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Post by bup on Jun 15, 2022 5:17:55 GMT 10
First of all, thanks for all the tutorials and tools, it's been super helpful. I'm still struggling to understand some things that might be basic, but I'm a huge noob so I'd really appreciate the help. For context, I'm completely replacing Leon with Hunk in campaign mode using textures and models from the HD Project (amazing project btw). I'm basically recreating the old "Hunk history mode" mod from scratch and making it compatible with the HD Project. I know that I can use a trainer to just model swap, but I find that it causes a lot of bugs and it's not really immersive enough, so yeah. 1.) When I extract the textures with the YZ2 tool, there are some .tga files that seem to be empty (0KB file size), do I need to worry about those? 2.) I'm using blender to deal with the models, but I really don't know what I'm doing regarding textures. Since I'm adding Hunk's textures to Leon's ImagePack and therefore have different numbers from the original, should I rename the material index to correspond to the new texture file name? i.imgur.com/ZtUbIW2.png3.) Are the .dds files that look mostly transparent bump maps? And do I have to assign them in blender like the diffuse textures, or will it be dealt with later? I tried assigning it and it looks pixelated and weird, but maybe it's how it's supposed to be. i.imgur.com/BYEACpa.jpgi.imgur.com/t5OHtoJ.png4.) I'm creating a new diffuse map for some enemy-specific player models (U3 and novistador), and according to Son of Persia's guide on custom models (https://residentevilmodding.boards.net/thread/2486/re4-model-importer-exporter-toolset), it says that the diffuse texture should be exported as DXT5 before compressing it to DXT1. I'm using GIMP to edit and found the option to just export it straight to DXT1, is that not the same? I'm still in the process, so I'll probably have a lot more questions later.
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Post by Mr.Curious on Jun 15, 2022 13:47:54 GMT 10
First of all, thanks for all the tutorials and tools, it's been super helpful. I'm still struggling to understand some things that might be basic, but I'm a huge noob so I'd really appreciate the help. For context, I'm completely replacing Leon with Hunk in campaign mode using textures and models from the HD Project (amazing project btw). I'm basically recreating the old "Hunk history mode" mod from scratch and making it compatible with the HD Project. I know that I can use a trainer to just model swap, but I find that it causes a lot of bugs and it's not really immersive enough, so yeah. 1.) When I extract the textures with the YZ2 tool, there are some .tga files that seem to be empty (0KB file size), do I need to worry about those? No need to worry about these. These are DMY files that Albert uses often to just 'fill space' between textures, as pack files need to have all the textures from 0000 to the end texture. Its easier than renaming textures and reapplying them to ALL the models.. Just a trick he uses (and that I use as well).
2.) I'm using blender to deal with the models, but I really don't know what I'm doing regarding textures. Since I'm adding Hunk's textures to Leon's ImagePack and therefore have different numbers from the original, should I rename the material index to correspond to the new texture file name? All the textures that are mapped to your Hunk model need to be named in this format 0000.dds, 0001.dds etc.. The best way for you to go about all this is to simply add your textures after Leon's in the 01000008.pack and 01000000.pack files. So if Leon's last texture is 0051.dds, then your first custom texture is going to be 0052.dds, and so on. You just repack the pack file with the YZ2. Feel free to remove unused textures from these pack files after by replacing them with one of those 0kb DMY textures (rename them).
I am not familiar with blender, but the process should be simply this: 1 - rename your textures, and add them to the extracted pack file folder 2 - assign these newly named textures to your model in Blender 3 - export your model as OBJ and SMD (obj to create an MTL file. Make sure this MTL file has all the materials for Leon included, like materials that are used by hand models, knife models etc, or your textures wont map correctly because many BIN files have shared TPL files). 4 - repack your pack file(s) with the newly added textures and replace them in your ImagePackHD folder. 3.) Are the .dds files that look mostly transparent bump maps? They are either bump maps or opacity maps. Bumps will look different than opacity maps. THIS IMAGE YOU SHOWED US IS A BUMP MAP:And do I have to assign them in blender like the diffuse textures, or will it be dealt with later? You might be able to assign your bump, specular and opacity maps in Blender, but if not, you can simply add them in your MTL file like this: #newmtl HunkBody
Ns 0.000000 Ni 1.500000 d 1.000000 Tr 0.000000 Tf 1.000000 1.000000 1.000000 illum 2 Ka 0.200000 0.200000 0.200000 Kd 0.800000 0.800000 0.800000 Ks 0.000000 0.000000 0.000000 Ke 0.000000 0.000000 0.000000 map_Ka 0096.dds map_Kd 0096.dds map_D 0096.dds (opacity) map_Bump 0096.dds (Bump) map_KS 0096.dds (specular) I tried assigning it and it looks pixelated and weird, but maybe it's how it's supposed to be. (not sure what's going on in this picture, but you will need to ask someone who is familiar with Blender4.) I'm creating a new diffuse map for some enemy-specific player models (U3 and novistador), and according to Son of Persia's guide on custom models, it says that the diffuse texture should be exported as DXT5 before compressing it to DXT1. I'm using GIMP to edit and found the option to just export it straight to DXT1, is that not the same? THere is no need to use DXT1. Simply save your diffuse textures as DXT5 and you are good to go. If you have transperancy issues, you can try out DXT1.
I'm still in the process, so I'll probably have a lot more questions later. Yes this is a complicated procedure, but once you get the hang of it you will get better. It gets easier, but its still a pain in the ass.
