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[PC] Resident Evil 5

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chrrox
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Re: [PC] Resident Evil 5

Post by chrrox »

no I mean its not a problem as in the game can load different sized files
also you could edit the cut scenes to load a different named model easily so if you had the extractor just add a 1 at the end or something.
shadowmoy
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Re: [PC] Resident Evil 5

Post by shadowmoy »

hi there , i manage to actually render bones hierarchy + vertex points offseted to the bone position quite good not ?
next step is to render using triangles ( since i figured out the indices), uv coordinates are already ok and normals also, just need to rebuild triangles and load textures :p
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echelon
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Re: [PC] Resident Evil 5

Post by echelon »

Here is an updated version of the unpacker / repacker I made.
Features:
- unpack any re5 arc
- repack any re5 arc from a folder
- extract all re5 arcs with one click

Download ArcTool (rapidshare)
Download ArcTool (mirror)

more info: http://z6.invisionfree.com/Resident_Evi ... opic=10046

Edit: This looks great shadowmoy, keep it up :)
Surveyor
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Re: [PC] Resident Evil 5

Post by Surveyor »

Bonjour!!
this is the noArchive patch that will let you play the game with the files outside the archives. This is very useful for modders who want to make modifications to the Models/textures/animations without worrying about repacking the stuff.

The problem is, on the computer I tested the game, everything crashes after about 20 seconds of gameplay (no mods, no extractions, no patches, just the neat original game). This computer has the (somewhat) old ATI x1550 although the readme says this graphic card will run the game!! This is very frustrating since I only got to test some of the file extensions, for the others (extensions), the game didn't survive to load them (ask for them)

So I decided to patch the archives to the known file extensions only. That's what I got:
- sound files when patched don't seem to crash the game
- effect files when patched crash the game (by crash I mean the "Don't send message" after "press start" page)
- and most importantly: the textures when patched crash the game !!!!! I really don't understand!!!!
- for the rest of the known extensions, everything is ok (models/anims/messages..)

Now here's a list of all the extensions used by the game, these are the known ones

Code: Select all

#define ARCEXT_SHADER		0x50F9DB3E		// bfx
#define ARCEXT_TEXTURE			0x241F5DEB		// tex
#define ARCEXT_MOTION			0x76820D81		// lmt
#define ARCEXT_MODEL			0x58A15856		// mod
#define ARCEXT_VIBRATION			0x358012E8		// vib
#define ARCEXT_MESSAGE			0x10C460E6		// msg
#define ARCEXT_LSP			0x60DD1B16		// lsp
#define ARCEXT_SDL			0x4C0DB839		// sdl
#define ARCEXT_STP			0x671F21DA		// stp
#define ARCEXT_IDM			0x2447D742		// idm
#define ARCEXT_MTG			0x4E2FEF36		// mtg
#define ARCEXT_LCM			0x39C52040		// lcm
#define ARCEXT_JEX			0x2282360D		// jex
#define ARCEXT_CHN			0x3E363245		// chn
#define ARCEXT_AHC			0x5802B3FF		// ahc
#define ARCEXT_HIT			0x0253f147		// hit
#define ARCEXT_RTEXTURE			0x7808EA10		// rtex, not used, all textures empty
#define ARCEXT_CUBEMAP			0x4D894D5D		// for all the stages, header: XFS, loads without

// effects
#define ARCEXT_EFFECT_EAN		0x4E397417		// ean
#define ARCEXT_EFFECT_EFL		0x6D5AE854		// efl
#define ARCEXT_EFFECT_EFS		0x02833703		// efs
#define ARCEXT_EFFECT_RTT		0x276DE8B7		// rtt
#define ARCEXT_EFFECT_AEF		0x557ECC08		// for all the stages, header: XFS, loads without
#define ARCEXT_EFFECT_ADH		0x1EFB1B67		// adh
#define ARCEXT_EFFECT_CEF		0x758B2EB7		// cef

