number is  0048.ob= then the T#> will be numbered 004>.TP*. @ow that we have unpac!ed the SMD and have an understanding of how the files are numbered we can do several things - edit eisting ob; model file0s4 save, then repac! the SMD - remove certain models from the SMD and repac!. - add new models and then repac! the SMD "e can actually do all of the above if we wish but for beginners I suggest doing one thing at a time until you get the feel of how it wor!s. This process can get '& tric!y because if the T#> file which is each time the SMD is repac!ed. &xaple of Metho 1 :or this eample in Method 5 we are simply going to be adding one new model to an SMD that originally had 3$ models 0with a T#> that was originally 004>.tpl4 +ur new model that we are adding is named 004>.ob= as the last etracted model was 113$.ob;

To ma!e this wor! we need to rename the 004>.tpl to 0080.tpl since our new model is named 004>.ob=. Any new tetures included in the new 004>.MT* file should be in ascending sequential order . This ensures that the T#> entries are in correct order. If we are dealing with adding numerous new models and tetures I strongly suggest using Metho2 0see below4, because renaming the T#> and editing MT> file each time is a pain and with any errors you could comprise the intergrity of the T#>. If we are to use this method we need to update the 'irstCustoTexture%nex value in the .id file each time a new model is added 0more on this below4. This value should reflect the number of the first new teture that is being added. 'or exaple:

"e etract an SMD that originally has 3$ models and it shows us in the .id file that there is a value of  'irstCustoTexture%nex  112. This means that the last model used had it9s last teture at 0111.s and that the SMD tool will write the net teture in the T#> as 112. If we do not wish the teture of our new 113E.ob; model to start at 1557.dds 0either because there are other tetures present in the pac! file that are being used, li!e being used for effects or 'TM models4, then we have the option of telling the tool where to start from using the 'irstCustoTexture%nex value.  :or this eample we may wish to set the 'irstCustoTexture%nex value to  11 becuase the tetures from 1557 - 151 are being used by effects. Doing this allows us to s!ip over bloc!s of teture numbers. So a brief overview of Method 5 is this 1 3 Add new model to our etracted SMD folder named 5 integer higher than the last model. 2 3 Ma!e sure all the new materials in the .mtl file of the new model are arranged in numerated se4.

DD%), )&? T&T+$&S If we want to add new tetures at any point we can simply include more planes to the DM model 0000.ob= and eport it with the new tetures applied. If we need more than 172 planes for more than 72 tetures 0this would rare4, we woudl have to clone the LAST PLANE first 0eample... we would clone plane 17 and it would be a new copy named 1724, then copy 172 to get 173 and so on.This would ensure that each plane is named properly and that the materials associated with it are in the correct order for the MT> file. "e would repeat this process as many times as we need until we get the amount of planes needed to match our .pac! file. &emember if we arent using more than 72 tetures for models,then we do not need to add more planes. "e simply assign new tetures to planes that already eist in the 1111.ob; model taht was imported.

M@%), E(+$ (?) DME '%*& 0s!ip down to $epa5Ain- the SMD file if you are using the DM file provided4 If for some reason we need more than 72 models and updating the DM file provided isnt wor!ing we can create our own DM model. "hile doing this we need to ma!e sure that the order of the tetures is in correct order. )sing the steps below will ensure that the teture order is in correct order 1 3 create a layer in 8dsMa and name it 1111 for your first model. 2 3 In this layer, create a plane 0use only ( vertices to reduce polycount by using *en-th Se-s and ?ith Se-s to 54 and ma!e sure it9s named plane000.

 not instance4. 8dsma should automatically wish to  3 copy/paste this plane 0ma!e sure it9s a copy  not name this new plane 9plane0019 if not, manually ma!e it so, and the net time it should do it automaticly.

 3 do step 7 again, copying/pasting plane002 etc. Do this over and over until you have as many planes as you need for all your tetures. 0ou can copy/paste more than 7 at a time but ma!e sure you always copy from the last bunch and not the first as the order of the tetuers will get screwed up.

 3 Drag and drop all the tetures one by one from the etracted folder of your pac! file in windows eplorer to each plane in the viewport 0yes this is tedious.. that9s why I made a DM for you4J This will automatically assign the tetures the plane and create a material for it. &emember to drag and drop 1111.dds to plane111 and 1115.dds to plane115 and so on.

