@Anthony7888
You can really easily extract the models with the tools already available
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Resident Evil 2 Remake - demo PAK file
Re: Resident Evil 2 Remake - demo PAK file
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- ultra-n00b
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Re: Resident Evil 2 Remake - demo PAK file
I'm looking into doing some audio mods if possible, wanna mod in some DMX music to replace Mr. X
- zaramot
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Re: Resident Evil 2 Remake - demo PAK file
Yup, but I guess most of ppl using Blender tool, right? I still haven't had much reports on skinned meshes from friend of mine, except one, I fixed maxscript for rigged "burger" mesh lol (I could upload updated one). I don't have the game, so I don't have filesHighflex wrote:I noticed the maxscript is not applying the vertex normals, any chance to see a upgrade for this? Its mostly noticeable in Faces.
Making model-import scripts, PM
Re: Resident Evil 2 Remake - demo PAK file
Dear sirs:
We are an engineering team(group),active on various fields such as(like) gaming.
We'll be gratful if you help us with seprating game's texts(subtitle) from the game and changing ut with our own language
We are an engineering team(group),active on various fields such as(like) gaming.
We'll be gratful if you help us with seprating game's texts(subtitle) from the game and changing ut with our own language
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- ultra-n00b
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Re: Resident Evil 2 Remake - demo PAK file
i don't usually like using the blender tool. unwieldy to me. for the most part, skinned meshes work alright. but weapons need to be adjusted i think, their rigging isn't quite right. i dunno how many samples you want but i can provide a few prob.zaramot wrote:Yup, but I guess most of ppl using Blender tool, right? I still haven't had much reports on skinned meshes from friend of mine, except one, I fixed maxscript for rigged "burger" mesh lol (I could upload updated one). I don't have the game, so I don't have filesHighflex wrote:I noticed the maxscript is not applying the vertex normals, any chance to see a upgrade for this? Its mostly noticeable in Faces.
Re: Resident Evil 2 Remake - demo PAK file
Hello everyone, first off great work on extracting and decrypting stuff from this game so quickly!
Unfortunately I'm not nearly as skilled as you folks here and had some questions.
I've used quickbms before for some gamecube model extracting. I was wondering how to rip stuff from the main .pak file for the game.
It says its too large and I as wondering how to get around that.
Was wondering what to do after extracting with quickbms as well. It outputs a large assortment of junk obviously, no clue how to view any of it.
Secondly I was wondering if someone could explain the function of the Hooks you've been posting? This is completely new to me haha.
I'm most familiar using Blender for modelling. (I'm also trying to extract from the full game)
Sorry for all the questions but its hard to follow the thread a bit when it gets so strung out with info over multiple pages. Thanks for any help you send my way.
Unfortunately I'm not nearly as skilled as you folks here and had some questions.
I've used quickbms before for some gamecube model extracting. I was wondering how to rip stuff from the main .pak file for the game.
It says its too large and I as wondering how to get around that.
Was wondering what to do after extracting with quickbms as well. It outputs a large assortment of junk obviously, no clue how to view any of it.
Secondly I was wondering if someone could explain the function of the Hooks you've been posting? This is completely new to me haha.
I'm most familiar using Blender for modelling. (I'm also trying to extract from the full game)
Sorry for all the questions but its hard to follow the thread a bit when it gets so strung out with info over multiple pages. Thanks for any help you send my way.
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Re: Resident Evil 2 Remake - demo PAK file
Hmm depends, i personally use Maya for all of my developments and played around with getting one of the faces hooked up so you can animate it. Just noticed when i started applying the textures with some base shading as demonstrated here:zaramot wrote:Yup, but I guess most of ppl using Blender tool, right? I still haven't had much reports on skinned meshes from friend of mine, except one, I fixed maxscript for rigged "burger" mesh lol (I could upload updated one). I don't have the game, so I don't have filesHighflex wrote:I noticed the maxscript is not applying the vertex normals, any chance to see a upgrade for this? Its mostly noticeable in Faces.
https://imgur.com/a/zyoTQb1
I don't see any other issues so far, this was the only thing that i noticed by processing all components of Leon to be workable with.
If you need any files or more info on this please let me know, i have experience with applying normals through max-script just needs to be parsed i guess.
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Re: Resident Evil 2 Remake - demo PAK file
Weld your normals or vertices...Highflex wrote:Hmm depends, i personally use Maya for all of my developments and played around with getting one of the faces hooked up so you can animate it. Just noticed when i started applying the textures with some base shading as demonstrated here:zaramot wrote:Yup, but I guess most of ppl using Blender tool, right? I still haven't had much reports on skinned meshes from friend of mine, except one, I fixed maxscript for rigged "burger" mesh lol (I could upload updated one). I don't have the game, so I don't have filesHighflex wrote:I noticed the maxscript is not applying the vertex normals, any chance to see a upgrade for this? Its mostly noticeable in Faces.
https://imgur.com/a/zyoTQb1
I don't see any other issues so far, this was the only thing that i noticed by processing all components of Leon to be workable with.
If you need any files or more info on this please let me know, i have experience with applying normals through max-script just needs to be parsed i guess.
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- ultra-n00b
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Re: Resident Evil 2 Remake - demo PAK file
How do I find the environment file?, when I use SGM when it goes to convert environment files to smc it closes and doesn;t convertmesh.18xxxxxxxxx files to smc
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Re: Resident Evil 2 Remake - demo PAK file
The sceneries are in: \natives\x64\sectionroot\environment\location\troconisgerman wrote:How do I find the environment file?, when I use SGM when it goes to convert environment files to smc it closes and doesn;t convertmesh.18xxxxxxxxx files to smc
The sceneries props are in: \natives\x64\objectroot\setmodel\
Put the xentax.exe file in the \environment\location\ folder, open it as admin, in the "select path" click on "exe path"
click on ok, answer: process pak, NO process textures? YES process mesh? YES
That is. It will convert all the textures and .mesh files in the "location" folders
- CzlowiekDrzewo
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Re: Resident Evil 2 Remake - demo PAK file
I'm really confused so I hope someone here can help me out. How do you get all those different folders? All I get is .dat and .pfb files.
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Re: Resident Evil 2 Remake - demo PAK file
before using quickbms you have to put in the game folder the namefilelist, this will allow quickbms to create the correct foldersCzlowiekDrzewo wrote:I'm really confused so I hope someone here can help me out. How do you get all those different folders? All I get is .dat and .pfb files.
https://zenhax.com/viewtopic.php?f=9&t=9253&start=60
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Re: Resident Evil 2 Remake - demo PAK file
hi! any update?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