Post by schnippshly on Feb 4, 2023 18:22:22 GMT 10
This is a step-by-step tutorial for Resident Evil 6 on how to import, skin and export meshes to a character model, as well as how to convert and edit textures.
In this tutorial we will be making Leon in the main campaign appear as the rarely-seen gasmask variant of the BSAA soldier.
We'll actually be using Sunglasses Jake's head as a base and copying the gasmask model over from the BSAA zombie, skinning it to Jake's head, and changing the textures. By renaming the textures, we'll avoid replacing any existing textures.
I'm making this tutorial to help anyone get over the hump of learning how to use 3DS Max 2012 to export models to Resident Evil 6 successfully. You won't need to follow these exact steps to make your own mod, but this will show you an example of how to do it successfully.
This is the only way I know of. If you know of a better program or method then please let me know. I am not a skillful modeler or anything like that.
This tutorial is made on Windows 10.
1. Download and install the stuff you need
3DS Max 2012
3DS Max Service Pack 2
www.cadstudio.cz/en/download.asp?file=Max+2012+service+pack
3DS Max 2012 Product Update 12, make sure you install these updates or you will get a bug that prevents you from skinning meshes
knowledge.autodesk.com/support/3ds-max/troubleshooting/caas/downloads/content/autodesk-3ds-max-2012-product-update-12.html
ARC Tool and PC batch files here
residentevilmodding.boards.net/thread/481/
Optionally download ARC Tool Multi Packer, I have never used it so I will not be using it for the guide
residentevilmodding.boards.net/thread/16361/arctoolmultipacker-batch-unpack-repack-tool
3DS Max Model Import/Export Script (V0.21) as seen here
residentevilmodding.boards.net/thread/660/3ds-model-import-export-script
Download
www.mediafire.com/file/9unkfvhvfz3ra97/RER_%2526_RE6_%2528unoffical%2529-v0-21.ms/file
Ultimate Shader Pack by Wilsonso, so that the BSAA soldier's body will appear in-game
drive.google.com/file/d/14YqbX8798fEb22yOequ7tPG5YjnFw6Y3/view
2. First we will go through how to take all of the Leon .arc files, take all of the files out, make the .arc files blank, and then put the blank .arc files as well as their extracted contents into the game directory.
It's just my opinion that this will make your life easier as a modder if everything is extracted this way and you don't have to keep re-packing .arc files, or worry about which .arc files are loaded in which campaign levels. If you would rather re-pack .arc files, you're on your own with that.
3. Go to the nativePC/arc/DX9 folder and search for *Leon* in the search field
PIC 1![]()
3. Back up all the files for your convenience, then copy all the files to an empty folder, put ARCtool.exe and pc-re6.bat in the folder. You can skip the Omake and DebugId files since they aren't used in the campaign.
4. Search for uPlTex00*.arc in the search field, and backup and copy them to the folder with the other Leon .arc files
5. Drag all the .arc files onto pc-re6.bat one at a time to unpack them to their own folders
PIC 2
6. Delete the .arc files (you should have them backed up somewhere just in case), DON'T delete the .txt files as you will need these to re-pack the archives
7. Search for the word "data" and you should get all the data folders in the unpacked archives
PIC 3
8. Select all the data folders and cut them, then paste them into the nativePC folder. Say yes to replacing all files if asked.
9. Do the same for "effect", "soft" and "sound" folders, so search for effect, select all the effect folders, and cut-and-paste them to nativePC, etc. There will be more "data" folders than these other folders, that is normal
10. All the folders of the .arc files that you unpacked should now be empty. Drag each folder onto pc-re6.bat to re-pack them into empty .arc files
11. You should have a bunch of empty .arc files (32 kilobytes). Go ahead and back up these files just in case
PIC 4
12. Copy-and-paste them all into the nativePC/arc/DX9 folder, overwriting if asked
Now the game will load all of Leon's data from the loose files that we put in the nativePC folder.
