Modding Guide/Index 2023
Apr 27, 2023 11:10:29 GMT 10
Re-Play games, JADERLINK, and 6 more like this
Post by Biohazard4X on Apr 27, 2023 11:10:29 GMT 10
Work in Progress
Modding Index 2023
An Attempt At Preserving Modding History of Classic Resident Evil 4.
Since the fall of the old forums a collection of topics and sources of information has unfortunately fallen. With the Rise of this current forum, this stockpile, but not all, of resources have resurfaced with old and new users since 2018. I am making this giant Index for the Sake of Newcomers, and simply a "dictionary" for this game. If you have any tool, link, compilation, or other sources of modding work you feel should be posted here, DM me privately with the link and Author of said resources.
I CLAIM NOTHING, ALL PIECES OF INFORMATION ARE PUBLIC, AND TOOLS OR FORMS OF AUTOMATION BElONG TO THEIR PROPER
ORIGINATING AUTHORS.
The Default DATs in your games directory are these. Each One Contains different Resources for the game from 3d models to Scripts to UI Positioning.
Upon Extracting the DATs diving into the general modding environment you will come across many unkown file formats here is there list of all and known file formats present within the game.
Getting the game ready to mod...
Since the fall of the old forums a collection of topics and sources of information has unfortunately fallen. With the Rise of this current forum, this stockpile, but not all, of resources have resurfaced with old and new users since 2018. I am making this giant Index for the Sake of Newcomers, and simply a "dictionary" for this game. If you have any tool, link, compilation, or other sources of modding work you feel should be posted here, DM me privately with the link and Author of said resources.
I CLAIM NOTHING, ALL PIECES OF INFORMATION ARE PUBLIC, AND TOOLS OR FORMS OF AUTOMATION BElONG TO THEIR PROPER
ORIGINATING AUTHORS.
Any questions relating to any of these posted resources should be posted in their OWN PROPER THREAD, KEEP THIS THREAD CLEAN.
RE4 Sourcenext (PC 2007 Port)
List of all .dat(s) in the games directory.
Movie(Folder) - Movie files (mpeg)
em.dat - Characters/Enemies/Weapons Data
emjp.dat - Characters/Enemies/Weapons Data (Japan Files - Unused on US Release)
etc.dat - Various definition files
evd.dat - Real Time Cutscene Packages (Unused)
ogg.dat - Audio files
SaveDat.dat - Save data
SS.dat - Various definition files
St1.dat - Stage file for the main story (village)
St2.dat - Stage file for the main story (Old castle)
St3.dat - Stage file for the main story (isolated island)
St4.dat - Stage files for The Mercenaries, Ada the Spy
St5.da - Stage file for The Another Order
xfile.dat - 3DPolygon / texture data (characters, weapons, moving objects, etc.)
xscr.dat - 3D Polygons / texture data (stage)
List of all known files
.AEV - Area Events (Switches, doors, etc..)
.BIN - Binary 3D Models
.BLK - Block Loading (cuts map into loading areas)
.CAM - Room Camera Data
.CNS - Constants, alloc memory for objects(control object counts)
GCA .DAT - Container for the Games Resources and Assets
.DAT - General Data Container
.DRA - Unknown File
.DSE - Door Sound Effects (Trigger Sounds on Room Transitions)
.EAR - Controller for Effect Groups in the EFF
.EAT - Collision for Objects
.EFF - Effect Package, Contains Models, Textures, Animation Data
.EMI - PC/NPC Interaction Points for various room specific Events
.ESE - Environment Sound Effects Controller (playback parameters of sound effects)
.ESL - Enemy Spawn List, Enemy Spawning Parameters
.ETM - Container for Interactable BIN Models (Contains Models for Doors, Windows, ladders)
.ETS - ETM Spawning List
.EVD - Cutscene Container, Contains assets for Real-Time Cutscenes
.FCV - 3D Animation (Frames Curve Values)
.FNT - Font File, Contain Texture for game text and codepages
.FSE - Floor Sound Effect, Controller for Music and Certain Sound Effects
.HED - Unknown File
.ITA - Item Spawning List, Controller for Said Items
.ITM - Container for 3D Models and Textures
.LIT - Stage Lighting, Controller of Lights
.LST - List for Sounds inside a room
.MDT - Package for In-game Messages, containing Text.
