Modifying PC Dead Rising 2
Dead Rising 2 PC Mods Forum

Performance Guide

Index of all mods on forum


Tutorials


   Opening files to edit (Gibbed)
   Debug Mode
   Swap characters (Model Swap)
   Import Models
    Mod:Dead Rising 1 Files
   Placing characters
     enlarging/ resizing characters
   Create Reskins
   Adding & removing items
     Coordinates/ Rotation
    Resize Enlarge items
   Changing Text
   Weapon modifications
   Texmod: Texmod installation
   Texmod: Download textures
   Texmod: Create Reskins
  Remove missing prop box

List of what each file does


  All game items (items.txt)
   Item animations (PyroEffect)
     Bigfile.xml
  All Game Text
  All Missions and cases (missions.txt)
   Times of all missions
    Mission breakdown
  All major packed files (big files)
    datafile.big
    Character models (npcs.big)
   Sgraph - animations
   HUD (game player's interface)
   Camera.txt (camera view)
   Lighting
  Zombie models
  Game rules (Frontend)
  Cutscenes (Cinematics.big)
  Environment
    Royal Flush
    Safe house
    Americana Casino
    Arena
   Collision - controls solid surfaces
   Excel coordinates of all areas

Tools


  See also Gibbed's and Texmod
   Hex Editor

   Infinity Mode
   Work in Progress Mods
   Zombie Mode

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Local player pos.png

Map coordinates, seen in Debug mode with the Local Player Pos HUD display allows the moder to find out where items can be placed in a modified Dead Rising 2 game.

The floor is around .1 less than what is shown on the Local Player Pos for Chuck.

For example,

  • the display shows -1.1 height of chuck
  • to place items on the floor at the same location, the moder would enter -1.0.

Rotation and coordinates[edit source]

Rotation[edit source]

Rotation screenshots[edit source]

For the old attempt to explain see: Hummer coordinates
First coordinate of four
Dead rising first coordinate of four.png
Second coordinate of four
Dead rising rotation second number.png
Third coordinate of four
Dead rising third coordinate of four.png
Fourth coordinate of four

Coordinate numbers can be negative and decimals[edit source]

Coordinate numbers can be negative.

Coordinates can also be decimals, for example: (-.708,.43,1,0)

Any number above 3 is recognized as 3.

Any number below -3 is recognized as -3.

0,0,0,0 displays the default rotation of the item, but no other item in the txt file after this file is displayed.

Dead rising rotation second number fourth number is zero.png
Dead rising rotation first number fourth number is zero.png
Dead rising rotation third number fourth number is zero.jpg
  • If the fourth number is zero or is missing with only three number total, it overrides the first, second or third number and the rotation is always the same.


Coordinates[edit source]

  • Location = "x-coordinate, y-coordinate, z-coordinate"
  • x coordinate: vertical placement (On the map right to left, east to west)
  • y coordinate: altitude (lower to higher)
  • Z coordinate: horizontal placement (On the map down to up, south to north)
x , y , z
East-West Height North-South
<----->

/\

\/

Coordinates of all stores areas and items[edit source]

How to find coordinates of stores and areas[edit source]

In datafile.big is the .txt files for each area and EVERY item that Chuck and other characters can interact with.

As Chuck walks into an area, the HUD (HUD_Worldlocation.txt) tells the player the name of the location.

For example, in the food court, when chuck walks into Cheesecake Mania the coding in [b]food_barn.txt[/b] indicates when the HUD at the bottom left of the screen should display "Cheesecake Mania":

cPolygonLarge CheesecakeMania_Box
{
	Height = "4.0"
	NumVertex = "7"
	Text = "900"
	Vertex0 = "80.226,-1.5,-252.041"
	Vertex1 = "79.679,-1.5,-251.814"
	Vertex2 = "80.785,-1.5,-248.518"  
	Vertex3 = "71.903,-1.5,-245.855"  
	Vertex4 = "66.369,-1.5,-249.022"
	Vertex5 = "64.057,-1.5,-257.108"
	Vertex6 = "77.901,-1.5,-261.493"  
}

The Vertex locations are the coordinates/boundaries of the store. There are 7 corners in Cheesecake Mania.

Text = "900" is the text "Cheesecake Mania" which is display on the HUD.

If graphed, these points can show the exact parameter of an area.

Excel coordinates of all areas[edit source]

Excel file and map of all areas on scatter chart

Files are found in text files in data/datafile.big for example:

  • Americana Casino coordinates are found in data/datafile.big/americana_casino.txt


In Dead Rising 2 coordinates of the arena backstage are found at PC file data/datafile.big/gs_biketutorial.txt. Several items which are not usually in a normal game are found on this map. Off the Record does not have this file.

