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Resident Evil 2 Remake - demo PAK file

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GlemyToto
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Re: Resident Evil 2 Remake - demo PAK file

Post by GlemyToto »

I've ported the SMC import script to Blender 2.8
Note that the port is not complete, I've only tested it with Leon's body, so all the format features that weren't used in this particular SMC file have not been updated. Please send me a file if you encounter some problems and need an update.
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.
Do you know who wrote this import script so I can put his name as author of the script ?
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fil1969
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Re: Resident Evil 2 Remake - demo PAK file

Post by fil1969 »

zaramot wrote:Here's "alpha" maxscript and Noesis plugin for RE2 R, if anyone want to test it out. Skinned meshes should work, static partially xD Don't have a lot of samples. It's for those of you who prefer using 3ds max instead of something else :)
Hi, thank you very much for your Max script, works perfectly but i want ask a thing if is possible, i noticed, along the .mesh file, there is a Mat file, where are stored all the textures informations with their correct path, any chance editing your script in a way that can read this file to get the model imported with the textures? It will save a lot of works for sceneries. Thank you in advance.
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zaramot
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Re: Resident Evil 2 Remake - demo PAK file

Post by zaramot »

Hey! I think it's possible, can't tell for sure, like 100%. First I need to take a look at those .mtl files. But should be possible :)
Making model-import scripts, PM
fil1969
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Re: Resident Evil 2 Remake - demo PAK file

Post by fil1969 »

zaramot wrote:Hey! I think it's possible, can't tell for sure, like 100%. First I need to take a look at those .mtl files. But should be possible :)
oh, wow! Would be great! If you need some files to check, i have all extracted, so i can give you what you need, for example here there is the .mat file regarding the Police Hall:

Code: Select all

https://www.mediafire.com/file/m4w5e2pioc6dzkk/st4_101_0_terrain_00ms_mat.mdf2.10/file
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Crazy31139
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Re: Resident Evil 2 Remake - demo PAK file

Post by Crazy31139 »

hello, you planing add support props in your max script
props - https://1drv.ms/f/s!Amg1SaLumVp40xMoAFsnQMyiTs6Q
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Re: Resident Evil 2 Remake - demo PAK file

Post by Highflex »

Hey guys, i was wondering if anyone of you know more about the material/shading system they use? I managed to locate albedo, normals and occlusion textures, but haven't seen anything that resembles the metallic or roughness yet.
fil1969
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Re: Resident Evil 2 Remake - demo PAK file

Post by fil1969 »

Highflex wrote:Hey guys, i was wondering if anyone of you know more about the material/shading system they use? I managed to locate albedo, normals and occlusion textures, but haven't seen anything that resembles the metallic or roughness yet.
hi, with .mes.mesh comes a .mat or .mdf file, open it with notepad + or an hex editor, you will see all the materials used for that model.
These are a few lines i copied from a file i mentioned: hope this helps

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G u n _ M a t   M a s t e r M a t e r i a l / M a s t e r / W e a p o n _ D e f a u l t . m m t r   p l 0 0 0 0 _ B o d y _ M a t   M a s t e r M a t e r i a l / M a s t e r / R e c o r d _ P l a y e r . m m t r   p l 0 0 0 0 _ C l o t h _ M a t   M a s t e r M a t e r i a l / M a s t e r / R e c o r d _ P l a y e r . m m t r   p l 0 0 0 0 _ I t e m _ M a t   M a s t e r M a t e r i a l / M a s t e r / R e c o r d _ P l a y e r . m m t r   p l 0 0 0 0 _ S l e e v e _ M a t   M a s t e r M a t e r i a l / M a s t e r / R e c o r d _ P l a y e r . m m t r   p l 0 0 0 0 _ S l i n g _ M a t   M a s t e r M a t e r i a l / M a s t e r / R e c o r d _ P l a y e r . m m t r   p l 0 0 0 0 _ p a n e l _ M a t   M a s t e r M a t e r i a l / M a s t e r / E n v _ E m i s s i v e . m m t r   B a s e M e t a l M a p   S e c t i o n R o o t / C h a r a c t e r / W e a p o n / w p 0 0 0 0 / w p 0 0 0 0 _ v p 7 0 _ A L B M . t e x   N o r m a l R o u g h n e s s M a p   S e c t i o n R o o t / C h a r a c t e r / W e a p o n / w p 0 0 0 0 / w p 0 0 0 0 _ v p 7 0 _ N R M R . t e x   A l p h a T r a n s l u c e n t O c c l u s i o n S S S M a p   s y s t e m s / r e n d e r i n g / N u l l A T O S . t e x   H e a t _ M a s k   s y s t e m s / r e n d e r i n g / N u l l W h i t e . t e x   B l o o d T e x t u r e   s y s t e m s / r e n d e r i n g / N u l l N o r m a l R o u g h n e s s . t e x   D e t a i l M a p   M a s t e r M a t e r i a l / T e x t u r e s / N u l l D e t a i l . t e x   D e t a i l M a s k M a p   s y s t e m s / r e n d e r i n g / N u l l W h i t e . t e x   B a s e M e t a l M a p   S e c t i o n R o o t / C h a r a c t e r / P l a y e r / p l 0 0 0 0 / p l 0 0 0 0 / p l 0 0 0 0 _ b o d y _ A L B M . t e x   N o r m a l R o u g h n e s s M a p   S e c t i o n R o o t / C h a r a c t e r / P l a y e r / p l 0 0 0 0 / p l 0 0 0 0 / p l 0 0 0 0 _ b o d y _ N R M R . t e x   A l p h a T r a n s l u c e n t O c c l u s i o n S S S M a p   S e c t i o n R o o t / C h a r a c t e r / P l a y e r / p l 0 0 0 0 / p l 0 0 0 0 / p l 0 0 0 0 _ b o d y _ A T O S . t e x   R e c _ R T T   V F X / R e c o r d S y s t e m / R e c o r d T e x t u r e / p l 0 0 0 0 / p l 0 0 0 0 _ b o d y . r t e x   R e c _ F I X   V F X / R e c o r d S y s t e m / R e c o r d T e x t u r e / B a s e T e x t u r e s / n u l l _ b l a c k _ M S K 4 . t e x   R e c _ P r o t e c t   V F X / R e c o r d S y s t e m / R e c o r d T e x t u r e / B a s e T e x t u r e s / n u l l _ b l a c k _ M S K 4 . t e x   R e c _ R a i n _ W a t e r R i p l e   R E _ E N G I N E _ L I B R A R Y / V F X _ L i b r a r y / T e x t u r e / T E X _ V e c t o r / t e x _ c a p c o m _ v e c t o r _ w a t e r _ 0 0 1 1 _ A r r a y _ N R M R . t e x   R e c _ R a i n _ W e t M a s k   V F X / T e x t u r e / T E X _ C h a r a c t e r / T E X _ p l 0 0 0 0 / t e x _ 0 0 0 2 _ p l 0 0 0 0 _ w e t m a s k _ 0 0 0 0 _ M S K 1 . t e x   R e c _ I n j u r y _ B a s e M a p   V F X / R e c
devilsnake88
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Re: Resident Evil 2 Remake - demo PAK file