// sounds
#define ARCEXT_SOUND_SPC		0x7E33A16C		// spc
#define ARCEXT_SOUND_SRD		0x2D12E086		// srd
#define ARCEXT_SOUND_SRQ		0x1BCC4966		// srq
#define ARCEXT_SOUND_STQ		0x167DBBFF		// stq
#define ARCEXT_SOUND_REVWIN		0x232E228C		// rev_win
#define ARCEXT_SOUND_EQU		0x2B40AE8F		// equ
#define ARCEXT_SOUND_SCS		0x0ECD7DF4		// scs
#define ARCEXT_SOUND_SDS		0x0315E81F		// sds
#define ARCEXT_SOUND_MSE		0x4CA26828		// mse
#define ARCEXT_SOUND_ASE		0x07437CCE		// ase
#define ARCEXT_SOUND_SNGW		0x7D1530C2		// sngw, ogg
The fellowing are untested files but extensions are given according to their header
Missing extensions are: at3, xma, bgm, pth, ptl, lom, los, way, nav,

Code: Select all

#define ARCEXT_UNK08		0x30ED4060		// XFS
#define ARCEXT_UNK09		0x430B4FF4		// XFS
#define ARCEXT_UNK12		0x5898749C		// XFS
#define ARCEXT_UNK14		0x38F66FC3		// XFS
#define ARCEXT_UNK15		0x039D71F2		// XFS
#define ARCEXT_UNK17		0x176C3F95		// XFS
#define ARCEXT_UNK18		0x2C4666D1		// XFS
#define ARCEXT_UNK19		0x266E8A91		// XFS
#define ARCEXT_UNK20		0x15302EF4		// XFS
#define ARCEXT_UNK21		0x19A59A91		// XFS
#define ARCEXT_UNK24		0x1ED12F1B		// XFS
#define ARCEXT_UNK26		0x65B275E5		// XFS
#define ARCEXT_UNK29		0x754B82B4		// XFS
#define ARCEXT_UNK30		0x017A550D		// XFS
#define ARCEXT_UNK34		0x1BA81D3C		// XFS
#define ARCEXT_UNK35		0x4F16B7AB		// XFS
#define ARCEXT_UNK36		0x585831AA		// XFS

// I'm not too sure about these either
#define ARCEXT_CCL		0x0026E7FF		// CCL
#define ARCEXT_HAVOK		0x36E29465		// havok HVK
#define ARCEXT_FSM		0x66B45610		// FSM
#define ARCEXT_SBC		0x51FC779F		// SBC
#define ARCEXT_NAV		0x4EF19843		// NAV
#define ARCEXT_WAY		0x5F36B659		// WAY
#define ARCEXT_OBJ		0x0DADAB62		// OBJ
#define ARCEXT_SHP		0x5204D557		// SHP
#define ARCEXT_SHW		0x60524FBB		// SHW
#define ARCEXT_CDG		0x2DC54131		// CDF, present only for pl02 model

#define ARCEXT_SOUND_SND12	0x46810940		// XFS
#define ARCEXT_SOUND_SND13	0x538120DE		// XFS
Anyways, below is the patcher that will work only for the extensions that didn't crash the game. There is also the UnPatcher: this will revert to original ARC status when you mess things up with the Patcher (happens sometimes)

As usual, just put the program in the naticePc directory and it will recursively scan the subfolders.

And since I don't think I'll continue the work on the patcher as I don't have any computer that can run the game properly, I'll post the source code here so people can make their own patchers.
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ResiHax
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Re: [PC] Resident Evil 5

Post by ResiHax »

Very nice, the patch will help reduce file sizes of downloads. However it makes the .arc repacker obsolete...
Well, we can assume that the patch won't work for everyone.
Surveyor
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Re: [PC] Resident Evil 5

Post by Surveyor »

Ok guys here's the Mod2Obj converter, this is just the old Dmc4Model.exe, I only tweaked the scaling factors to get rid of the pancake effect. Other than that the program works perfectly on RE5, texture coords are ok, on object names you'll get a hint to what texture to use on that object. On stages the scaling is correct but the games scales them to x10 I think.
Still the skinning is missing, me and poly are struggling to figure out the bone offseting system and it's damn hard. The source code has already been posted in the DMC4 thread if you want to scratch the inside of you brain to help imporove stuff here and everybody is invited!!
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echelon
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Re: [PC] Resident Evil 5

Post by echelon »

Just awesome.
Stars
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Re: [PC] Resident Evil 5

Post by Stars »

Hello friends, I'm new here and would like to ask you something, I'm very noob in these things editing games, etc ... But I ask one thing.
Capcom confirmed that it withdrew the coop splitscreen mode for PC, but said the code is the same as the 360, ps3 ... and still contends, that a hacker simply appear, copy the code and make a patch that someone will be able to this code to make a patch to add splitscreen mode in RE5 pc?

