![]() Attempting to select one of the blank spaces where the weapons are supposed to show up will crash the game. The "Give Player Weapon." sub-menu is, hilariously enough, only useful for removing all weapons from the player. Hiding an asset does not delete and unload it, only stops rendering it. There will not be any text on the screen for guidance as Debug Text has been stripped from the retail eboot.bin. Once enabled, press X to select the object you're looking at and O to hide/show it. ![]() This has some additional options such as Infinite Ammo, Invincible Player, No Reload, and Selective Background which is used to hide assets in-game. The Memory section is only useful when connected with the ProDG Debugger via TMAPI (ProDG Target Manager), and with quite a bit of experience modding the PS3 version of the game. Press 元 Start to open the Dev Menu, 元 Select for the Quick Menu, or 元 R3 for Debug Fly (player will need to be spawned in a level to use this). They can be deleted without the game crashing, which means they are never called by script-manager.cpp.Īfter you enable the debug menu, you'll see the FPS text at the top-right of the screen. The files debug-menu.bin and debug-menu.dci, which can be found in bin.psarc\dc1, are not used for the Dev Menu. Try to make The Last of Us' marking system from multiplayer compatible with Story Mode (unlikely to be achievable, would require engine disassembly).Uncharted 3 SplitScreen's assets are compatible with The Last of Us. ![]() ![]() Swapping and renaming the maps can import them into the game.
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