For Off the Record's Uranus Zone, the file is data/datafile.big/theme_park.txt

Safehouse[edit source]

Dead rising 2 safe house map cordinates.jpg
Position of player in safehouse (local player pos)
Hallway
Dead rising 2 safe house main hallway.png
Hallway room 1 door: -0.1 -1.1 -8.1
Dead rising 2 safe house main hallway (3).png
Dead rising 2 safe house main hallway (2).png
Corner of hallway between the bathroom and Sullivan: 0.7, 1.1, 30.8
Room 1
Dead rising 2 safe house room 1 (2).png
NW: 2.4, -1.1, -9.4
Dead rising 2 safe house room 1 (4).png
Dead rising 2 safe house room 1 (3).png
SW: 1.5, -1.1, -18.4
Dead rising 2 safe house room 1 (6).png
Dead rising 2 safe house room 1 (5).png
SE: -5.5, -1.1, -20.2
Dead rising 2 safe house room 1 (8).png
Dead rising 2 safe house room 1 (7).png
NE: -5.3, 1.1, -9.5
Room 2
Dead rising 2 safe house room 2.png
Dead rising 2 safe house room 2 (2).png
NW: -9.3, -5.5, -15.5
Dead rising 2 safe house room 2 (4).png
Dead rising 2 safe house room 2 (3).png
SW: -9.4, -5.5, 24.9
Dead rising 2 safe house room 2 (7).png
Dead rising 2 safe house room 2 (6).png
SE: -17.7, -5.5, -24.9
Dead rising 2 safe house room 2 (5).png
NE: -17.6, -5.5, -15.6

Royal Flush Plaza[edit source]

Royal Flush coordinates.jpg

Orange (large red numbers is the bottom and top coordinates):

  • Americana casino entrance, north side: -292.2, -1.6, -81.8
  • Americana casino entrance, south side: -293.0, -1.6, -63.3
  • Stylin' Toddlers, south: -277.3, -1.6, -62.9
  • Casual Gals, north: -274.7, 1.6, -81.9

Pink:

  • Diagonal door of casual gals south -271.3, -1.6, -85.1
  • Safe house hallway entrance south edge -262.4, -92.9
  • Corner of the dark bean across from diagonal entrance of causal gals -262.7, -77.3
  • Corner of the dark bean across directly from Safe house hallway entrance -256.8, -84.9

Light Green:

  • Corner of the dark bean across from in the closet west near safehouse hallway -253.7, -86.5
  • Corner of the dark bean across from in the closet east -246.6 (lower), -86.9
  • Safe house hallway entrance northern edge -259.3, -96.5
  • Far corner of In the Closet east side -238.9, -97.2

Waypoint files[edit source]

Every area has a waypoint file, located in data/datafile.big. These files include:

  1. the full coordinates of the area
  2. save points
  3. teleport to other areas

List of waypoint files[edit source]

Save point[edit source]

The waypoint creates a save point, for example in data/datafile.big/waypoint_americana_casino.txt one of the urinals in Americana Casino where Chuck the Role Model takes place.

cTriggerVolume SaveUrinal1
{
	ActionActorRotation = "-0.829"
	ActionPoint = "-457.450,-4.725,-22.941"
	ActionType = "4"
	AnimationChooser = "1"
	DisplayName = "55094"
	Height = "2.0"
	InteractButton = "true"
	IsStatic = ""
	ItemName = ""
	Level = "LEVEL_AMERICANA_CASINO"
	Location = "-458.192,-3.716,-22.420"
	Radius = "2"
	Rotation = "0,0,0,1"
	Vertex1 = "-1,0,1"
	Vertex2 = "1,0,1"
	Vertex3 = "1,0,-1"
	Vertex4 = "-1,0,-1"
}

Teleport locations[edit source]

The waypoint teleports Chuck to a new area, for example in data/datafile.big/waypoint_americana_casino.txt is the following:

cTriggerVolume ParadiseWalk
{
	ActionType = "3"
	DisplayName = "847"
	Height = "2.0"
	InteractButton = "true"
	InteractionRadius = "3"
	ItemName = "South Strip"
	Level = "LEVEL_FORTUNE_EXTERIOR"
	LevelSpawnPoint = "EntryAmericanaCasino"
	Location = "-294.952,-3.342,-0.124"
	Radius = "11"
	Rotation = "0,0,0,1"
	Vertex1 = "-1,0,1"
	Vertex2 = "1,0,1"
	Vertex3 = "1,0,-1"
	Vertex4 = "-1,0,-1"
}

There are also spawn points in each individual text file for each area.


cWaypoint SURV[edit source]

The waypoint files such as, data/datafile.big/waypoint_americana_casino.txt

cWaypoint SURV... has points in the entire area, including all the stores inside.

Slot Ranch Casino and Food Court in Food Barn, with cWaypoint SURV points


It is uncertain what this points are used for. For example here is one of hundreds of points for Royal Flush Plaza:

cWaypoint SURV313
{
	Location = "-87.90,6.38,-47.81"
	Name = "SURV"
	Type = "0"
}

See also[edit source]

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