.OSD - Unknown File (Debug Leftover)
.PMD - 3D models
.REL - Executable Code (External Game Engine DLLs)
.RTP - Waypoints for NPCs, Routes for NPC's
.SAR - Controller for Lights in Lighting Groups inside LIT
.SAT - Stage Collision, Collision for NPC's and PC's
.SEQ - Sequence File for FCV, Controller for FCV
.SHD - Shader File, Container for Shadows in-game
.SMD - Container for Stage Models, Controller for 3D models inside
.SMX - Controller for 3D Models for SMD
.SND - Controller for Playback of Sounds in Rooms/NPC's/PC's
.STB - Sound Table, Playback of sounds for ETM, correlates to SND
.TEX - In-game Shader for Transparency and shadows.
.TGA - Targa Image Data
.TPL - Texture Palette Library, Container for Textures and controller
.BIN - Binary 3D Models
.BLK - Block Loading (cuts map into loading areas)
.CAM - Room Camera Data
.CNS - Constants, alloc memory for objects(control object counts)
GCA .DAT - Container for the Games Resources and Assets
.DAT - General Data Container
.DRA - Unknown File
.DSE - Door Sound Effects (Trigger Sounds on Room Transitions)
.EAR - Controller for Effect Groups in the EFF
.EAT - Collision for Objects
.EFF - Effect Package, Contains Models, Textures, Animation Data
.EMI - PC/NPC Interaction Points for various room specific Events
.ESE - Environment Sound Effects Controller (playback parameters of sound effects)
.ESL - Enemy Spawn List, Enemy Spawning Parameters
.ETM - Container for Interactable BIN Models (Contains Models for Doors, Windows, ladders)
.ETS - ETM Spawning List
.EVD - Cutscene Container, Contains assets for Real-Time Cutscenes
.FCV - 3D Animation (Frames Curve Values)
.FNT - Font File, Contain Texture for game text and codepages
.FSE - Floor Sound Effect, Controller for Music and Certain Sound Effects
.HED - Unknown File
.ITA - Item Spawning List, Controller for Said Items
.ITM - Container for 3D Models and Textures
.LIT - Stage Lighting, Controller of Lights
.LST - List for Sounds inside a room
.MDT - Package for In-game Messages, containing Text.
.OSD - Unknown File (Debug Leftover)
.PMD - 3D models
.REL - Executable Code (External Game Engine DLLs)
.RTP - Waypoints for NPCs, Routes for NPC's
.SAR - Controller for Lights in Lighting Groups inside LIT
.SAT - Stage Collision, Collision for NPC's and PC's
.SEQ - Sequence File for FCV, Controller for FCV
.SHD - Shader File, Container for Shadows in-game
.SMD - Container for Stage Models, Controller for 3D models inside
.SMX - Controller for 3D Models for SMD
.SND - Controller for Playback of Sounds in Rooms/NPC's/PC's
.STB - Sound Table, Playback of sounds for ETM, correlates to SND
.TEX - In-game Shader for Transparency and shadows.
.TGA - Targa Image Data
.TPL - Texture Palette Library, Container for Textures and controller
.UWF - Controller for Positioning and Animating UI Elements
.MHT - 2D Collision for In-game Maps
To Point those who want to rip models or simply the characters here a short sweet list to get you started in the right direction...
.MHT - 2D Collision for In-game Maps
To Point those who want to rip models or simply the characters here a short sweet list to get you started in the right direction...
