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Post by alphaz on Mar 20, 2020 20:58:55 GMT 10
UPDATE: This plugin has been consolidated with the RE2 and DMC5 plugins into one single plugin for all three games that can also export mods: Click here to go the updated Noesis plugin, fmt_RE_meshHere is a plugin for Noesis that can read RE3's tex.190820018 texture format and mesh.1902042334 model format. The MESH viewer is now updated to match RE3's updated MDF format and will now load textures onto the mesh automatically, like RE2's MESH plugin. Installation: Download the latest version of Noesis and put the files in your \Noesis\plugins\python\ folder. Note: The MESH plugin can read textures, so the Texture plugin is not really necessary. Download:MESH Plugin for Noesis (Loads textures automatically) (link removed) UPDATE June 4 - The plugin now creates a list of "Referenced files" at the end that tells you exactly what files the MDF needs in order to load, and which of those files could not be found. The list can be used with RETool to extract specific files from the game archives, in order to give a MDF file whatever it needs to load in any RE Engine game. You can also add "- c" as a parameter after the name of the MDF file to skip loading the textures and color code every submesh of the model, so you can easily find out what is what.
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Post by alphaz on Mar 21, 2020 11:39:50 GMT 10
I was able to update the MESH plugin to allow it to read RE3's updated MDF format and load materials / apply textures to the model in the preview. The download link has been updated
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Post by mrcreamy on Mar 23, 2020 18:31:59 GMT 10
For some unknown reason the version of the plugin you posted will register the material data unlike the version(s) found on Zenhax, but texture data fails to read and isn't applied to the mesh. (EDIT) After fooling around with it a bit, I was able to get the plugin to read textures from the streaming archive by manually converting them to dds and moving them into the mesh's folder, but other textures still fail to load properly.
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Post by alphaz on Mar 24, 2020 8:34:03 GMT 10
For some unknown reason the version of the plugin you posted will register the material data unlike the version(s) found on Zenhax, but texture data fails to read and isn't applied to the mesh. (EDIT) After fooling around with it a bit, I was able to get the plugin to read textures from the streaming archive by manually converting them to dds and moving them into the mesh's folder, but other textures still fail to load properly. People only started contacting me with these issues after the latest re3_pak_names_release.list files came out over the past 24 hours. I am starting to think these lists are extracting lots of files to the wrong directories, and that's why they are not being found. Make sure the files that are failing to load are actually in the locations that the plugin is looking for them (those are the correct locations stated in the MDF files). Try using the old file list to extract your pak file, you can download it here. It also could be that you are missing the file "RE3NativesPath.txt" in your python\plugins folder. The file is supposed to be created when the script automatically locates your extracted RE3 pak file, but I've heard of it not being generated. You can add it manually to see if it helps. It should have the path of your extracted demo files down to the \natives\stm part, like this: ...although this file is only used to locate your MDF-requested textures if it can't find them in the parent directories of the mesh you are trying to preview (which seems to already be the location of your extracted game files, in your case). The plugin usually auto-detects the location of your extracted files and saves it to this txt file, but it only does this if it sees the parent directory has ...\RE_chunk_000\natives\STM\ , and not ... \RE3_chunk_000\natives\STM\ like you have.
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Post by mrcreamy on Mar 24, 2020 11:36:15 GMT 10
Using the older name index did the trick, oddly enough. For the sake of mentioning it this is the only fix that has worked between trying different versions of the script and moving the unpacked PAK to multiple locations, having tested to see if it was a conflict with the location of the files themselves.
I appreciate the response, in any case.
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trying to learn
Posts: 196
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Post by themimegogo on Mar 25, 2020 6:47:32 GMT 10
Hey Alphas, thanks for your work on the plugins for this.
I managed to take the mesh and skeleton into Maya via an FBX export.
Question tho, after I do my edits / replacements for the mesh, how do I bring convert it back out into a new usable mesh.1902042334 file.
I made a few mods for RE2 last year, and there used to be a long drawn out process where you save LODs and export the data out of 3DS Max via a script made by a Chinese guy named... Mawei777 I think... But unfortunately, those tools no longer seem to work, so I've been seeking out alternative ways to import new meshes for RE3.
So I was wondering how if any of you guys know how to bring in new meshes to replace the ones in the game?
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Post by alphaz on Mar 25, 2020 6:59:56 GMT 10
Hey Alphas, thanks for your work on the plugins for this.
I managed to take the mesh and skeleton into Maya via an FBX export.
Question tho, after I do my edits / replacements for the mesh, how do I bring convert it back out into a new usable mesh.1902042334 file.
I made a few mods for RE2 last year, and there used to be a long drawn out process where you save LODs and export the data out of 3DS Max via a script made by a Chinese guy named... Mawei777 I think... But unfortunately, those tools no longer seem to work, so I've been seeking out alternative ways to import new meshes for RE3.
So I was wondering how if any of you guys know how to bring in new meshes to replace the ones in the game?
You still do that in 3DS Max with an updated version of the script, same as before, although you only have to use one LODGroup now because there is a hack to trick the game into rendering it from all camera distances. The new script can be found in this thread: MESH TOOL Maxscript v0.5cv0.5d works for Resident Evil 3
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trying to learn
Posts: 196
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Post by themimegogo on Mar 25, 2020 8:09:26 GMT 10
OMG. thank you. I'll go have a look
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Post by residentev on Mar 27, 2020 0:12:44 GMT 10
Hi okay so I added in that folder C:\Users\Drew\Desktop\re tool\re_chunk_000\natives\stm\ but i keep getting an error where i cant view any models, just the texture files. Any idea whats wrong? I don't quite understand the error message (this is my first time doing anything like this) i.gyazo.com/6dd8eaf32625e0e3a974bf347862a556.png
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Post by residentev on Mar 27, 2020 0:27:42 GMT 10
i.gyazo.com/d3db03e5c0691b8247e8b03114a40263.png crisis averted i had the wrong version of Noesis. I got the base model imported as a dae ( I'm using blender) but her skeleton didn't come with the body ?... is that normal ? (normally for fortnite thumbnails I just use SFM, crowbar and then vtfedit and the armatures already there and ready to go, so is there a way to export the skeleton with the model or do I have to export them separately then bind them to one another?)
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Post by gamer19771356 on Jun 4, 2020 13:05:23 GMT 10
Hello alphaz can you make script for resident evil 7 too?
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Post by ac2021 on May 19, 2021 8:31:39 GMT 10
OMG, thank you so much for your wonderful tool!!!! It helped me so much!!
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Post by danbrother on Jun 20, 2021 5:50:44 GMT 10
Hi! Great thanks for the tool! You've made so many great mods possible with this!! I've found the update for RE8, but could not find it for RE7, and the current version doesn't let me export mesh files to RE7 type (.32). Is there any solution for that? Many thanks in advance!
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Post by jvfilus on Aug 31, 2024 11:56:13 GMT 10
Hi, not sure if anyone will see this, but is it possible to update to also work with Kunitsu-Gami: Path of the Goddess?
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