Dead Rising Wiki
 
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==Rotation and coordinates ==
 
==Rotation and coordinates ==
 
===Rotation===
 
===Rotation===
====Four numbers determine rotation====
+
====Rotation screenshots====
  +
:''For the old attempt to explain see: [[mod:coordinates/Hummer|Hummer coordinates]]''
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.
 
   
  +
; First coordinate of four
With one number, the item is horizontal, including upside down. ''Example: (0,1,0,0)''
 
  +
[[ File:Dead_rising_first_coordinate_of_four.png|500px|center]]
 
  +
; Second coordinate of four
With two numbers, the item can be vertical (up and down). ''Example: (1,1,0,0)''
 
  +
[[File:Dead rising rotation second number.png|500px|center]]
 
  +
; Third coordinate of four
With 3 numbers, the item is rotated diagonally. ''Example: (1,1,0,1)''
 
  +
[[File:Dead rising third coordinate of four.png|500px|center]]
  +
;Fourth coordinate of four
   
 
==== Coordinate numbers can be negative and decimals ====
 
==== Coordinate numbers can be negative and decimals ====
Coordinate numbers can be negative:
+
Coordinate numbers can be negative.
   
  +
Coordinates can also be decimals, for example: (-.708,.43,1,0)
<gallery>
 
File:Rotation 0,1,0,1.png| 0,1,0,1 <!--b-->
 
File:Rotation 0,-1,0,1.png|0,-1,0,1
 
</gallery>
 
   
  +
Any number above 3 is recognized as 3.
Coordinates can also be decimals, for example: (-.708,.43,1,0)
 
   
  +
Any number below -3 is recognized as -3.
====Rotation screenshots====
 
{|align=center class="wikitable"
 
|colspan=18 align=left|
 
The [[Hummer]] Screen shots are in the following orientation:
 
   
  +
0,0,0,0 displays the default rotation of the item, but no other item in the txt file after this file is displayed.
{| class="wikitable" style="align:center"
 
  +
{{-}}
|colspan=3 align=center| North (safe house)
 
  +
[[File:Dead rising rotation second number fourth number is zero.png|400px|right]]
|-align=center
 
  +
[[ File:Dead_rising_rotation_first_number_fourth_number_is_zero.png|400px|right]]
|West (Arena)
 
  +
[[ File:Dead rising rotation third number fourth number is zero.jpg|400px|right]]
|
 
  +
* 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.
|East (Yucatan)
 
  +
{{-}}
|-
 
|colspan=3 align=center|South (south plaza)
 
|}
 
 
The Hummer screen shots are all taken horizontal with the ground.
 
 
A single number with three zeros controls East-West rotation
 
|-
 
|colspan=6|[[File:Rotation 1,0,0,0.png|thumb|center|100px|Rotation = "1,0,0,0" = Item upside down, with front facing South. ]]
 
|colspan=6 style="background:#4F4F4F"|[[File:Rotation 0,1,0,0.png|thumb|center|100px|Rotation = "0,1,0,0" = Item South-North, with front facing South.]]
 
|colspan=3|[[File:Rotation 0,0,1,0.png|thumb|center|100px|Rotation = "0,0,1,0" = Item upside down, with front facing North. ]]
 
|colspan=3 style="background:#4F4F4F"|[[File:Rotation 0,0,0,1.png|thumb|center|100px|Rotation = "0,0,0,1" = Item North-South, with front facing North.]]
 
|-
 
|colspan=16 align=left|Two numbers and two zeros
 
|-valign=top
 
|colspan=2|[[File:Rotation 1,1,0,0.png|thumb|center|100px|1,1,0,0 ]] <!--first column-->
 
|colspan=2|[[File:Rotation 1,0,1,0.png|thumb|center|100px|1,0,1,0 ]] <!--first column-->
 
|colspan=2|[[File:Rotation 1,0,0,1.png|thumb|center|50px|1,0,0,1]]<!--first column-->
 
|style="background:#4F4F4F" colspan=2|[[File:Rotation 1,1,0,0.png|thumb|center|100px|1,1,0,0 ]]<!--second column-->
 
|style="background:#4F4F4F" colspan=2|[[File:Rotation 0,1,1,0.png|thumb|center|50px|0,1,1,0 ]]<!--second column-->
 
|style="background:#4F4F4F" colspan=2|[[File:Rotation 0,1,0,1.png|thumb|center|100px|0,1,0,1]]<!--second column-->
 
