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Resident Evil 2 Remake - demo PAK file

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zaramot
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Re: Resident Evil 2 Remake - demo PAK file

Post by zaramot »

I think, it all depends on the extractor you used lol maybe you will have different extension. In that case you will have to rename it, or tell me the extensions you have, so I could just edit few lines and you are good to go xD There's a tool on zenhax, which have names, at least part of them. I think, person which provided me samples used this one ? I may ask if you want.
https://zenhax.com/viewtopic.php?f=9&t=9253
Making model-import scripts, PM
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Re: Resident Evil 2 Remake - demo PAK file

Post by Nyotengu »

zaramot wrote:I think, it all depends on the extractor you used lol maybe you will have different extension. In that case you will have to rename it, or tell me the extensions you have, so I could just edit few lines and you are good to go xD There's a tool on zenhax, which have names, at least part of them. I think, person which provided me samples used this one ? I may ask if you want.
https://zenhax.com/viewtopic.php?f=9&t=9253
oh ok i just used the bms script in this thread first page. lol ill check the zenhax one. :) thanks
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Re: Resident Evil 2 Remake - demo PAK file

Post by akderebur »

Here is the modıfıed SGM and smc import script : https://www.mediafire.com/file/t0vbm9f1 ... 2.rar/file

It only has RE2 in the game list, also I have disabled obj export since it takes lot of time. It exports smc, which you can import into Blender with the provided script. Only tested on Blender 2.49. All of the LODs will be exported. Ones starting with "s_00" are the best quality ones, delete the rest if you want. Textures are exported too, as dds.

The program worked fine with couple of files I have tested, let me know if you see any problems. Just nothing related to Blender import/export.
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Re: Resident Evil 2 Remake - demo PAK file

Post by Nyotengu »

akderebur wrote:Here is the modıfıed SGM and smc import script : https://www.mediafire.com/file/t0vbm9f1 ... 2.rar/file

It only has RE2 in the game list, also I have disabled obj export since it takes lot of time. It exports smc, which you can import into Blender with the provided script. Only tested on Blender 2.49. All of the LODs will be exported. Ones starting with "s_00" are the best quality ones, delete the rest if you want. Textures are exported too, as dds.

The program worked fine with couple of files I have tested, let me know if you see any problems. Just nothing related to Blender import/export.
I tried it and the application just closed after selecting yes to the options?
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Re: Resident Evil 2 Remake - demo PAK file

Post by akderebur »

Nyotengu wrote: I tried it and the application just closed after selecting yes to the options?
What files do you have in the selected folder? Make sure your extensions matches what the program is looking for.
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Re: Resident Evil 2 Remake - demo PAK file

Post by completenoob »

Same here. Opens and closes straight away after the questions. Inside the folder is the re_chunk_000.pak file. It creates a folder after it closes with the same name and a single file inside with 0 file size.
https://imgur.com/a/DEv6W7Q
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Re: Resident Evil 2 Remake - demo PAK file

Post by akderebur »

completenoob wrote:Inside the folder is the re_chunk_000.pak file.
Oh don't use it for unpacking the archive. Just unpack it using the bms script and also get the filelist from the thread zaramot linked. Extracted files will have proper file names that way.

After that you would point it to "natives/x64/sectionroot/character/player/pl0000/pl0000" for example and it would extract all meshes/textures for Leon's body. I should have removed .pak option to avoid confusion but anyway.
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Re: Resident Evil 2 Remake - demo PAK file

Post by completenoob »

Thank you! Testing now.
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Re: Resident Evil 2 Remake - demo PAK file

Post by benishandler »

fil1969 wrote:
benishandler wrote:
ReginA wrote:I extracted audio files. It's riff wave format in the code and I couldn't convert it with all vgm stuff i know. Any suggestions? Music wav files in the .pak files after extraction of main demo .pak file.
How did you get those .pak files to extract? It just fails for me with both the RE7 and RE2 Remake bms scripts.
RE7 script is useless, you have to use to use the Ekey re2_pak_unpack_r1 posted in previous page
Did you used the last "quickbms_4gb_files.exe"?
I meant the .pak files which are inside the big, "outer" .pak file, but those are something completely different, as it turns out. They are Wwise .pck files. I managed to extract them and convert the sounds to .ogg using this: https://github.com/Vextil/Wwise-Unpacker
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Re: Resident Evil 2 Remake - demo PAK file

Post by completenoob »

akderebur wrote:
completenoob wrote:Inside the folder is the re_chunk_000.pak file.
Oh don't use it for unpacking the archive. Just unpack it using the bms script and also get the filelist from the thread zaramot linked. Extracted files will have proper file names that way.

After that you would point it to "natives/x64/sectionroot/character/player/pl0000/pl0000" for example and it would extract all meshes/textures for Leon's body. I should have removed .pak option to avoid confusion but anyway.
I used the bms script and the filelist (I'm assuming it's the re2_pak_names_demo.list - https://zenhax.com/download/file.php?id=6098 - although I couldn't relate both - just placed them both on the same folder) from zaramot (link he provided) but when I extract the files I don't get any natives/x64/sectionroot/character/player. I do have that folder but, inside, I have only a vfx folder and systems folder inside the natives/x64 folder.

https://imgur.com/a/hpNGxVY

It did extract a bunch of wma, vap, tex and smc files however but all under the root folder like this:
https://imgur.com/a/wEPbGfW

Also, for some reason blender 2.79 doesn't load the script. Do I have to use version 2.49?
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Re: Resident Evil 2 Remake - demo PAK file

Post by akderebur »

completenoob wrote:I don't get any natives/x64/sectionroot/character/player.
I am pretty sure this list from Ekey has the player folder : https://zenhax.com/viewtopic.php?p=42319#p42319
completenoob wrote: Do I have to use version 2.49?
I guess so. I haven't really changed the smc import. It probably uses some methods only supported on 2.49. So better use that version.
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Re: Resident Evil 2 Remake - demo PAK file

Post by completenoob »

akderebur wrote:
completenoob wrote:I don't get any natives/x64/sectionroot/character/player.
I am pretty sure this list from Ekey has the player folder : https://zenhax.com/viewtopic.php?p=42319#p42319
completenoob wrote: Do I have to use version 2.49?
I guess so. I haven't really changed the smc import. It probably uses some methods only supported on 2.49. So better use that version.

I will try to unpack them again using that version. I might have extracted with an older version of the file list. Script seems to be working fine on version 2.49, thank you.

Edit: Unpacked everything again and I can confirm that it unpacked everything really nicely into named folders. Meshes and textures.
Script in Blender is importing every Lod, does not load textures (not hard to load by hand anyways).

Edit2: Is it me or the engine is doing a far greater job than it looks? Models with normal maps of 256x256?? That's for the fat cop, Leon's textures are 1024x1024. I mean...It looks ok from afar but...

https://imgur.com/a/sdSx82x
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Re: Resident Evil 2 Remake - demo PAK file

Post by Kein »

I have bunch of different version of Blender installed but none of them pick up python script.

is there something else required?
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Re: Resident Evil 2 Remake - demo PAK file

Post by completenoob »

Google and install version 2.49b. Run it and open the text editor. Open the py script through the text editor and press alt+p to run it. Browse the smc file and import.
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Re: Resident Evil 2 Remake - demo PAK file

Post by Kein »

Oh I see, looks like it cant find "inc_noesis" module and that module wants javabridge with Oracle JRE installed. The latter is a hard pass here.
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