Happy MOdding!
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Post by bup on Jun 15, 2022 18:35:13 GMT 10
Thank you for such a quick reply!! I'll follow each of your notes and see where I end up.
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Post by bup on Jun 20, 2022 10:53:02 GMT 10
Update, I'm making a bit of progress but still have a long way to go. I feel like my brain is going to explode with the .tpl and .mtl files but I'll keep going at it until I'm truly stuck. I have a few questions: 1.) I see in both the the BIN Tool tutorial and Son of Persia's tutorial that the bump/specular textures are to be .tga files, yet when I extracted textures from the HD Project, the files that have content all seem to be .dds files. Does this mean it doesn't matter whether bump/spec maps are .tga or .dds? i.imgur.com/x8wPcE0.png2.) I realized early on while editing the player models in em32 (where the upper and lower body are separate models) that the textures for Leon didn't exist in the ImagePack (00000032.pack), so I just assumed that it used Leon's textures from pl08 (01000008.pack). But when I peeked into the tpl files, I couldn't find any proof that the texture pack was actually being used by the models. I understand that the numbers are in Little Endian order, so I'm supposed to be looking for a row with "08 00 00 01". Am I just looking in the completely wrong place? 3.) Are some things in Son of Persia's model import/export guide slightly outdated? Just curious. That's it for now. Maybe I should be doing things by trial and error, but I'm kind of overwhelmed by... well, everything, so any help would be greatly appreciated!
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Post by Mr.Curious on Jun 20, 2022 16:12:13 GMT 10
Update, I'm making a bit of progress but still have a long way to go. I feel like my brain is going to explode with the .tpl and .mtl files but I'll keep going at it until I'm truly stuck. I have a few questions: 1.) I see in both the the BIN Tool tutorial and Son of Persia's tutorial that the bump/specular textures are to be .tga files, yet when I extracted textures from the HD Project, the files that have content all seem to be .dds files. Does this mean it doesn't matter whether bump/spec maps are .tga or .dds? Most textures that I see using bumps are .tga, but Im fairly sure either is fine. The MTL spitting out a different format than what the file actually is in the pack file shouldn't matter either. It reads the files the same. 2.) I realized early on while editing the player models in em32 (where the upper and lower body are separate models) that the textures for Leon didn't exist in the ImagePack (00000032.pack), so I just assumed that it used Leon's textures from pl08 (01000008.pack). But when I peeked into the tpl files, I couldn't find any proof that the texture pack was actually being used by the models. I understand that the numbers are in Little Endian order, so I'm supposed to be looking for a row with "08 00 00 01". Am I just looking in the completely wrong place? Leon's textures are used in two different pack files:1 - 01000000.pack (Leon with Jacket) 00 00 00 01 in the TPL2 - 01000008.pack (Leon without Jacket) 08 00 00 01 in the TPL00000032.pack is not used for Leon at all, so yes you are looking in the wrong place. 3.) Are some things in Son of Persia's model import/export guide slightly outdated? Just curious. Yes. The newer BIN tool does not require entries for model extraction to be as specific as they used to be. Y0u can now just extract everything at once without having to edit the extact.bat file. I wrote a BIN Tool tutorial that covers everything you need to know about the new tool. That's it for now. Maybe I should be doing things by trial and error, but I'm kind of overwhelmed by... well, everything, so any help would be greatly appreciated! I understand how overwhelming it can be. Trust me, this is not easy, especially if you are new at it. Once you get the hang of it though its possible to do without going crazy (well almost). Feel free to ask more questions if you need to.
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Post by bup on Jun 21, 2022 6:34:57 GMT 10
Got it, I'll see if the em32 issue will just work itself out. Thanks as always for your generosity!
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Post by Mr.Curious on Jun 21, 2022 9:46:57 GMT 10
the files for Leon are pl00 and pl08 not em32
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Post by bup on Jun 21, 2022 15:41:58 GMT 10
I understand that! But since I saw that there were Leon's models for when he gets chopped in half in em32's BIN, I checked to see if his textures were in em32's imagepack, which it was not. i.imgur.com/Bq9HIED.pngSo I'm just assuming that it's being handled by one of the TPLs in pl00/pl08. Sorry if I'm just misunderstanding you.
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Post by Mr.Curious on Jun 21, 2022 18:07:09 GMT 10
I understand that! But since I saw that there were Leon's models for when he gets chopped in half in em32's BIN, I checked to see if his textures were in em32's imagepack, which it was not. i.imgur.com/Bq9HIED.pngSo I'm just assuming that it's being handled by one of the TPLs in pl00/pl08. Sorry if I'm just misunderstanding you. Oh you just taught me something. I didn't know about Leon's model in there. There don't seem to be TPL files for all those extra BIN files. I wonder where they get their textures from ? Hmmmm
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Post by bup on Jun 22, 2022 13:55:47 GMT 10
Oh cool, I'm glad I brought that info up then! Yeah I was surprised to see that there were only 2 tpl files in there. It's interesting because Leon's melted face in the files for the Novistadors (em2d) has the textures in em2d as well. I wonder if it was just to save a little space...
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Post by Mr.Curious on Jun 22, 2022 15:51:14 GMT 10
Don't ever try to make sense of the stupid things they did in this game to save space. Its horrible how they patched this all together. THe fact they used shared TPL files makes me want to crawl under a rock.
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