6 3 +nce all the tetures have been dropped to the planes in ascending se isn9t in ascending se Translation;I  0.000000 $otation;  0.000000 Goel rotationH $otation;E  30.000000 $otation;I  22.4286 S5ale;  11.>4482> Goel s5alin-H S5ale;E  >.64 S5ale;I  10.000000 #%);)uber  0x Goel nuber in 7& alueH (ffsetJ8K  0x'' SM;&ntry;%D 0xD Gthis is the 5orresponin- SM %D in the SM fileH (ffsetJ0..K  0x0 (ffsetJ..4K  0x0 (ffsetJ8..1K  0x0 (ffsetJ2..K  0x0 (ffsetJ6..>K  0x0 (ffsetJ60..6K  0x0 (ffsetJ6..64K  0x0 (ffsetJ68..41K  0x8 Goel typeH F Moel Data &ntry 1 F Moel )uber 6 Translation;  0.000000 Translation;E  30.000000 Translation;I  0.000000 $otation;  0.000000 $otation;E  30.000000 $otation;I  0.000000 S5ale;  10.000000 S5ale;E  10.000000 S5ale;I  10.000000 #%);)uber  0x6 (ffsetJ8K  0x'' SM;&ntry;%D 0x& (ffsetJ0..K  0x0 (ffsetJ..4K  0x0 (ffsetJ8..1K  0x0 (ffsetJ2..K  0x0 (ffsetJ6..>K  0x0 (ffsetJ60..6K  0x0 (ffsetJ6..64K  0x0 (ffsetJ68..41K  0x>

 Above we we see the main MoelDataCount and then 7 entries that follow. In the eample above the MoelDataCount  210  indicates that there are 751 entries 0I only showed you the first 7 for this eample4. The first entry is 1, the second is 5, the third is 7 and so on. Simpy put the MoelDataCount

is an inde of how many entries there are in the file. "ith the MoelDataCount we can often remove 0not always.. see %MP($T)T below4 models from the game wihtout actually removing the *I@ model files from the SMD. "e can do this by simply redcuing the value in the MoelDataCount . Imagine that the MoelData.txt is the 9cue file9 for the *I@ files in the SMD. *I@ files can be present in our SMD file but without the 9cue9 to appear in the game from the MoelData.txt our model will not be loaded in the game. Imagine the *I@ files in your SMD file as your >ibrary of music, and the MoelData.txt is your playlist. @ormally we would thin! that there would be 5 entry for each model but there are often times that we see the same *I@ model being used repeatedly 0li!e your favorite song repeated ( times in a row in a playlist ?D4. This would eplain why there are often many more MoelDataCount entries than there are *I@ models in the etracted SMD folder. At the top of the MoelData.txt config we have the MoelDataCount value which shows us the number of entries in the config 0 )(T T7& )+M#&$ (' M(D&*S in the etracted SMD folder4. Allow me to elaborate "ith the MoelData.txt file  we can repeat the same model more than once by ma!ing another entry and using the same model number. "e can then place the model in a different location using the Translation; offsets... The reason for this feature was so that if we have numerous instances of the same model we conserve file/dis! space by using the MoelData.txt config to place duplicate models rather than ma!ing duplicate *I@ files. ou will see this often in cases where there are many repeating models such as handrail posts, fence posts and trees, bushes etc. @ow that computers are much faster and have much more memory  storage this feature is not as imperative to use as it once was. @ow lets loo! at some of the offsets we see in the MoelData.txt config

MoelData.txt DT L*+&S Translation; data data If the all the Translation; coordinates coordinates of our model are set to 0.000000 the model9s location will be determined by the model coordinates as they appear in 8dsMa. This is the easiest way to place models 0and the most commonly used method4, but there are other instances when we need to use the coordinate entries in the Moelata.txt file to position a model instead of the 8dsMa position.  An eample eample of this is when we have have a moving model 0li!e 0li!e a rotating rotating fan for eample4. eample4. In this this case we we would place the fan model in 8ds ma at 1,1,1 and the use the Translation; coordinates offest to position the fan model where we desire. The reason for this is because the rotation ais of moving models are always centred at 1,1,1,. Another reason to use the Translation; coordinates to postion a model as mentioned above is when we want to have a repeating model without duplicating the *I@ file over and over in the SMD.

$otation; data data The same principles from the previous offset apply to this. I have never rotated a model using this offest as I always simply rotate the ob;ect in 8DSMa.

