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There are also spawn points in each individual text file for each area.
 
There are also spawn points in each individual text file for each area.
   
===Area location===
 
[[File:Dead_rising_2_modsHUD_all_items_circled.jpg|350px|right]]
 
Coding in the individual text files determines what the HUD ([[Mod:HUD#What_each_file_does|HUD_Worldlocation.txt]]) on the bottom left of the screen shows when Chuck walks into an area.
 
   
 
===cWaypoint SURV===
If graphed, these points can show the exact parameter of an area.
 
 
For example, [[Wild West Grill House]] in data/datfile.big/food_barn.txt:
 
 
<pre>cPolygonSmall WildWestGrillHouse_Box
 
{
 
Height = "4.0"
 
NumVertex = "4"
 
Text = "894"
 
Vertex0 = "27.138,-1.6,-195.119"
 
Vertex1 = "31.338,-1.6,-214.663"
 
Vertex2 = "3.611,-1.6,-220.770"
 
Vertex3 = "0.724,-1.6,-202.988"
 
}
 
</pre>
 
====cWaypoint SURV====
 
 
The waypoint files such as, data/datafile.big/waypoint_americana_casino.txt
 
The waypoint files such as, data/datafile.big/waypoint_americana_casino.txt
   

Revision as of 02:07, 4 April 2011

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

Template:Navbar

Local player pos

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

Rotation

Four numbers determine rotation

The amount of rotation is determined by four numbers (1,1,1,1). The more numbers from one to three, the more the item is diagonal to the ground.

With one number, the item is horizontal, including upside down. Example: (0,1,0,0)

With two numbers, the item can be vertical (up and down). Example: (1,1,0,0)

With 3 numbers, the item is rotated diagonally. Example: (1,1,0,1)

Coordinate numbers can be negative and decimals

Coordinate numbers can be negative:

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

Rotation screenshots

The Hummer Screen shots are in the following orientation:

North (safe house)
West (Arena) East (Yucatan)
South (south plaza)

The Hummer screen shots are all taken horizontal with the ground.

A single number with three zeros controls East-West rotation

Rotation 1,0,0,0

Rotation = "1,0,0,0" = Item upside down, with front facing South.

Rotation 0,1,0,0

Rotation = "0,1,0,0" = Item South-North, with front facing South.

Rotation 0,0,1,0

Rotation = "0,0,1,0" = Item upside down, with front facing North.

Rotation 0,0,0,1

Rotation = "0,0,0,1" = Item North-South, with front facing North.

Two numbers and two zeros
Rotation 1,1,0,0

1,1,0,0

Rotation 1,0,1,0

1,0,1,0

Rotation 1,0,0,1

1,0,0,1

Rotation 1,1,0,0

1,1,0,0

Rotation 0,1,1,0

0,1,1,0

Rotation 0,1,0,1

0,1,0,1

Rotation 1,0,1,0

1,0,1,0

Rotation 0,1,1,0

0,1,1,0

Rotation 0,0,1,1

0,0,1,1

Rotation 1,0,0,1

1,0,0,1

Rotation 0,1,0,1

0,1,0,1

Rotation 0,0,1,1

0,0,1,1

Three numbers and one zero
Rotation 1,1,1,0

1,1,1,0

Rotation 1,1,0,1

1,1,0,1

Rotation 1,1,1,0

1,1,1,0

Rotation 1,0,1,1

1,0,1,1

Rotation 1,1,0,1

1,1,0,1

Rotation 1,0,1,1

1,0,1,1

Rotation 1,1,1,0

1,1,1,0

Rotation 1,1,0,1

1,1,0,1

Rotation 1,1,1,0

1,1,1,0

Rotation 0,1,1,1

0,1,1,1

Rotation 1,1,0,1

1,1,0,1

Rotation 0,1,1,1

0,1,1,1

Three numbers

1,1,1,1

All pictures in one location

Coordinates

  • 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
<----->

/\

\/

Specific locations

How to find coordinates of stores and areas

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 [url=http://deadrisingwiki.com/wiki/HUD]HUD[/url] 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.

Food Court

Coordinates of the food court from PC File data/datafile.big/waypoint_food_barn.txt Download the Excel file.

Safehouse

Dead rising 2 safe house map cordinates
Position of player in safehouse (local player pos)
Hallway
Dead rising 2 safe house main hallway
Hallway room 1 door: -0.1 -1.1 -8.1
Dead rising 2 safe house main hallway (3)
Dead rising 2 safe house main hallway (2)
Corner of hallway between the bathroom and Sullivan: 0.7, 1.1, 30.8
Room 1
Dead rising 2 safe house room 1 (2)
NW: 2.4, -1.1, -9.4
Dead rising 2 safe house room 1 (4)
Dead rising 2 safe house room 1 (3)
SW: 1.5, -1.1, -18.4
Dead rising 2 safe house room 1 (6)
Dead rising 2 safe house room 1 (5)
SE: -5.5, -1.1, -20.2
Dead rising 2 safe house room 1 (8)
Dead rising 2 safe house room 1 (7)
NE: -5.3, 1.1, -9.5
Room 2
Dead rising 2 safe house room 2
Dead rising 2 safe house room 2 (2)
NW: -9.3, -5.5, -15.5
Dead rising 2 safe house room 2 (4)
Dead rising 2 safe house room 2 (3)
SW: -9.4, -5.5, 24.9
Dead rising 2 safe house room 2 (7)
Dead rising 2 safe house room 2 (6)
SE: -17.7, -5.5, -24.9
Dead rising 2 safe house room 2 (5)
NE: -17.6, -5.5, -15.6
Room 3
[[File: |75px|center]] NW:
[[File: |75px|center]] SW:
[[File: |75px|center]] SE:
[[File: |75px|center]] NE:
Room 4
[[File: |75px|center]] NW:
[[File: |75px|center]] SW:
[[File: |75px|center]] SE:
[[File: |75px|center]] NE:
Room 5
[[File: |75px|center]] NW:
[[File: |75px|center]] SW:
[[File: |75px|center]] SE:
[[File: |75px|center]] NE:
Room 6
[[File: |75px|center]] NW:
[[File: |75px|center]] SW:
[[File: |75px|center]] SE:
[[File: |75px|center]] NE:
Room 7
[[File: |75px|center]] NW:
[[File: |75px|center]] SW:
[[File: |75px|center]] SE:
[[File: |75px|center]] NE:
Room 8
[[File: |75px|center]] NW:
[[File: |75px|center]] SW:
[[File: |75px|center]] SE:
[[File: |75px|center]] NE:
Room 9
[[File: |75px|center]] NW:
[[File: |75px|center]] SW:
[[File: |75px|center]] SE:
[[File: |75px|center]] NE:
Room 10
[[File: |75px|center]] NW:
[[File: |75px|center]] SW:
[[File: |75px|center]] SE:
[[File: |75px|center]] NE:
Room 11
[[File: |75px|center]] NW:
[[File: |75px|center]] SW:
[[File: |75px|center]] SE:
[[File: |75px|center]] NE:

Royal Flush Plaza

Royal Flush coordinates

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

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

Save point

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

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

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.

Dead rising with waypoints

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