13. Go to nativePC\data\chara\pl\pl0000\model, this is the only folder we need for now because all the models and textures are in here, except for his cutscene heads.
All of Leon's models are just numbers, luckily I have written them down here for us
pl000X: Leon USA
pl001X: Leon Asia
pl007X: Omake 1
pl008X: Omake 2
pl009X: Omake 0
Ends in 0: body
Ends in 1: right hand
Ends in 2: left hand
Ends in 3: head
14. Now we need the BSAA soldier model that will be used. We will trade out Leon's body for the soldier model.
Go to nativePC/arc/DX9 and copy uEm5800.arc to your work folder. Extract it. You will not need to back up or re-pack it since we will not be editing it.
15. Copy all of the contents of the uEm5800 folder to the nativePC folder, otherwise you will get texture-loading errors. Overwrite if asked.
16. Go to the extracted uEm5800\data\chara\em\em5800\model folder. Copy the em5800.mod files and em5800.mrl files and paste them into the nativePC\data\chara\pl\pl0000\model folder. I have no idea what the em5800.bmt file does so let's not worry about it.
16. The first level of Leon's campaign takes place in the USA, so let's start with the USA model first. Find pl0000.mod, pl0000.mrl, pl0000_0.mrl, pl0000_1.mrl, and pl0000_2.mrl. The different .mrl files are different sets of textures Leon will switch between throughout the campaign.
17. Delete these files and rename em5800.mod to pl0000.mod. Copy em5800.mrl four times, then rename each of the copies of em5800.mrl so you instead have pl0000.mrl, pl0000_0.mrl, pl0000_1.mrl, and pl0000_2.mrl.
18. If you haven't already, download Ultimate Shader Pack by Wilsonso and extract the nativePC folder to your Resident Evil 6 directory, overwrite if asked.
Now Leon's USA body will appear as a BSAA soldier. That's great, but there are some pieces of the model that we'll want to get rid of, such as the helmet.
PIC 5
Now we'll need 3DS Max 2012 and the 0.21 script file to import the model and remove unwanted pieces.
In this tutorial we will be making Leon in the main campaign appear as the rarely-seen gasmask variant of the BSAA soldier.
We'll actually be using Sunglasses Jake's head as a base and copying the gasmask model over from the BSAA zombie, skinning it to Jake's head, and changing the textures. By renaming the textures, we'll avoid replacing any existing textures.
I'm making this tutorial to help anyone get over the hump of learning how to use 3DS Max 2012 to export models to Resident Evil 6 successfully. You won't need to follow these exact steps to make your own mod, but this will show you an example of how to do it successfully.
This is the only way I know of. If you know of a better program or method then please let me know. I am not a skillful modeler or anything like that.
This tutorial is made on Windows 10.
1. Download and install the stuff you need
3DS Max 2012
3DS Max Service Pack 2
www.cadstudio.cz/en/download.asp?file=Max+2012+service+pack
3DS Max 2012 Product Update 12, make sure you install these updates or you will get a bug that prevents you from skinning meshes
knowledge.autodesk.com/support/3ds-max/troubleshooting/caas/downloads/content/autodesk-3ds-max-2012-product-update-12.html
ARC Tool and PC batch files here
residentevilmodding.boards.net/thread/481/
Optionally download ARC Tool Multi Packer, I have never used it so I will not be using it for the guide
residentevilmodding.boards.net/thread/16361/arctoolmultipacker-batch-unpack-repack-tool
3DS Max Model Import/Export Script (V0.21) as seen here
residentevilmodding.boards.net/thread/660/3ds-model-import-export-script
Download
www.mediafire.com/file/9unkfvhvfz3ra97/RER_%2526_RE6_%2528unoffical%2529-v0-21.ms/file
Ultimate Shader Pack by Wilsonso, so that the BSAA soldier's body will appear in-game
drive.google.com/file/d/14YqbX8798fEb22yOequ7tPG5YjnFw6Y3/view
2. First we will go through how to take all of the Leon .arc files, take all of the files out, make the .arc files blank, and then put the blank .arc files as well as their extracted contents into the game directory.
