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Modifying PC Dead Rising 2


Tutorials


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 Plaza
  Safe House
  Americana Casino
  Fortune City Arena
Collision - controls solid surfaces
Excel coordinates of all areas


Tools


Other

v · d · e


Map coordinates, seen in Debug mode with the Local Player Pos HUD display allows the modder 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 modder would enter -1.0.

Rotation and coordinates[]

Rotation[]

Rotation screenshots[]

For the old attempt to explain see: Hummer coordinates
First coordinate of four
Second coordinate of four
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.

  • 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[]

Position of player in safehouse (local player pos)
Hallway
Hallway room 1 door: -0.1 -1.1 -8.1
Corner of hallway between the bathroom and Sullivan: 0.7, 1.1, 30.8
Room 1
NW: 2.4, -1.1, -9.4
SW: 1.5, -1.1, -18.4
SE: -5.5, -1.1, -20.2
NE: -5.3, 1.1, -9.5
Room 2
NW: -9.3, -5.5, -15.5
SW: -9.4, -5.5, 24.9
SE: -17.7, -5.5, -24.9
NE: -17.6, -5.5, -15.6

Royal Flush Plaza[]

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[]

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