Hello Bluebox.
I've not dig deeply into the game modding, in theory yes, the RE6 models are using different files:
- One for the gameplay head
- One for the cinematics head
- One for the cinematic left hand
- One for the cinematic right hand
- One for the body with static hands.
The modding in theory is open one of the RE6 models, modify it, and re-pack it.
The extraction can be done with Sectus tools.
residentevilmodding.boards.net/thread/481/arc-unpacker-repacker-v0-424- Check in this list which is the file you want to open
residentevilmodding.boards.net/thread/14/arc-list?page=3for example, the "uPl00LeonUsa.arc" that is the body of Leon in the America levels
- In a Windows explorer, drag the desired arc over the "pc-re6-extract.bat" file (supposing that you are taking the files from the PC version), (The .bat must be in the same folder than the ARCtool.exe).
- That should unpack the Arc file showing multiples folders and subfolders with some files like .mod (or .dom)
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To open the .mod in a modeling program, there is other Sectus's tool to open them in 3ds max:
residentevilmodding.boards.net/thread/660/3ds-model-import-export-scriptI don't know if there are tools for Blender, but onces opened in 3ds max, it can be exported as FBX and reimported in Blender if it were needed.
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The editions must be subtile, you must replace the "meshes" of the original models by the meshes of your model, but don't change names nor materials. So if you want to make a barchest model, you may want to use the arms mesh of the suit, in that way it shares the similar material stats, but if instead of the arms, you use, the shirt, you may find that when the camera get close to the barechest, it could shoul the cloth texture for the microbumps of that material, that's why it's advisable replace pieces of similar type.
You can also change the textures, not their name but yes their content, (however, it was necesary save them in a particular dds format that I don't remember O_ò)
The model replacement, must use the original bones, so you need to rig them on the old bones. (I'm not sure, I think that you can't move the bones either because they get back to their position when the animations apply, but I may be wrong).
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For re-import, you have to so something similar that what you made to export.
- Use the Sectus tool to make the 3ds max file into a .mod file.
- Use the Sectus's Arctool, dragging the folder of the file, on the "pc-re6-repack.bat"
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As I said, I haven't got a lot of experience, (my attemph got frustrated for tons of loose vertices that only happened during the gameplay, not in 3ds max, so I couldn't go on over there) O_ò But that's what I more or less remember.