It's just my opinion that this will make your life easier as a modder if everything is extracted this way and you don't have to keep re-packing .arc files, or worry about which .arc files are loaded in which campaign levels. If you would rather re-pack .arc files, you're on your own with that.
3. Go to the nativePC/arc/DX9 folder and search for *Leon* in the search field
PIC 1
3. Back up all the files for your convenience, then copy all the files to an empty folder, put ARCtool.exe and pc-re6.bat in the folder. You can skip the Omake and DebugId files since they aren't used in the campaign.
4. Search for uPlTex00*.arc in the search field, and backup and copy them to the folder with the other Leon .arc files
5. Drag all the .arc files onto pc-re6.bat one at a time to unpack them to their own folders
PIC 2
6. Delete the .arc files (you should have them backed up somewhere just in case), DON'T delete the .txt files as you will need these to re-pack the archives
7. Search for the word "data" and you should get all the data folders in the unpacked archives
PIC 3
8. Select all the data folders and cut them, then paste them into the nativePC folder. Say yes to replacing all files if asked.
9. Do the same for "effect", "soft" and "sound" folders, so search for effect, select all the effect folders, and cut-and-paste them to nativePC, etc. There will be more "data" folders than these other folders, that is normal
10. All the folders of the .arc files that you unpacked should now be empty. Drag each folder onto pc-re6.bat to re-pack them into empty .arc files
11. You should have a bunch of empty .arc files (32 kilobytes). Go ahead and back up these files just in case
PIC 4
12. Copy-and-paste them all into the nativePC/arc/DX9 folder, overwriting if asked
Now the game will load all of Leon's data from the loose files that we put in the nativePC folder.
13. Go to nativePC\data\chara\pl\pl0000\model, this is the only folder we need for now because all the models and textures are in here, except for his cutscene heads.
All of Leon's models are just numbers, luckily I have written them down here for us
pl000X: Leon USA
pl001X: Leon Asia
pl007X: Omake 1
pl008X: Omake 2
pl009X: Omake 0
Ends in 0: body
Ends in 1: right hand
Ends in 2: left hand
Ends in 3: head
14. Now we need the BSAA soldier model that will be used. We will trade out Leon's body for the soldier model.
Go to nativePC/arc/DX9 and copy uEm5800.arc to your work folder. Extract it. You will not need to back up or re-pack it since we will not be editing it.
15. Copy all of the contents of the uEm5800 folder to the nativePC folder, otherwise you will get texture-loading errors. Overwrite if asked.
16. Go to the extracted uEm5800\data\chara\em\em5800\model folder. Copy the em5800.mod files and em5800.mrl files and paste them into the nativePC\data\chara\pl\pl0000\model folder. I have no idea what the em5800.bmt file does so let's not worry about it.
16. The first level of Leon's campaign takes place in the USA, so let's start with the USA model first. Find pl0000.mod, pl0000.mrl, pl0000_0.mrl, pl0000_1.mrl, and pl0000_2.mrl. The different .mrl files are different sets of textures Leon will switch between throughout the campaign.
17. Delete these files and rename em5800.mod to pl0000.mod. Copy em5800.mrl four times, then rename each of the copies of em5800.mrl so you instead have pl0000.mrl, pl0000_0.mrl, pl0000_1.mrl, and pl0000_2.mrl.
18. If you haven't already, download Ultimate Shader Pack by Wilsonso and extract the nativePC folder to your Resident Evil 6 directory, overwrite if asked.
Now Leon's USA body will appear as a BSAA soldier. That's great, but there are some pieces of the model that we'll want to get rid of, such as the helmet.
PIC 5
Now we'll need 3DS Max 2012 and the 0.21 script file to import the model and remove unwanted pieces.