RE2, RE3, and RE7 got big patches today that updates the engine version. This means many of the formats have changed, which means practically all mods are no longer compatible.
There are also some file path changes:
RE2:
- natives/x64 -> natives/stm
- mdf.10 -> mdf.21
- pfb.16 -> pfb.17
- mesh.1808312334 -> mesh.2109108288
- tex.10 -> tex.34
- chain.21 -> chain.46
- mmtr.1808160001 -> mmtr.2109101635
RE3:
- mdf.13 -> mdf.21
- mesh.1902042334 -> mesh.2109108288
- tex.190820018 -> tex.34
- chain.24 -> chain.46
- mmtr.1905100741 -> mmtr.2109101635
I was able to convert a texture mod in RE2 to work with the latest version by doing these changes:
- Change extension to 34
- Change "version" entry in header to 34
- Swap the imgCount and mipCount values
- Multiply mipCount value by 16
- Add 8 null bytes to end of header
- Increase mip offsets by 8
I'm considering to add a system to Fluffy Manager where it'll automatically apply those changes to textures (and also automatically rename the filepath), so that means people wouldn't have to manually update any texture mods. I'm not sure if this is doable with mdf and mesh files, though, as I don't know how exactly how those formats have changed.
In general, it looks like the formats are similar to what's in RE8 (and maybe identical), so modding tools configured for RE8 might work for RE2 and RE3.