Page 1 of 1

Resident Evil Dead Aim

Posted: Wed Oct 25, 2017 4:46 am
by The Chief
Hi Everyone

We were checking some days ago the files from this game all 3D stuff its on a File called "Image.bin" i managed to unpack that file
with a fkp tool ones you do that you get "bin, dat snd and hlz files using the same tool over the first bin file wich its the one from
Bruce you get more bin files of them its called "pc01a.zone.bin#002.omm" that one have textures inside but not sure wich one its
the model data so will leave some samples from the files if its required will upload more. :)

http://www.mediafire.com/file/jc4fi7ae7 ... amples.rar

Re: Resident Evil Dead Aim

Posted: Wed Oct 25, 2017 12:53 pm
by episoder
looks familiar. cavia game. you could extract further til you get csf files and try those tools.

https://ps23dformat.wikispaces.com/Ghos ... ne+Complex

it's a later iteration of their files. i haven't tested them yet. will do later. :)

edit: found my old tool stuff. i'd not mind if you could share this fpktool you use. it may be easier to use. and... we got some rubbish and a gun. all without textures coordinates tho.

Image

is this lowpoly RE stuff worth looking further into this? something special you need?

i'd be all in rebooting this gitsac sp campaign. or master it. undub ofc. :D /offtopic

Re: Resident Evil Dead Aim

Posted: Thu Oct 26, 2017 3:45 am
by The Chief
Hi

Thanks for the reply yea did test that ghost in the shell tool but i end with a lot of 3ds files wich have tons of missing stuff =/
for example model of bruce (like the screen above) its missing parts of his body same with fong ling of course all weapons are
there but not uvs.

Sure this is the one i use http://www.mediafire.com/file/yfumw375jzi9d1q/FPK.rar

Well will like to get all stuff from this game but heard that may have some cut scene models wich are better than the ingame ones.

Re: Resident Evil Dead Aim

Posted: Thu Oct 26, 2017 2:46 pm
by episoder
yeh. i'm on it. seems the submeshes fail right now. i dunno how to get the uvs yet. variable buffers. those may be flagged to reposition the reader. this bogus face array sure is a weirdo.

edit1: we gettin' there. slowly. i'm no daemon. it shoulda extracted everything but now blender spews some importer errors. excuse me that i got no idea how the 3ds format works. maybe it's stupid messing with that bms script. :D but it's a lil progress.

Image

now... a round of tv.

edit2: got the full body. the files are wonky. i noticed it contains more vertexbuffers then it said in the header. i did it manually. that's wrong tho. i'm sure there's some magic routine involved to get the correct count. that complicates things. i got the script pretty much translated and nailed tho. :]

Image

now... time for the bed.

Re: Resident Evil Dead Aim

Posted: Fri Oct 27, 2017 4:25 am
by The Chief
Oh man thats a nice progress you did there i wish i could help you more but only can help with samples and testing.

Re: Resident Evil Dead Aim

Posted: Fri Oct 27, 2017 4:43 pm
by episoder
np. nice puzzle. and i'm sorta bored. tho... maybe you could find some sorta 'static prop' from this game. you could read the hex of the 1st image#xxx.bin at around offset 0x240 to figure path or file names. or if there's no skeleton, this CJF (c joint file) 'chunk' should be missing. i'd just like to verify the buffer format. means figuring out if i gotta implement a second code path for potentially boneless models. i don't wanna check with gits files. dunno why. differences possible?

i'll continue with 3ds then. gotta get the format and prepare for the uv disassembly and face array rearrangemant. good stuff. :)

almost there. i'm can already sniff on the barrel.

Image

i gotta recode to c and mangle this. it's a short bitch.

Re: Resident Evil Dead Aim

Posted: Sun Oct 29, 2017 3:37 pm
by episoder
done fuxed with bms.

you can * batch the csf folder. it outputs blender sorta nice. you gotta scale the uvs / 1024 and remove doubles to seperate the mesh parts, but works. maybe i'll tinker with it and recode it to c. i could try the skeleton too. but, for now...

have this temporary script. all i could get out of this one.

for posterity. lowpo snap mod added. i'd replace or retexture/remodel her head even further.

Image

Re: Resident Evil Dead Aim

Posted: Tue Oct 31, 2017 12:37 pm
by CaxUchiha
Thanks for your script episoder! It works well ;) Will you try the skeleton in the future? xD

Re: Resident Evil Dead Aim

Posted: Tue Oct 31, 2017 1:15 pm
by episoder
CaxUchiha wrote:Thanks for your script episoder! It works well ;) Will you try the skeleton in the future? xD
i think not. it doesn't have alot of bones. just arms and legs. no fingers. a bit of jaw and no eyes. can and should be easy to rig this way, or better from scratch.

Re: Resident Evil Dead Aim

Posted: Tue Jan 23, 2018 2:47 am
by The Chief
Hi again espisoder, I managed to get more models from the game (like zombies and monsters) but seems the script didn't work with those.. Could you take a look at some of them please? Here are some samples:

http://www.mediafire.com/file/e13r8b7by ... amples.rar

Re: Resident Evil Dead Aim

Posted: Tue Jan 23, 2018 6:43 am
by episoder
- snipped -

Re: Resident Evil Dead Aim

Posted: Tue Jan 23, 2018 5:12 pm
by episoder
hell yeah. the proper head loop wasn't that hard. the fpass are crisscross spaghetti conditions. i could barely assemble the reverse logic. sorta magic stuff. it's nice and compact tho. awesome sauce. :]

enjoy your zombie :D