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Post by Deleted on Jul 7, 2015 8:12:40 GMT 10
You mean Son of Persia(not Sparta) dude, right??? And it's not me who made it hard to work with, it's the old nature of game engine. ok? oh my sorry about that XD well wasnt there another way to do it I mean there is scripts for the new games maybe something like that for re4 XD well not like i know shit but still sorry xD anyhow Mr Son Of Persia will it be a pain in the ass if you can convert my HD Model pack to New Re4 ? since no one else wants to do it XD and you made teh tool so i guess that wont be a problem for you XD and you can release it and dont credit me at all i dont mind just please I cant stand the ugly re4 faces anymore XD And Adas dress is Killing me XD you have my support on this request....
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Post by joecree on Feb 23, 2016 10:33:07 GMT 10
Hi this is an awesome tool with a great guide just having an issue with the bin generator.bat while the batch file is repacking the .smd and .mtl file it says its all done then crashes it then creates 3 files that have a file size of 0Kb has anyone else had this before
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✫Advanced Coder✫
Posts: 751
Original Join Date: Feb 15 2010
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Post by Son of Persia on Feb 24, 2016 5:02:17 GMT 10
Just follow the tutorial line by line to get it done. Every possible problem (step) is explained in detail.
In case the problem still exists, leave me a pm including your example files to check it out.
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Mar 1, 2016 1:13:25 GMT 10
Sorry for the double post but I finally got something WORKING in the game x3 and im so happy thanks to few friends that really helped me A lot like ZERO Cyberman 3getu841 and LegalSoul now i finally got my ada Working in and she is AWESOME x3
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Post by mrchocolatez on Mar 14, 2016 12:53:41 GMT 10
I was using the Resident Evil 4 2007 to Ultimate HD Model Converter Toolset where it said at the end to use this.
I encountered a few things.
I imported the file. wep0200_changed to the model tools. When i ran the BAT it gave me the tcs, the bin, and the tpl with nothing showing up in the hex editor or the text editor furthermore I have no clue how convert the smd to the udas.
Please Help.
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Post by Deleted on Apr 28, 2016 0:41:03 GMT 10
Okay.. pretty new to this. -So I picked out one file. I ran r20a.udas.lfs through the LFS Extractor. -This replaces that file into r20a.udas. -Then I extracted that file with UDAS_Extract.bat, which generated a folder with a lot of content. -I notice the model file is smd. I also notice the unkown eff file for effects. -When I try to open the smd with Blender it gives me an error. -r20a_29.BIN when trying to extract this with BIN_Extract.bat, it says "Error - Couldn't open model file chris.bin" Am I missing something? EDIT - Lmao.. I'm so dumb.. could've read the readme at least. Well documented
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✫Advanced Coder✫
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Post by Son of Persia on Apr 28, 2016 0:56:21 GMT 10
Okay.. pretty new to this. -So I picked out one file. I ran r20a.udas.lfs through the LFS Extractor. -This replaces that file into r20a.udas. -Then I extracted that file with UDAS_Extract.bat, which generated a folder with a lot of content. -I notice the model file is smd. I also notice the unkown eff file for effects. -When I try to open the smd with Blender it gives me an error. -r20a_29.BIN when trying to extract this with BIN_Extract.bat, it says "Error - Couldn't open model file chris.bin" Am I missing something? welcome new friend. My shortest answer is to read the long tutorial throughly. Put some time on it and you would have all your possible questions answered. And about stage models. The smd file contain stage bin and tpl files but you dont have the tools to extract them. Only albert and cris have the tools and I am not gonna release them for now. Best wishes.
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Post by Deleted on Apr 28, 2016 1:07:15 GMT 10
I know. I read it a few pages back. Pretty understandable. Btw, I saw you managed to extract the collision file too. Which is awesome because that would allow us to fix some of the noclip in the map where Leon first wakes up without jacket. (Planks resting on wall near Merchant) Tools are really user friendly. Just extracted one of the imagepacks with all the dds textures.