S5ale; data data The &'( game developers devised several ways to scale models in the game which gives us a bit of fleibility. The first way is the absolute scale of the physical model that we can manipulate in 8dsMa. The second is by the S5ale;  factor  factor in the MoelData.txt file. :or reasons un!nown to me we sometimes see models scaled differently in the ModelData.tt file 051 for eample4. :or the most part

though models will usually be scaled 5 in the ModelData.tt file. "hen wor!ing with multiple models at once it is easiest to simply set the scale of all models to 5 in the ModelData.tt file and ad;ust their si=es accordingly in 8dsMa. It should be noted that some rooms use different scales in &'()%D. Most rooms use 5 , but ta!e note of all the S5ale; entries entries before editing yor models as sometimes all the models 0or most4 models in a room can be scaled 51, or even 511. This is worth paying attention to in the case where we are ta!ing models from one room and placing them in another. Dont be surpised when your model comes out loo!ing LIA@T, or that it appears to not be there at all becuase it is so small. #aying attention to scale can often save you lots of headacheJ

#%);)uber  This is simply the ob; file number translated into %'? values.

SM;&ntry This offest is sometimes not very important while other times it is the most important part of the MoelData.txt file. "hat is SM? you as!6 "ell if you have ever paid attention to all the files that are in your )DAS archive you will note there is one file with the etension . SM. This file is repsonible for several things - governing how lights affect models in the game 0how a wall is not lit from a light on the other side of the wall4 - governing scorlling tetures on models 0li!e when the clouds appear to move acorss the s!y4 - governing the movement of moving models 0how fast a model rotates, li!e a rotating windmill4 So why is this part of MoelData.txt file6 "ell, as stated above we might want our model to move a bit, or we might want the teture that is applied to it to scroll slowly 0or maybe really fast4J "e might also want to ad;ust the lighting on this one particular model in a certain way, perhaps by ad;uting which colors are allowed to be lit. The SM? file is very handy for ad;usting lighting, but it needs to !now which models are being used, and this is where the MoelData.txt file comes in. The MoelData.txt file tells the SM? file which models are assigned to which SM? entries. So if we loo! at our eample above we see that the first Moel Data &ntry 0  uses SM;&ntry;%D 0xD. This means that when we edit the %D  0xD in the SM.txt config  Gusin- the SM toolH  that the values there will affect the model in MoelData.txt entry 1. @ow you see that these tools wor! together  and often have vlaues that point to each each other.

%MP($T)T Soe notes about SM;&ntry;%D alues Most often there is one SM? entry in the SM file for each model entry in the  SMD file  but this is not always the case. Sometimes models share SM? entries while other times they simply use the default value of SM;&ntry;%D 0x'&. )sing this deafult value is a safe way to assign a value when we aren9t sure what to do, or have no intention of using the SM? tools in con;unction with the SMD tool.  In any case if we are adding new models we should be aware of which SM? entry they are assigned to becuase it can drastically affect how the model appears/behaves in the game. :or eample, if we reaplaced the s!y model in a room with a new wall model and didnt change the SM? entry data, the teture on the new wall model might be scolling because the SM? entry for the s!y was configured to have a scrolling teture.

 Another more advanced advanced issue issue with SM? SM? entries entries in the MoelData.txt is that of models that animated by sciprts. As descirbed above in 9 Other things to consider when choosing a room',  each room has scripts that are hardcoded in the game .ee that perform certain fucntions, often in con;ucntion with the models in a room. In particular these sciprts often determine the movement of some animated models 0not to be confused with rotating models that we can do ourselves with the SM?4.  An eample eample of this are trap doors that that come crashing crashing down when when we trigger trigger an event. This This movement movement is governed by a script in the game .ee, not the data in the SM? file itself, although the game does assign an SM? entry to the model for this purpose. This may seem confusing but essentially what happens is that there are certain aniate oels in some rooms that are assigned special SM;&ntry;%Ds that are lin!ed to scripts in the .ee. These special models can be changed to whatever model we wish but their SM;&ntry;%Ds can not be removed from the MoelData.txt file or the game will crash. crash . As mentioned above the MoelData.txt acts as a cue for the *I@ model files and when the game scirpts call on one of these special SM;&ntry;%Ds that is missing the game crashes. So how do we ma!e sure we dont remove one of these special SM;&ntry;%Ds that are so important6 The answer is easy.. ta!e a loo! at the last offset in any MoelData.txt file (ffsetJ68..41K  0x> "hen the value is 0x> 0or 0xD4 this means that the model we are dealing with is an animated model that is goverened by a script in the game. ee. ou will see these !ind of entries in many MoelData.txt files. An eample of a model that uses this feature is a cabinet that opens with a prompt. The seK  0x0

The only offesets we wor! with are those highlighed in color in the eample above. The 1st offset is used as an inde. "hen we add or remove models from the etracted SMD folder they must also be reflected in the .id file MoelCount parameter. So if our etracted folder has $5 models, the value seen in the id will be MoelCount  82 0rememebring that 1111.ob; counts as the first model, 1115.ob; as the 7nd model etc..4 Ageneral rule that wor!s is that the MoelCount value should be the same value as the T#> file. The 2n offset is used to tell the tool which pac! file will be used. This value should never really be changed, as we usually only deal with etracted SMDs and then edit them from there. The r offset is of significant importance becuase it tells the tool where to start writing to the T#> file. If we are using method 5 as outlined in the 9ADDI@L @'" M+D'>S9 seciton above, this value will always need be updated to the first new custom teture that is being added. See Method 5 above for more details. If we are using Method 7 this value shoudl always be set to 1 as the tools will rewrite the T#> from scratch.

