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Re: [PC] Resident Evil 5
Posted: Sun Sep 27, 2009 6:50 pm
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.
Re: [PC] Resident Evil 5
Posted: Mon Sep 28, 2009 12:34 pm
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
Re: [PC] Resident Evil 5
Posted: Mon Sep 28, 2009 12:45 pm
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
Re: [PC] Resident Evil 5
Posted: Mon Sep 28, 2009 2:09 pm
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.
Re: [PC] Resident Evil 5
Posted: Mon Sep 28, 2009 9:10 pm
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.
Re: [PC] Resident Evil 5
Posted: Tue Sep 29, 2009 12:04 pm
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!!
Re: [PC] Resident Evil 5
Posted: Tue Sep 29, 2009 1:16 pm
by echelon
Just awesome.
Re: [PC] Resident Evil 5
Posted: Tue Sep 29, 2009 5:34 pm
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.
Re: [PC] Resident Evil 5
Posted: Tue Sep 29, 2009 7:59 pm
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?
Re: [PC] Resident Evil 5
Posted: Wed Sep 30, 2009 12:21 pm
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
Re: [PC] Resident Evil 5
Posted: Wed Sep 30, 2009 12:55 pm
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
Re: [PC] Resident Evil 5
Posted: Wed Sep 30, 2009 1:14 pm
by Stars
Does anyone get what I asked?
THX
Re: [PC] Resident Evil 5
Posted: Wed Sep 30, 2009 6:51 pm
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
Re: [PC] Resident Evil 5
Posted: Wed Sep 30, 2009 6:59 pm
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.
Re: [PC] Resident Evil 5
Posted: Wed Sep 30, 2009 8:38 pm
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...