Post by rodeoclaire on Oct 30, 2023 7:25:56 GMT 10
Recently I started playing REV1+2. I really enjoy the raid modes, and wanted to see if I could mod the game. I didn't know anything so I documented my steps.
This is a simple guide to importing Jill’s wetsuit, into Blender and exporting it back into the engine.
I am using Blender 2.79b, and Aman’s script v0.24
Prerequisites. Read Aman’s original post. Everything that you need to know is there. Blender with Aman’s script installed, and ARCtool
Credits. Aman for the script, and original tutorial, FluffyQuack for ARCtools, and everyone who contributed to Arc list.
1. Locate the ARC file that you would like to modify, and copy that folder somewhere else.
I picked Jill’s Wetsuit (pl1010)
Located inside RESIDENT EVIL REVELATIONS\nativePC\archive\game\chara\pl
You can use this Arc list
2. Inside this folder(pl1010) there is an ARC file (pl1010.arc) that contains the mesh, textures, and skeleton data.
3. Extract ARCtool somewhere. Inside the ARC tool folder there are 3 files we need. ARCtool, pc-rev-extract, pc-rev-repack. Drag and drop the arc file (pl1010.arc) on pc-rev-extract. This will create a folder named pl1010 with all the character data inside. It will also create a text file named pl1010.arc. Don’t move it. The text file is needed by pc-rev-repack when you want to create your new arc file.
4. Inside the new folder pl1010 that was created in step 3 there is a MOD file that can be imported into blender. pl1010\model\chara\pl\pl1010
5. Inside blender import the MOD file using the Aman’s blender script.
6. The imported character is quite big, so we need to zoom out to see it better. In the outliner we can see that 70 objects are in the file. The only objects we want to focus on are the objects inside LodGroup_1, LodGroup_254, and LodGroup_255.
7. LodGroup_1 contains Jill’s wetsuit as 29 objects. LodGroup_254 contains Jill’ low poly wetsuit as 16 objects. LodGroup_255 contains Jill’s hands, and hair as 14 objects. 59 objects in total.
8. In blender press T to toggle the toolbar. Under the Misc tab is the RE Tool provided by the script. It has a few options to rename mesh files.
9. Optional. In order to not render a mesh in game you cannot simply delete it. It has to be “replaced” by a different mesh or it has to be part of the LOD 0 Group. By default LOD, and value = 0 should already be selected if not set them. Then select a mesh, and click the rename button. I used this method to hide parts of the wetsuit. You can also delete, and move vertices of a mesh that will render. I used this method to remove some polygons, and give Jill a smaller waist, and bigger bottom.
10. When you are done, export the file to the folder where the MOD file is located (step 3 )
Pl1010\model\chara\pl\pl1010 and select the MOD file to overwrite.
Important. When you export every single object must be hidden (the eye icon in the outliner) except the objects inside LodGroup_1, LodGroup_254, and LodGroup_255 or you will get an export error. Index out of range. 59/70 Objects should be selected. It is displayed in the info header.
11. It doesn’t actually overwrite the file. Instead it creates a new file named pl1010.newMOD.
You can now delete the pl1010 MOD file in this folder, then rename your newMOD to pl1010.mod
12. Finally drop the folder pl1010 (from step 3) onto pc-rev-repack. This will create a ARC file that contains all your edits. Copy and paste this file into the correct folder from step 1. pl1010 for Jill's wetsuit.
13. Load the game to confirm your file works correctly.
Notes: The top of Jill’s hair wouldn’t show up in game. I had to assign the scalp to LodGroup_255 to fix this.
Jill’s cleavage wouldn’t show up in game even though I set it to the LodGroup_255. I solved it by duplicating the cleavage (Mesh_046), and joining it with the torso (Mesh_023).
I could add more polygons to the breasts, and reshape them without any errors.
However if I add more polygons to the hips, and butt it wouldn’t render the triangles.
This is a simple guide to importing Jill’s wetsuit, into Blender and exporting it back into the engine.
I am using Blender 2.79b, and Aman’s script v0.24
Prerequisites. Read Aman’s original post. Everything that you need to know is there. Blender with Aman’s script installed, and ARCtool
Credits. Aman for the script, and original tutorial, FluffyQuack for ARCtools, and everyone who contributed to Arc list.
1. Locate the ARC file that you would like to modify, and copy that folder somewhere else.
I picked Jill’s Wetsuit (pl1010)
Located inside RESIDENT EVIL REVELATIONS\nativePC\archive\game\chara\pl
You can use this Arc list
2. Inside this folder(pl1010) there is an ARC file (pl1010.arc) that contains the mesh, textures, and skeleton data.
3. Extract ARCtool somewhere. Inside the ARC tool folder there are 3 files we need. ARCtool, pc-rev-extract, pc-rev-repack. Drag and drop the arc file (pl1010.arc) on pc-rev-extract. This will create a folder named pl1010 with all the character data inside. It will also create a text file named pl1010.arc. Don’t move it. The text file is needed by pc-rev-repack when you want to create your new arc file.
4. Inside the new folder pl1010 that was created in step 3 there is a MOD file that can be imported into blender. pl1010\model\chara\pl\pl1010
5. Inside blender import the MOD file using the Aman’s blender script.
6. The imported character is quite big, so we need to zoom out to see it better. In the outliner we can see that 70 objects are in the file. The only objects we want to focus on are the objects inside LodGroup_1, LodGroup_254, and LodGroup_255.
7. LodGroup_1 contains Jill’s wetsuit as 29 objects. LodGroup_254 contains Jill’ low poly wetsuit as 16 objects. LodGroup_255 contains Jill’s hands, and hair as 14 objects. 59 objects in total.
8. In blender press T to toggle the toolbar. Under the Misc tab is the RE Tool provided by the script. It has a few options to rename mesh files.
9. Optional. In order to not render a mesh in game you cannot simply delete it. It has to be “replaced” by a different mesh or it has to be part of the LOD 0 Group. By default LOD, and value = 0 should already be selected if not set them. Then select a mesh, and click the rename button. I used this method to hide parts of the wetsuit. You can also delete, and move vertices of a mesh that will render. I used this method to remove some polygons, and give Jill a smaller waist, and bigger bottom.
10. When you are done, export the file to the folder where the MOD file is located (step 3 )
Pl1010\model\chara\pl\pl1010 and select the MOD file to overwrite.
Important. When you export every single object must be hidden (the eye icon in the outliner) except the objects inside LodGroup_1, LodGroup_254, and LodGroup_255 or you will get an export error. Index out of range. 59/70 Objects should be selected. It is displayed in the info header.
11. It doesn’t actually overwrite the file. Instead it creates a new file named pl1010.newMOD.
You can now delete the pl1010 MOD file in this folder, then rename your newMOD to pl1010.mod
12. Finally drop the folder pl1010 (from step 3) onto pc-rev-repack. This will create a ARC file that contains all your edits. Copy and paste this file into the correct folder from step 1. pl1010 for Jill's wetsuit.
13. Load the game to confirm your file works correctly.
Notes: The top of Jill’s hair wouldn’t show up in game. I had to assign the scalp to LodGroup_255 to fix this.
Jill’s cleavage wouldn’t show up in game even though I set it to the LodGroup_255. I solved it by duplicating the cleavage (Mesh_046), and joining it with the torso (Mesh_023).
I could add more polygons to the breasts, and reshape them without any errors.
However if I add more polygons to the hips, and butt it wouldn’t render the triangles.