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Post by Salty Juniper on Jul 30, 2016 0:59:34 GMT 10
Hi, new to the re4 modding community here, could you guys help me with a problem I've been having? I've noticed that, when importing and exporting a certain model, the .bin file generated would cause the game to crash. The strange thing is that this would happen if I imported and then immediately exported the model without editing it at all. I've noticed that in the original .smd file, if opened in notepad, the numbers under the triangle category would look like this: triangles 0008.dds 155 0.747500 -0.467500 14.462500 17179869184.000000 -489626271744.000000 -231928233984.000000 0.449219 0.144531 1 142 1.000000 155 1.148750 -0.446875 14.393750 158913789952.000000 -506806140928.000000 107374182400.000000 0.535156 0.144531 1 142 1.000000 155 0.736250 -0.370625 14.587500 -128849018880.000000 -360777252864.000000 386547056640.000000 0.449219 0.191406 1 142 1.000000
While in the exported model, the triangles would look like this: triangles 0008.dds 0 0.747500 -0.467500 14.462500 17179869184.000000 -489626271744.000000 -231928233984.000000 0.449219 0.144531 1 -114 1.000000 0 1.148750 -0.446875 14.393750 158913789952.000000 -506806140928.000000 107374182400.000000 0.535156 0.144531 1 -114 1.000000 0 0.736250 -0.370625 14.587500 -128849018880.000000 -360777252864.000000 386547056640.000000 0.449219 0.191406 1 -114 1.000000 0008.dds
Every number is the same, except the first number in a row is changed from 155 to 0, and the second to last number is changed from 142 to -114. Everything else in both of the .smd files is exactly the same, except for some changes in spacing (which I doubt is the problem). So my question is: what do these two numbers represent, and how do I prevent them from changing when I export the model? I'm using MilkShape 3D for editing the models.
Edit: So I did some research, and this is apparently what the syntax means: <int|Parent bone> <float|PosX PosY PosZ> <normal|NormX NormY NormZ> <normal|U V> <int|links> <int|Bone ID> <normal|Weight> So the parent bone and bone ID are being changed between importing and exporting.
Edit #2: By deleting enough vertices, I was able to create a bin file which would not crash the game. The strange thing is that I needed to have many less vertices than the original model in order to prevent any crashes. It wasn't even a new model, I was simply deleting vertices from the original model so that the generated bin would not crash the game. I'm still trying to figure out why exporting the model makes the game act like there are many more vertices than there actually are.
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✫Advanced Coder✫
Posts: 751
Original Join Date: Feb 15 2010
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Post by Son of Persia on Jul 30, 2016 15:22:48 GMT 10
Hi, new to the re4 modding community here, could you guys help me with a problem I've been having? I've noticed that, when importing and exporting a certain model, the .bin file generated would cause the game to crash. The strange thing is that this would happen if I imported and then immediately exported the model without editing it at all. I've noticed that in the original .smd file, if opened in notepad, the numbers under the triangle category would look like this: triangles 0008.dds 155 0.747500 -0.467500 14.462500 17179869184.000000 -489626271744.000000 -231928233984.000000 0.449219 0.144531 1 142 1.000000 155 1.148750 -0.446875 14.393750 158913789952.000000 -506806140928.000000 107374182400.000000 0.535156 0.144531 1 142 1.000000 155 0.736250 -0.370625 14.587500 -128849018880.000000 -360777252864.000000 386547056640.000000 0.449219 0.191406 1 142 1.000000 While in the exported model, the triangles would look like this: triangles 0008.dds 0 0.747500 -0.467500 14.462500 17179869184.000000 -489626271744.000000 -231928233984.000000 0.449219 0.144531 1 -114 1.000000 0 1.148750 -0.446875 14.393750 158913789952.000000 -506806140928.000000 107374182400.000000 0.535156 0.144531 1 -114 1.000000 0 0.736250 -0.370625 14.587500 -128849018880.000000 -360777252864.000000 386547056640.000000 0.449219 0.191406 1 -114 1.000000 0008.dds Every number is the same, except the first number in a row is changed from 155 to 0, and the second to last number is changed from 142 to -114. Everything else in both of the .smd files is exactly the same, except for some changes in spacing (which I doubt is the problem). So my question is: what do these two numbers represent, and how do I prevent them from changing when I export the model? I'm using MilkShape 3D for editing the models. Edit: So I did some research, and this is apparently what the syntax means: <int|Parent bone> <float|PosX PosY PosZ> <normal|NormX NormY NormZ> <normal|U V> <int|links> <int|Bone ID> <normal|Weight> So the parent bone and bone ID are being changed between importing and exporting. Edit #2: By deleting enough vertices, I was able to create a bin file which would not crash the game. The strange thing is that I needed to have many less vertices than the original model in order to prevent any crashes. It wasn't even a new model, I was simply deleting vertices from the original model so that the generated bin would not crash the game. I'm still trying to figure out why exporting the model makes the game act like there are many more vertices than there actually are. In the code of bin generator toolset, it's assumed that the game uses a maximum of 128 bones per model and the bone index is read/written as a 1 byte signed number that can only be positive in range of 0 to 127. When a bone index is greater than 127, the code reads it as a negative number and because of that this 142 would be read as -114.(-114 as a signed 1 byte integer = 142 as an unsigned 1 byte integer).
