✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Jun 14, 2022 21:47:00 GMT 10
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 - mdf2.10 -> mdf2.21 - pfb.16 -> pfb.17 - mesh.1808312334 -> mesh.2109108288 - tex.10 -> tex.34 - chain.21 -> chain.46 - mmtr.1808160001 -> mmtr.2109101635 - msg.14 -> msg.17 RE3: - mdf2.13 -> mdf2.21 - mesh.1902042334 -> mesh.2109108288 - tex.190820018 -> tex.34 - chain.24 -> chain.46 - mmtr.1905100741 -> mmtr.2109101635 - msg.15 -> msg.17 - motlist.99 -> motlist.524 - mcamlist.14 -> mcamlist.19 - bhvt.34 -> bhvt.40 RE7: - mesh.? -> mesh.220128762 - tex.8 -> tex.35 - msg.12 -> msg.17 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 It's also easy modifying MSG files to work with the RT builds. Just update the numbered extension, and change the first 4-byte value in the file to the same number. I've added a system to Fluffy Manager where it'll automatically convert TEX and MSG files to work with the new RT build, and it'll update paths for any other files. It'll also try to detect if a mod is incompatible as you try to install and then show a warning and reminder on how to swap game build. More info here: www.patreon.com/posts/67984709
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Always on a quest...
Posts: 3,739
Original Join Date: Apr 6, 2013
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Post by ΛLISTΞR on Jun 15, 2022 2:35:02 GMT 10
While everyone is messing about with RE2 and 3, i thought i would tackle RE7. Only slight progress but its something
RE7: - natives/x64 -> natives/stm - tex.8 -> tex.35
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Post by boycalledjames on Jun 15, 2022 5:28:52 GMT 10
Hey, thanks for the info on this!  Absolute nightmare, haha! Ah well, hopefully it can be fixed so I'll wait for further information before trying to convert anything manually. Huge thank you for working on it whatever the outcome is! Worst comes to worst, I'll try and update my mods in due time.
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Posts: 1
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Post by buttonkiller on Jun 15, 2022 15:02:52 GMT 10
Hi, I am a RE6 modder who tried RE2 remaster modding for the first time on yesterday and Coincidentally, as soon as I tried the modding, RE2 is updated lol. I wonder if it is normal even extracting the "re_chunk_000.pak" file with REtool is also corrupted by the current update.
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Post by boycalledjames on Jun 16, 2022 2:33:55 GMT 10
Hey FluffyQuack , so a small update on Resident Evil 2 after using your new WIP version of Fluffy Manager (v2.253): For my Classic Start-up Screen mod; no problems at all, converts from 'tex.10' to 'tex.34'! However for my PS Button mod, the original files ended in 'tex.10.x64' so did not convert automatically. As a work around, I removed the '.x64' suffix so then 'tex.10' was converted to 'tex.34'. Finally, much like the folder structure changing from 'natives\x64' to 'natives\stm', I added '.stm' to the end of my newly converted 'tex.10' mod and voila! PS Button mod working again post-raytracing patch!  This might all be completely common knowledge to you or something that you are working on already, but thought I'd share it just in case it was in any way helpful! But yeah, I can confirm you've essentially fixed the issue with my mods and I'll be able to reupload new ones in soon. Thanks again for all your hard work!
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Posts: 7
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Post by muratg on Jun 17, 2022 5:21:40 GMT 10
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. Residet evil 7 msg.12 -> msg.? and how to open it
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Post by jorge55 on Jun 17, 2022 6:11:17 GMT 10
I think it's not worth upgrading and leaving all mods inactive. this same thing happened with skyrim normal and Se . will create many difficulties
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Post by Alkimical on Jun 17, 2022 7:06:36 GMT 10
What about mods that change text, for example for the weapons; files like -msg.14-?
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Jun 20, 2022 8:55:03 GMT 10
Hey FluffyQuack , so a small update on Resident Evil 2 after using your new WIP version of Fluffy Manager (v2.253): For my Classic Start-up Screen mod; no problems at all, converts from 'tex.10' to 'tex.34'! However for my PS Button mod, the original files ended in 'tex.10.x64' so did not convert automatically. As a work around, I removed the '.x64' suffix so then 'tex.10' was converted to 'tex.34'. Finally, much like the folder structure changing from 'natives\x64' to 'natives\stm', I added '.stm' to the end of my newly converted 'tex.10' mod and voila! PS Button mod working again post-raytracing patch!  This might all be completely common knowledge to you or something that you are working on already, but thought I'd share it just in case it was in any way helpful! But yeah, I can confirm you've essentially fixed the issue with my mods and I'll be able to reupload new ones in soon. Thanks again for all your hard work! I've updated Fluffy Manager to handle those additional TEX variants. Newest WIP build should do it correctly. Residet evil 7 msg.12 -> msg.? and how to open it What about mods that change text, for example for the weapons; files like -msg.14-? I've updated first post with more information about MSG files. With RE2 and RE3, it's easy to convert them so they still work with RT builds (and Fluffy Manager will automatically convert them). I haven't tested this with RE7, though.
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Posts: 272
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Post by NEGAARMAX on Jun 26, 2022 13:33:17 GMT 10
what about the audio files? there are changes? because either they don't play or they don't listen at all
RE2: pck.3.x64.en -> ? bnk.2.x64.en -> ?
RE3: pck.3.stm.en -> ? bnk.2.stm.en -> ? RE7: pck.3.x64.en -> ? bnk.2.x64.en -> ?
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Post by chuckyw on Jul 23, 2022 11:41:46 GMT 10
FluffyQuackWill we be able to convert all of our clothing (and other mods like ammo capacities etc) mods to the RTX DX12 version of RE2R and RE3R? I want to keep my mods, but the RTX version of the game looks and plays so much better.
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Post by boxghost on Jul 24, 2022 17:52:13 GMT 10
Hi all, I've managed to get halfway there with Noesis. I've been able to convert one of my existing mods to the new format which works. However, the issue is the new MDF format is not compatible with either the 10 editor template or material swapper. Anyone have a solution here? That's literately all I need to be able to start converting mine to the new format.
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Post by rambo919 on Mar 21, 2023 20:51:06 GMT 10
So I assume that sound modding is impossible now? The WWISE files are gone. Pity.
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