 ;$ B ;,# ob= files &xpaline &xpaline  As you may may have noticed noticed after after etracting etracting your your SMD file file there are are sometimes sometimes etracted etracted models models that have the same name, but with different suffies. 'ample 0021.ob= 0021;$.ob= 0021;,#.ob=

To ma!e give some fleibility for certainmodels the developpers of &esident 'vile ( gave some bin files a hardcoded custom brightness/colour/transparency values for eery ertex. Sounds cra=y right6 To eplain things a bit more we should !now that in *I@ models eery ertex has  bytes of info   $$  $$ ,, ,, ##  ## 0alpha, red, green, blue4 T%P: If you want to !now IT/SM? files. They also used this method to generate transparencies without using alpha channels, and finally, they also used this to change some

models colour 0or part of the model4 without the need of using different tetures.

%) ,M& &MP*&S Some eamples of this can be seen in-game where we see the yellow tiles where >eon  Ashley need to press at the same time in room 71$ 0water room4 which use a grayish teture you can see all over the room but these hardcoded values ma!e them yellow. The same method is used in the church lights pu==le round dials. They have red, blue and green small arrows which all use the same teture but each model having a different custom colour hardcoded in the vertices. Another eample are the computer screens in the Island >aboratory. The computer screens are separated bin files with custom lighting bytes.This is what ma!es them so bright.  An eample eample of this same method method but using using transparenc transparency y hardcoded hardcoded values values is in a lot of shadows shadows in some areas. They are usually ;ust a blac! mesh model with some of their vertices opacity values set N1N. This generates gradients from visible to transparent without the need of an alpha channel. A neat tric! indeed.

So hat are these $ / ,# files e see -enerate by the tools The hardcoded custom brightness/colour/transparency values that some bin files have got lost during the bin--Hob; conversion. And there9s no way of implementing these values in 8Dsma and eporting them again into the newly generated ob; file. So, this new 715$ SMD tool generates 2 extra files when those hardcoded values are used in the bin file ;$.ob= The ) mapping values of this file are the Alpha values of the bin file 1.0  ''  0511O visible4 0.0  00 0totally transparent4 The  mapping values of this file are the &ed values of the bin file 0inverted values4 1.0  00 0no red at all4 0.0  '' 0511O red4 ;,#.ob= The ) mapping values of this file are the Lreen values of the bin file 1.0  '' 0511O green4 0.0  00 0 no green at all 4 The  mapping values of this file are the *lue values of the bin file 0inverted values4 1.0  00 0no blue at all4 0.0  '' 0511O blue4

Steps to use this feature %n Dsax: - Ma!e sure your ???? model is 511O finished. - Clone it 0copy, no instance4 - Apply )nwrap )" modifier and edit the ) values according to the lpha/$e want . lpha/$e values you want. 0See value charts in the photos below4. - 'port as ;$.ob= - Clone again. - Apply )nwrap )" modifier and edit the ) values according to the ,reen /#lue  /#lue values you want - 'port as ;,#.ob= This would be useful to ma!e some walls 0or part of them4 dar!er. They9d need really low &L* values or they9d loo! too bright in game. To understand this further, lets loo! at an eample with a photo

So to edit the values of each A&  L* file we must edit the ) mapping of our model in 8dsMa

%ere is an infographic that illustrates some various combinations of values to achieve the results below

'asy, isn9t it6 ?D

 note about &'' texture files It should be noted that if we are going to be replacing models and adding custom tetures that in every pac! file there are certain tetures that are assigned to effects. This could be for candles, or flies, or water etc. If we are going to use these teture slots for our own custom tetures this is o! but as mentioned at teh start of this tutorial, the tetures on our new models may loo! strange. *asically, some effects use tetures in the room .pac! file each with their own config to scale the tetures. T%is means that any teture IDs previsouly used by effects will be affected by teh effect. If we wish to correct this we have to edit or remove the effect that is calling on the tetures that are affected. So it is important during this process that we !eep a copy of the original .pac! file etracted so we can loo! at which tetures are used by effects, and if we need to repalce one of these tetures, that we are aware that an effect is calling on them. This concludes the SMD Tool tutorial. *e sure to chec! out the video tutorial here

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