The reason for this is that the index of root node for all model skeletons is FF and by default it's supposed to be -1 not 255. So I didn't have any other choice other than reading/writing this one byte bone index as a signed integer. And therefore, the maximum number of positive bone indices would be limited to 128.
In short any model with more than 128 bones would be false exported/imported from/into the game.
Hope this answers your question.
Best wishes dear friend.
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Post by Salty Juniper on Aug 1, 2016 11:13:57 GMT 10
Hi, new to the re4 modding community here, could you guys help me with a problem I've been having? I've noticed that, when importing and exporting a certain model, the .bin file generated would cause the game to crash. The strange thing is that this would happen if I imported and then immediately exported the model without editing it at all. I've noticed that in the original .smd file, if opened in notepad, the numbers under the triangle category would look like this: triangles 0008.dds 155 0.747500 -0.467500 14.462500 17179869184.000000 -489626271744.000000 -231928233984.000000 0.449219 0.144531 1 142 1.000000 155 1.148750 -0.446875 14.393750 158913789952.000000 -506806140928.000000 107374182400.000000 0.535156 0.144531 1 142 1.000000 155 0.736250 -0.370625 14.587500 -128849018880.000000 -360777252864.000000 386547056640.000000 0.449219 0.191406 1 142 1.000000 While in the exported model, the triangles would look like this: triangles 0008.dds 0 0.747500 -0.467500 14.462500 17179869184.000000 -489626271744.000000 -231928233984.000000 0.449219 0.144531 1 -114 1.000000 0 1.148750 -0.446875 14.393750 158913789952.000000 -506806140928.000000 107374182400.000000 0.535156 0.144531 1 -114 1.000000 0 0.736250 -0.370625 14.587500 -128849018880.000000 -360777252864.000000 386547056640.000000 0.449219 0.191406 1 -114 1.000000 0008.dds Every number is the same, except the first number in a row is changed from 155 to 0, and the second to last number is changed from 142 to -114. Everything else in both of the .smd files is exactly the same, except for some changes in spacing (which I doubt is the problem). So my question is: what do these two numbers represent, and how do I prevent them from changing when I export the model? I'm using MilkShape 3D for editing the models. Edit: So I did some research, and this is apparently what the syntax means: <int|Parent bone> <float|PosX PosY PosZ> <normal|NormX NormY NormZ> <normal|U V> <int|links> <int|Bone ID> <normal|Weight> So the parent bone and bone ID are being changed between importing and exporting. Edit #2: By deleting enough vertices, I was able to create a bin file which would not crash the game. The strange thing is that I needed to have many less vertices than the original model in order to prevent any crashes. It wasn't even a new model, I was simply deleting vertices from the original model so that the generated bin would not crash the game. I'm still trying to figure out why exporting the model makes the game act like there are many more vertices than there actually are. In the code of bin generator toolset, it's assumed that the game uses a maximum of 128 bones per model and the bone index is read/written as a 1 byte signed number that can only be positive in range of 0 to 127. When a bone index is greater than 127, the code reads it as a negative number and because of that this 142 would be read as -114.(-114 as a signed 1 byte integer = 142 as an unsigned 1 byte integer).
The reason for this is that the index of root node for all model skeletons is FF and by default it's supposed to be -1 not 255. So I didn't have any other choice other than reading/writing this one byte bone index as a signed integer. And therefore, the maximum number of positive bone indices would be limited to 128.
In short any model with more than 128 bones would be false exported/imported from/into the game.
Hope this answers your question.
Best wishes dear friend.
Thanks, that gets me closer to fixing the problem. I looked at the model and found that only 20 out 155 bones were actually assigned to any vertices. However, I still have a problem. After reducing the amount of bones, I checked the generated bin in a hex editor, and at position 0x2a and 0x2b I get the values 2b and 08. In the original bin these values are b6 and 00. I believe there must be some problem with Milkshape itself, because the original smd file generates a valid bin file, but the exported bin file generates and invalid bin file even when I don't edit any vertices. What was really weird was that I then imported the edited smd and exported without changing anything, and then used that to generate another bin file. This one had the values 27 and 08 in locations 0x2a and 0x2b. Importing and exporting a third time did nothing. So to summarize my current problem, using the original smd to generate a bin works fine, but importing and exporting the smd without changing the model at all will generate an invalid bin. EDIT: I looked in the smd again, and even though I have only 20 bones in the model, the exported smd file still references negative bone IDs. I am certain the problem is with how Milkshape is exporting the file now.