|[[File:Rotation 1,0,1,0.png|thumb|center|100px|1,0,1,0 ]]
 
|[[File:Rotation 0,1,1,0.png|thumb|center|50px|0,1,1,0 ]]
 
|[[File:Rotation 0,0,1,1.png|thumb|center|100px|0,0,1,1 ]]
 
|style="background:#4F4F4F"|[[File:Rotation 1,0,0,1.png|thumb|center|50px|1,0,0,1 ]]
 
|style="background:#4F4F4F"|[[File:Rotation 0,1,0,1.png|thumb|center|100px|0,1,0,1 ]]
 
|style="background:#4F4F4F"|[[File:Rotation 0,0,1,1.png|thumb|center|100px|0,0,1,1 ]]
 
|-
 
|colspan=16 align=left|Three numbers and one zero
 
|-<!--
 
 
First
 
 
-->
 
|[[File:Rotation 1,1,1,0.png|thumb|center|100px|1,1,1,0 ]]
 
|[[File:Rotation 1,1,0,1.png|thumb|center|100px|1,1,0,1 ]]
 
|[[File:Rotation 1,1,1,0.png|thumb|center|100px|1,1,1,0 ]]
 
|[[File:Rotation 1,0,1,1.png|thumb|center|100px|1,0,1,1 ]]
 
|[[File:Rotation 1,1,0,1.png|thumb|center|100px|1,1,0,1 ]]
 
|[[File:Rotation 1,0,1,1.png|thumb|center|100px|1,0,1,1 ]]<!--
 
 
Second
 
 
-->
 
|style="background:#4F4F4F"|[[File:Rotation 1,1,1,0.png|thumb|center|100px|1,1,1,0 ]]
 
|style="background:#4F4F4F"|[[File:Rotation 1,1,0,1.png|thumb|center|100px|1,1,0,1 ]]
 
|style="background:#4F4F4F"|[[File:Rotation 1,1,1,0.png|thumb|center|100px|1,1,1,0 ]]
 
|style="background:#4F4F4F"|[[File:Rotation 0,1,1,1.png|thumb|center|100px|0,1,1,1 ]]
 
|style="background:#4F4F4F"|[[File:Rotation 1,1,0,1.png|thumb|center|100px|1,1,0,1 ]]
 
|style="background:#4F4F4F"|[[File:Rotation 0,1,1,1.png|thumb|center|100px|0,1,1,1 ]]
 
|-
 
|colspan=12 align=center|Three numbers
 
|}
 
====1,1,1,1====
 
<gallery >
 
File:Rotation 1,1,1,1.png| 1,1,1,1
 
</gallery>
 
 
====All pictures in one location====
 
<gallery>
 
File:Rotation 0,0,0,0.png| 0,0,0,0
 
File:Rotation 0,0,0,1.png| 0,0,0,1
 
File:Rotation 0,1,0,0.png| 0,1,0,0 <!--b-->
 
File:Rotation 0,1,0,1.png| 0,1,0,1 <!--b-->
 
File:Rotation 0,-1,0,1.png|0,-1,0,1
 
File:Rotation 0,1,1,0.png| 0,1,1,0 <!--a-->
 
File:Rotation 1,0,0,1.png| 1,0,0,1 <!--a-->
 
File:Rotation 0,0,1,0.png| 0,0,1,0
 
File:Rotation 1,0,0,0.png| 1,0,0,0 <!--b-->
 
File:Rotation 1,0,1,0.png| 1,0,1,0 <!--b-->
 
 
File:Rotation 1,0,1,1.png| 1,0,1,1
 
File:Rotation 1,1,0,1.png| 1,1,0,1
 
File:Rotation 1,1,1,0.png| 1,1,1,0
 
 
File:Rotation 0,1,1,1.png| 0,1,1,1
 
File:Rotation 1,1,0,0.png| 1,1,0,0
 
File:Rotation 1,1,1,1.png| 1,1,1,1
 
File:Rotation 0,0,1,1.png| 0,0,1,1
 
</gallery>
 
 
{|class="wikitable collapsible collapsed"
 
!Actual coordinates of above screen shots
 
|-
 
|
 
<pre>
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-600,180,-115"
 
Rotation = "1,0,0,0"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-610,180,-115"
 
