Professional Documents
Culture Documents
While the SMX is a very diverse and important tool with modding stages, we aren't always obliged to use
it. It is however imperative in certain instances when we are dealing with models that have transparent
textures as the SMX file is responsible for the arrangement of transparency hierarchies. If we are creating
custom rooms we will most definitely need to use the SMX.
Extraction and repacking are as straightforward as using the provided .bat files. These files will instruct
the tool to either repack or extract the file. Make sure to save any changes to the .txt file before
repacking.
TRANSPARENCY HIERARCHIES
Transparency hierarchies are basically an arranged hierarchy of each SMX entry so that transparent &
opaque models which are all visible at once can be seen properly when visible in the same field of view.
We use this feature in a way to arrange what is more visible. SMX transparency hierarchies allow us to
decide which model will be seen in the front and which models have the least priority when stacked
against another model.
An example of this is when we have textures that use transparency. How should a model that is
transparent behave when it is seen in front of another model that is transparent? What happens when
there's 3 transparent models? The SMX allows us to decide which model has priority by means of
transparency hierarchy.
It should be noted that some effects will not be visible when seen through other models with transparent
textures (like a window) unless we set the transparency of the models SMX Entry to OpacityHierarchy =
0x1
LIGHT-CONTROL VALUES
This is the meat of the SMX file and it still as eluded the best modders to date. We don't really know how
to makes this work perfectly but there has been some success. One common objective while working
with the SMX is the desire to create a scenario where a light hits one model but not another. This is so
very tricky and I have no concrete answers to share with you how to achieve this. You simply have to
experiment with the LightControl values. Remember that setting all of these to FF will guarantee all
lights are hitting the model.
My guess about this part about the SMX is that the 4 LightControl values combined with Offset[8..11]
represent the amount/direction of /and or type of light that is allowed to touch a model. This is just a
working theory and until some genius or Capcom employee tells us otherwise we simply have to
experiment to get the results we want.
My best results came from copying & pasting the values from other entries in other files to see what
worked best in each scenario. One method I used was to set a light to be all red and have huge radius.
This way when dealing with the LightControl values we can see which lights are hitting which models.
Feel free to take values from other SMX files and see what results you get. Remember this though. A
model can only be affected by a maximum of 6 lights at once.
Other models that move are those that sway or swing are quite similar but use Mode = 0x2. These types
use different paramters to move the object. Example:
# SMX Entry 63
# plant pots swaying
ID = 0x53
Mode = 0x2
OpacityHierarchy = 0x5
Offset[3] = 0x0
LightControl_0 = 0x7F
LightControl_1 = 0xFF
LightControl_2 = 0xFF
LightControl_3 = 0xFF
Offset[8..11] = 0x0
Color_R = 0xFF
Color_G = 0xFF
Color_B = 0xFF
Color_A = 0x0
Angle_X = 0.000000
Angle_Y = -0.000000
Angle_Z = 0.000000
Swing_1 = 247974.000000
Swing_2 = 5.000000
SwingIntensity = 0.110000
SwingSpeed = 0.110000
Offset[44..47] = 9.967492
Offset[48..51] = 0.130000
Offset[52..55] = 0.090000
Swing_3 = 0.000000
Swing_4 = 0.000000
Swing_5 = 0.000000
TextureMovement_X = 0.000000
TextureMovement_Y = -0.000000
In the example of the vase, if the model is not set to be double-sided only the outward facing
polygons will be visible when we look at it. When looking inside the vase from above we will
essentially see through teh mdoel. In this case the model will look invisible when viewed at certain
angles. This problem can be remedied by using Offset[3] = 0x2. This setting will make the
model’s polygons visible at any angle.
It should be noted that sometimes this function can look strange if we use a model with a
transparent texture. Feel free to experiment to what results you get. You may wish also to change
the OpacityHierarchy value if things don’t come out looking right.
Although these special SMX entries are linked to the moving models, it does not seem that any of
the values in these entries actually play any role in the moving model behavior. The truth is we still
don’t understand why or how the SMX really interacts with these 0x9 type SMD entries other than
being essential for the loading of the SMD file. If we are dealing with a room that has these type of
events, its best to just ignore them and work with other entries.
First we must always update the EntryCount for each new SMX entry that is added. Also we must
remember not to overwrite (or use the ID as) any of the entries from the ModelData.txt file that
have Offset[68..71] = 0x9.
If we simply do not want to use the SMX the game will still load the models. Also, as a default we
can assign models SMX_Entry_ID= 0xFE in the ModelData.txt file if we arent sure which SMX to
assign while working.
Conclusion
This file is fun to play with so feel free to experiment to see what results you get.
Happy Modding!
Mr.Curious
12 - 2018
https://www.youtube.com/user/kalamalkakid/
http://residentevilmodding.boards.net/user/5592