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sed.akoson@gmail.com
Posts: 651
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Post by seda on Aug 1, 2016 14:33:32 GMT 10
hi dear Salty Juniper i hope you can made modes for re4uhd and i'm so glad that you want to do (i always became happy when someone trying to makes modes for re4uhd) i just wanna say yes, sometimes ms3d changes the model's structure for some reasons ( please excuse me that my english is not good, my mean is the milkeshape's exporting method) it never makes any problem in old re4 but in this one you have to check out the vertices count every time (cause of the engine limitations) because i realized sometimes milkeshape makes some vertices double (when i had checked my model out again with blender) just as a suggest: make a backup and then try the clean and "cleaner model" in tools menu, maybe it can fix that issue edit: if it doesn't work, take a obj export, use blender to cleaning it up and import it again in ms3d and check it out by the way i hope you can made modes for re4uhd (and please accept my apologies if i waste your time, i just wanted to help) and thank you again dear Son of Persia for all of your effort best wishes and good luckseda
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Post by Salty Juniper on Aug 6, 2016 6:18:12 GMT 10
hi dear Salty Juniper i hope you can made modes for re4uhd and i'm so glad that you want to do (i always became happy when someone trying to makes modes for re4uhd) i just wanna say yes, sometimes ms3d changes the model's structure for some reasons ( please excuse me that my english is not good, my mean is the milkeshape's exporting method) it never makes any problem in old re4 but in this one you have to check out the vertices count every time (cause of the engine limitations) because i realized sometimes milkeshape makes some vertices double (when i had checked my model out again with blender) just as a suggest: make a backup and then try the clean and "cleaner model" in tools menu, maybe it can fix that issue edit: if it doesn't work, take a obj export, use blender to cleaning it up and import it again in ms3d and check it out by the way i hope you can made modes for re4uhd (and please accept my apologies if i waste your time, i just wanted to help) and thank you again dear Son of Persia for all of your effort best wishes and good luckseda Thank you for the suggestions! I'll check out the model in blender and report back with the results. And thanks to Son of Persia, the tools you've made opens a world of modding for everyone! EDIT: I didn't have much luck with using the cleaning tools, but I found two easy ways for reducing the vertices and preventing the game from crashing. 1 - You can use the DirectX Mesh Tool to quickly reduce the amount of vertices in your model while keeping the basic shape. This causes the model to lose its skeleton, though, but If you have a copy of the skeleton you can import it back in. The joint tool allows you to quickly reassign bones to the model, but it doesn't work well for complicated models. 2 - If there were multiple bin files in the udas, you can move parts of a model from one bin to another. For example, if you are modding Leon's torso and you have too many vertices, you can move his arms to the same bin file that stores his hair model. Most bins in a udas seem to share the same skeleton, so it's simply a matter of importing the triangles Thanks again to seda and Son of Persia for helping!
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Post by Walmarx on Sept 9, 2016 16:07:23 GMT 10
This is indeed an excellently written tutorial and an invaluable toolset! With some difficulty I managed to get to the final stages of recompiling one of my old skins, but alas I ran into the same error as joecree here: Hi this is an awesome tool with a great guide just having an issue with the bin generator.bat while the batch file is repacking the .smd and .mtl file it says its all done then crashes it then creates 3 files that have a file size of 0Kb has anyone else had this before Edit 09/09/16: I figured out the cause of my problem, and I feel like quite the idiot now. It is actually necessary to press a key after the bin generator completion message appears, rather than simply closing the window. When closed properly like this, the resultant files actually have volume. The same applies to the .smd conversion tool as well. Holy shit guys, it only took me 10-12 hours, but I finally got one back up and running! I'll make a proper release post after some further testing.
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✫Advanced Coder✫
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Original Join Date: Feb 15 2010
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Post by Son of Persia on Sept 9, 2016 22:42:19 GMT 10
Thanks for your kind feedback dear friend.
It really makes me happy to hear someone enjoyed using this seemingly(but not necessarily) hard to use toolset.
But remember it's really hard to have custom weapons in your attaché case. To do so, puzzle items must be very low poly. But wep and idm files can be edited with lower limitations on max poly count.
Have fun importing your custom items into this lovely game
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