RE7 MESH Tool (Model Import-Export script for 3ds Max)
Jun 7, 2020 22:58:11 GMT 10
KamiA, LostField, and 11 more like this
Post by alphaz on Jun 7, 2020 22:58:11 GMT 10
RE7 MESH TOOL v0.4
[Download Here]
Old version 0.31
Old version 0.2
Old version 0.1
Changelog:
v0.4
-Added rigging fix; "Remove Zero Weights" should no longer be needed
v0.3
-Added "Load Bone Positions", T-Pose, "Save Bone Positions" and "Add Bone" functionalities
-NewMesh files can now be smaller than original files
v0.2
-Fixed UVs being broken on import
About:
This script allows for the import and export of Resident Evil 7's "MESH.32" models using 3D Studio MAX. I think that the primary reason why RE7 has so few mods is because there are basically no tools for modding the game, so I decided to make this. Many thanks to Che for his old RE7 MESH template that allowed me to understand the format, which is actually pretty different from the MESH files in DMC5 and RE2/3. Even with that, it was still quite a headache to get this working.
Installation / Use:
Simply run the script from 3ds Max and choose a MESH.32 model to import / export. Mods are made in much the same way as in RE2/3 and DMC5.
Hover your mouse over each option in the script to get a description of what it does. "Flip Handedness" is the same effect as inverting the green channel of your normal map. Most models in RE7 use flipped.
Modding RE7:
To get started modding RE7, use this filenames list to extract your PAK file using RETool.
Then you can build mods in the same way you do for other RE Engine games. Fluffy Mod Manager has support for RE7 in its list of games.
Check out the 010 Editor MDF Template for RE7 for customizing your models (tutorial).
Textures can be previewed and exported in Noesis much like for the other RE Engine games. Use the RE7 Noesis plugin to see them.
Watch this video to learn the fundamentals of modding RE Engine games.
Models can be replaced just like in other RE Engine games:
(Mia's "ATLAS" body textures are rectangular and it seems to need to make your modded textures in the same way, or they will not match up to her body correctly)
Up to 8 bones can affect each vertex:
Mia's model is called "em2000"
RE7 models come in A-posed with their arms to the side, unlike models from later RE Engine games. Many of the bone names are the same as in DMC5 skeletons, though, so while working in Max you can save and load bone positions from DMC5 skeletons using RE Engine MESH Tool's Import Skeleton and Change Skeleton features.
Update: Now, you can just use RE7 Tool's "Load Bone Positions" and import bone positions from the original RE7 mesh, in either RE7 pose or T-pose (which is RE7 pose without rotation).
Static meshes are supported:
Some models have two LOD groups - one for when the camera is further away - but the script currently does not support export of the 2nd LODGroup. If a model with a 2nd LODGroup is exported, the script simply blanks out the references to LODGroup_2 in the file.
[Download Here]
Old version 0.31
Old version 0.2
Old version 0.1
Changelog:
v0.4
-Added rigging fix; "Remove Zero Weights" should no longer be needed
v0.3
-Added "Load Bone Positions", T-Pose, "Save Bone Positions" and "Add Bone" functionalities
-NewMesh files can now be smaller than original files
v0.2
-Fixed UVs being broken on import
About:
This script allows for the import and export of Resident Evil 7's "MESH.32" models using 3D Studio MAX. I think that the primary reason why RE7 has so few mods is because there are basically no tools for modding the game, so I decided to make this. Many thanks to Che for his old RE7 MESH template that allowed me to understand the format, which is actually pretty different from the MESH files in DMC5 and RE2/3. Even with that, it was still quite a headache to get this working.
Installation / Use:
Simply run the script from 3ds Max and choose a MESH.32 model to import / export. Mods are made in much the same way as in RE2/3 and DMC5.
Hover your mouse over each option in the script to get a description of what it does. "Flip Handedness" is the same effect as inverting the green channel of your normal map. Most models in RE7 use flipped.
Modding RE7:
To get started modding RE7, use this filenames list to extract your PAK file using RETool.
Then you can build mods in the same way you do for other RE Engine games. Fluffy Mod Manager has support for RE7 in its list of games.
Check out the 010 Editor MDF Template for RE7 for customizing your models (tutorial).
Textures can be previewed and exported in Noesis much like for the other RE Engine games. Use the RE7 Noesis plugin to see them.
Watch this video to learn the fundamentals of modding RE Engine games.
Models can be replaced just like in other RE Engine games:
(Mia's "ATLAS" body textures are rectangular and it seems to need to make your modded textures in the same way, or they will not match up to her body correctly)
Up to 8 bones can affect each vertex:
Mia's model is called "em2000"
RE7 models come in A-posed with their arms to the side, unlike models from later RE Engine games. Many of the bone names are the same as in DMC5 skeletons, though, so while working in Max you can save and load bone positions from DMC5 skeletons using RE Engine MESH Tool's Import Skeleton and Change Skeleton features.
Update: Now, you can just use RE7 Tool's "Load Bone Positions" and import bone positions from the original RE7 mesh, in either RE7 pose or T-pose (which is RE7 pose without rotation).
Static meshes are supported:
Some models have two LOD groups - one for when the camera is further away - but the script currently does not support export of the 2nd LODGroup. If a model with a 2nd LODGroup is exported, the script simply blanks out the references to LODGroup_2 in the file.