A list of models related to the main characters.
xfile \ em
Folder name Character model Contents
pl00 Leon (normal + jacket) Head, torso, hands Main story
pl01 Ashley (normal) Head, torso, hands Main story
pl02 Ada (dress) unknown
pl04 Lewis Head, torso, hands Main story
pl05 Ashley (Special 1) Head, torso, hands Main story
pl06 Hank Head, torso, hands The Mercenaries
pl07 Policeman Head, torso, hands Main story
pl08 Leon (normal) Body Main story, The Mercenaries
pl09 Leon (normal + armor) Body Main story
pl0a Krauser Head, torso, hands The Mercenaries
pl0b Ada (One Piece) Head, torso, hands The Mercenaries
pl0c Ada (body suit) Body, hands Ada the Spy
pl0d Wesker Head, torso, hands The Mercenaries
pl0e jet ski For escape from a solitary island Main story
pl0f boat For lakes and waterways Main story
pl10 Leon (Special 1) Body Main story
pl16 Ada (dress) Body, hands The Another Order
pl17 Ashley (Special 2) Head, torso, hands Main story
pl19 Leon (Special 2) Head, torso, hands Main story
pl21 Leon (normal) Head, copper The Another Order NPC
Leon's pl08, pl09, pl10, and Ada's pl0c, pl16 do not work alone and are combined with pl00, pl0b,
respectively , to form a model.
Character model Folder name Contents Combination folder name Contents
Leon (normal) pl08 Body pl00 Head, hands
Leon (normal + armor) pl09 Body pl00 Head, hands
Leon (Specos 1) pl10 Body pl00 Head, hands
Ada (body suit) pl0c Body, hands pl0b Head
Ada (dress) pl16 Body, hands pl0b Head
ogg.dat
BGM and audio data flowing in the game are read from ogg.dat .
Folder structure after decompression
ogg.dat
Bgm - Environmental sound
BGM - Background music
BGM - Background music
EVENT - Bottle cap, communication screen, voice of specific event
core - Menu and attache case operation voice
em - Mainly the voice of enemy characters
foot - Ground-related fricatives such as footsteps
pl - Mainly the voice of the player character
st1 - Main story village stage audio
st2 - Voice of the main story old castle stage
st3 - Audio of the main story isolated island stage
st4 - Voice of Mercenaries, Ada the Spy
st5 - The Voice of Another Order
title - Title screen audio
wep - Weapon voice
Audio format
Each audio file can be played directly on a media player, etc. in OGG format (extension " .ogg ").
Association
The audio files used for each character and stage are associated in the LST file (extension " .lst ").
For example, the basic audio used in Normal Leon (pl00) is described in pl00_prog.out.lst. I will.
The " .lst " file is in text format and can be edited with a text editor.
ogg \ pl \ pl00_prog.out.lst
The detailed format and the meaning of the numbers are unknown, but
it is possible to easily assign another voice by rewriting the file name part.
Getting the game ready to mod...
{Directory DAT - Getting Game Ready for Modding}Directory DAT - Getting Game Ready for Modding}In this port all of the game files and models are stored behind a single DAT...
These DATs are simply the GCA format (G Compression Archiver) so any 3rd party GCA Decompressor will work. Here are list of current known Link to tools to break them down...
GCA Extractor by Shin-ichi Tsuruta
Universal Quick DAT (Un)Packer by zatarita
Ask Questions about said tools in their orignal thread you got them from!
Any thing else and all question should be ask here with detailed explanation.
residentevilmodding.boards.net/board/53/re4-modding
These DATs are simply the GCA format (G Compression Archiver) so any 3rd party GCA Decompressor will work. Here are list of current known Link to tools to break them down...
GCA Extractor by Shin-ichi Tsuruta
Universal Quick DAT (Un)Packer by zatarita
Ask Questions about said tools in their orignal thread you got them from!
Any thing else and all question should be ask here with detailed explanation.
residentevilmodding.boards.net/board/53/re4-modding
{Folder Types of Xfile (Extracted)}Folder Names and Their Definitions
Different folders contain different resources...
EM - PC, NPC's and Weapon Models
ETCMODEL - Interactable Objects (ETM Models =Door, Barrels, etc.)
EVM - Doors for Big Cheese Boss
OBJ - Various Ingame/Menu 3D Models
SUB - 3D Models for Inventory, Radio and Maps
Each Folder Can be broken down even further.
Different folders contain different resources...
EM - PC, NPC's and Weapon Models
ETCMODEL - Interactable Objects (ETM Models =Door, Barrels, etc.)
EVM - Doors for Big Cheese Boss
OBJ - Various Ingame/Menu 3D Models
SUB - 3D Models for Inventory, Radio and Maps
Each Folder Can be broken down even further.