Rotation = "0,1,0,0"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-620,180,-115"
 
Rotation = "0,0,1,0"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-630,180,-115"
 
Rotation = "0,0,0,1"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-640,180,-115"
 
Rotation = "1,1,0,0"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-650,180,-115"
 
Rotation = "1,0,1,0"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-660,180,-115"
 
Rotation = "1,0,0,1"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-670,180,-115"
 
Rotation = "0,1,1,0"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-680,180,-115"
 
Rotation = "0,1,0,1"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-690,180,-115"
 
Rotation = "0,0,1,1"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-700,180,-115"
 
Rotation = "1,1,1,0"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-710,180,-115"
 
Rotation = "1,1,0,1"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-720,180,-115"
 
Rotation = "0,1,1,1"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-730,180,-115"
 
Rotation = "1,0,1,1"
 
}
 
 
cItemPlacement Hummer
 
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-740,180,-115"
 
Rotation = "1,1,1,1"
 
}
 
 
cItemPlacement Hummer
 
{
 
PropState = "-2"
 
ItemName = "Hummer"
 
Location = "-750,180,-115"
 
Rotation = "0,0,0,0"
 
}
 
</pre>
 
|}
 
   
 
===Coordinates===
 
===Coordinates===
Line 315: Line 96:
 
If graphed, these points can show the exact parameter of an area.
 
If graphed, these points can show the exact parameter of an area.
 
===Excel coordinates of all areas===
 
===Excel coordinates of all areas===
[[:File:Fortune City coordinates.xls]]
+
:''[[:File:Fortune City coordinates.xls|Excel file and map of all areas on scatter chart]]''
   
  +
Files are found in text files in data/datafile.big for example:
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.
 
  +
* [[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
   
 
<gallery perrow="1" widths="600" heights="400">
 
<gallery perrow="1" widths="600" heights="400">
 
File:Dead rising americana casino coordinates.jpg|Coordinates of the Americana Casino from PC
 
File:Dead rising americana casino coordinates.jpg|Coordinates of the Americana Casino from PC
 
File:Dead rising atlantica casino coordinates map.jpg|Coordinates of the Atlantica Casino from PC
 
File:Dead rising atlantica casino coordinates map.jpg|Coordinates of the Atlantica Casino from PC
File data/datafile.big/americana_casino.txt
 
 
File:Dead rising arena backstaqge coordinates.jpg|Coordinates of the arena backstage from PC file data/datafile.big/arena_backstage.txt
 
File:Dead rising arena backstaqge coordinates.jpg|Coordinates of the arena backstage from PC file data/datafile.big/arena_backstage.txt
 
File:Dead rising food court area coordinates.jpg|Coordinates of the food court from PC file data/datafile.big/food_barn.txt
 
File:Dead rising food court area coordinates.jpg|Coordinates of the food court from PC file data/datafile.big/food_barn.txt
Line 574: Line 360:
   
 
==See also==
 
==See also==
* [http://deadrising2mods.proboards.com/index.cgi?action=display&board=dr2tools&thread=346&page=1 (CORDS TOOL)Tell where your character is standing], deadrising2mods.proboards.com. (this is inferior to Local Player Pos)
+
*[http://deadrising2mods.proboards.com/index.cgi?action=display&board=dr2tools&thread=346&page=1 (CORDS TOOL)Tell where your character is standing], deadrising2mods.proboards.com. (this is inferior to Local Player Pos)
 
*Find the XYZ and rotation of items by instance names.[http://deadrising2mods.proboards.com/index.cgi?action=gotopost&board=dr2tools&thread=346&post=2253], deadrising2mods.proboards.com.
 
*Find the XYZ and rotation of items by instance names.[http://deadrising2mods.proboards.com/index.cgi?action=gotopost&board=dr2tools&thread=346&post=2253], deadrising2mods.proboards.com.
 
*[[HUD#Removing_the_Local_Player_Pos|Removing the Local Player Pos]]
 
*[[HUD#Removing_the_Local_Player_Pos|Removing the Local Player Pos]]
  +
  +
[[Category:Mod]]

Latest revision as of 04:27, 30 July 2013

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[]

Rotation screenshots[]

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

Coordinate numbers can be negative and decimals[]

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
Dead rising rotation first number fourth number is zero
Dead rising rotation third number fourth number is zero
  • 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[]

  • 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[]

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 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[]

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[]

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

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[]