Post by devilsnake88 »

Highflex wrote:Hey guys, i was wondering if anyone of you know more about the material/shading system they use? I managed to locate albedo, normals and occlusion textures, but haven't seen anything that resembles the metallic or roughness yet.
You can also check textures names like:
_alb (ALBedo) | _atos ( ... Occlusion + Specular?) | _nrmr (NoRMal + Roughness)
Highflex
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Re: Resident Evil 2 Remake - demo PAK file

Post by Highflex »

Thanks, just found some of that and seeing how it compares to the traditional PBR Pipeline.

The atos file seems to contain Ambient Occlusion from the file i checked ( leon body ) but for hair it contains the Opacity Mask.
Scobalula
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Re: Resident Evil 2 Remake - demo PAK file

Post by Scobalula »

Material file logic in C# (should be enough info to make scripts for other uses):

https://pastebin.com/7aSmdaYB

Example from parsing the Leon's body:

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DetailMap : NullDetail
DetailMaskMap : NullWhite
BaseMetalMap : pl0000_body_ALBM
NormalRoughnessMap : pl0000_body_NRMR
AlphaTranslucentOcclusionSSSMap : pl0000_body_ATOS
Rec_RTT : pl0000_body
Rec_FIX : null_black_MSK4
Rec_Protect : null_black_MSK4
Rec_Rain_WaterRiple : tex_capcom_vector_water_0011_Array_NRMR
Rec_Rain_WetMask : tex_0002_pl0000_wetmask_0000_MSK1
Rec_Injury_BaseMap : Record_Injury_Map_ALBA
Rec_Injury_NormalMap : Record_InjuryMap_NRM
Rec_Mud_Map : Record_Mad_Map_MSK4
Rec_Dent_Map : NullBlack
BloodMask : null_black_MSK4
(Note I removed full path in this particular dump, those texture names have paths in the material file)

BaseMetalMap has the albedo/diffuse with an alpha channel that contains the specular/metal mask, ATOS indeed contains an opacity mask (since the albedo's alpha is used for the spec), along with Occlusion (as hinted from its name) and I believe SSS = Sub Surface Scattering.
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Re: Resident Evil 2 Remake - demo PAK file

Post by Zombieali2000 »

To anyone interested in Modding RE2, I made a big discovery that will help with a lot of stuff.
http://residentevilmodding.boards.net/t ... orial-shot
Sante et longevite www.viagrasansordonnancefr.com le choix des francais
Anthony7888
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Re: Resident Evil 2 Remake - demo PAK file

Post by Anthony7888 »

hello i can have the tools to extract the full game thanks
Anthony7888
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Re: Resident Evil 2 Remake - demo PAK file

Post by Anthony7888 »

Hello, can I have all the tools and the complete list for extract Resident Evil 2 Remake The complete game
friendzonebill
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Re: Resident Evil 2 Remake - demo PAK file

Post by friendzonebill »

Anthony is known scammer and art thief, beware.
fil1969
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Re: Resident Evil 2 Remake - demo PAK file

Post by fil1969 »

friendzonebill wrote:Anthony is known scammer and art thief, beware.
XD
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