Sry my english.
ResiHax
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Re: [PC] Resident Evil 5

Post by ResiHax »

Surveyor wrote:Ok guys here's the Mod2Obj converter, this is just the old Dmc4Model.exe, I only tweaked the scaling factors to get rid of the pancake effect. Other than that the program works perfectly on RE5, texture coords are ok, on object names you'll get a hint to what texture to use on that object. On stages the scaling is correct but the games scales them to x10 I think.
Still the skinning is missing, me and poly are struggling to figure out the bone offseting system and it's damn hard. The source code has already been posted in the DMC4 thread if you want to scratch the inside of you brain to help imporove stuff here and everybody is invited!!
Any possible way of making an OBJtoMOD converter?
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Re: [PC] Resident Evil 5

Post by echelon »

Hey Surveyor could you give me some insight on the structure of the TEX header?
It doesn't seem to have a fixed length. I found the width and height and probably the mipmap count. But the header doesn't seem to be fixed length and I also can't find a length byte or a trailer. So simply don't know where it ends and where the data begins. Maybe you could give me a hint since you already wrote a converter? Thanks a lot!

edit: DXT1 TEX header mostly seems to be 0x48, 0x50, 0x54 bytes long. DXT5 is often a bit longer... I really don't get it. o_O
shadowmoy
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Re: [PC] Resident Evil 5

Post by shadowmoy »

Surveyor wrote:Ok guys here's the Mod2Obj converter, this is just the old Dmc4Model.exe, I only tweaked the scaling factors to get rid of the pancake effect. Other than that the program works perfectly on RE5, texture coords are ok, on object names you'll get a hint to what texture to use on that object. On stages the scaling is correct but the games scales them to x10 I think.
Still the skinning is missing, me and poly are struggling to figure out the bone offseting system and it's damn hard. The source code has already been posted in the DMC4 thread if you want to scratch the inside of you brain to help imporove stuff here and everybody is invited!!

offsetting is quite easy :

you have the bbox so :

here is how to do it in fbsl :

Code: Select all

'//calculate height, width and depth of the model by it's bbox values
Dim !h, !w, !l


w = Abs(header.BBoxMin.x) + Abs(header.BBoxMax.x)
h = Abs(header.BBoxMin.y) + Abs(header.BBoxMax.y)
l = Abs(header.BBoxMin.z) + Abs(header.BBoxMax.z)
'//then divide all vertex by 32767 and multiply by respective size and offset the pos
For i = 0 To header.vertexcount - 1
	vertexf[i].x = !(vertex[i].vert[0] / !32767 * w) - w / 2
	vertexf[i].y = (!vertex[i].vert[1] / !32767 * h)
	vertexf[i].z = (!vertex[i].vert[2] / !32767 * l) - l / 2 + header.BSphere.z
Next


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Stars
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Re: [PC] Resident Evil 5

Post by Stars »

Does anyone get what I asked?

THX
shadowmoy
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Re: [PC] Resident Evil 5

Post by shadowmoy »

not possible, on pc version you have online mode but the splitscreen version have been removed certainly from the engine, in counterpart they have add more content , better graphics , models, etc.. to the pc version
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Stars
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Re: [PC] Resident Evil 5

Post by Stars »

Yes, it was removed, but the very capcom said simply copy the code splitscreen on consoles and applies it in the pc version.
ResiHax
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Re: [PC] Resident Evil 5

Post by ResiHax »

Surveyor, would you be willing to work on a OBJ to MOD converter for DMC4 & RE5, or release the source code for your MOD2OBJ, it should be easy enough, just kinda reverse the process... I think...
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