as you can see from the screenshots above gloves texture is replaced by the holster. Now, the order of the materials begins with a number equal to that of the texture, so that the end of the file to change the order of six to seven seeks 0007.dds file. instead of 0006.dds as it should, I think this change is causing the problem.
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did you add new textures? If you did just reskin the original holster to skin color. If you did not then you will have to add the textures to the hands in the bin files which start at bin 13 just do the same but look for its tpl wich will be the 9 or 10
If you look at the middle pic of this ada mod the same problem happened to me but since I added new textures to it instead of replace all tpls like son of persia clearly states in his tutorial I just re-skinned the texture that was appearing on the hands for ada's re6 gloves and profit. here
and try everything and still generates the error, and analyze and is not what I believe at first, what happens is that when editing the TPL file affects the hands BIN (13 & 14) as mentioned, and try everything and I can not fix. Could inbox drop by the project and if possible guide me with screenshots error to do so in the future?
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Post by Son of Persia on Oct 16, 2014 2:39:53 GMT 10
Due to frequent problems/issues and requests I decided to post this mini tutorial for editing models with a shared TPL file.
As you might already know, in this game some models inside a UDAS archive use a shared TPL file for accessing textures.
A very common example is gloves/knife models that usually share TPL file with body model.
Thus if you update original TPL file when creating a new model, the other models that use the shared TPL file will access new/incorrect textures and that would be the source of problem.
To prevent this you have to :
1- Extract all models that share a TPL file.
2- Create/edit your new/custom model and export it to SMD/MTL formats.
3- Open original extracted MTL file(s) of (other) model(s) that share TPL file with your custom model in a text editor and copy/paste all of their content(if all of the original extracted MTL files are the same, copy the content of one of them, otherwise you must copy the content of all of them) to the end of MTL file of your custom model(the MTL file you exported after editing/creating your custom model).
4- You can also assign new textures to other model(s) that use shared TPL file and after exporting their SMD/MTL files, copy/paste the content of new custom MTL file(s)(if all of the new MTL files are the same, copy the content of one of them, otherwise you must copy the content of all of them) to the end of your custom model's MTL file(instead of using original extracted MTL files like step 3).
5- Generate your custom model's BIN and TPL files using BIN generator tool.
6- Now it's time to generate new/updated BIN model files for the models that use a shared TPL file with your custom model. To do so you have two choices :
a- If you also assigned custom textures to these models, then must use a new generated SMD file in addition to main custom model's edited MTL file to generate new BIN files for them.
b- If not, just use original extracted SMD files of that models(inside extracted UDAS archive's folder) in addition to main custom model's edited MTL file to generate new BIN files for them.
7- Rename new, custom textures according to generated TCS file and copy all of them to model's texture pack and repack, then copy it to "ImagePack(HD)" folder(s) of RE4 UHD.
8- Since all models use a shared TPL file, you just need to use one of the generated TPL files(all new TPLs are the same now). Just take the main custom model's one and copy it in addition to all new BIN files to UDAS archive's folder and repack, then copy it to "Em" folder of RE4 UHD.
Now it's example time, I know guys .
Let's assume we want to edit the body of pl0b model, that is ada's mercenaries model(like what that has been a pain in zero's ass)
So here is where we go :
1- We generate/edit a new custom model. For example we use ada's RE6 model and after assigning all of it's textures(including specular/bump/opacity maps), export it to SMD/MTL formats.
Remember to assign the textures correctly to the model. To check it out, after exporting custom MTL file :
a- All diffuse textures must have map_Kd prefix. b- All specular textures must have map_Ks prefix. c- All bump maps must have map_Bump prefix. d- All opacity maps must have map_D prefix.
Let's say we have a model with all of the above types of textures, then in exported MTL file we must have :
newMTL ada_panty.dds illum 2 Kd 0.800000 0.800000 0.800000 Ka 0.200000 0.200000 0.200000 Ks 0.000000 0.000000 0.000000 Ke 0.000000 0.000000 0.000000 Ns 0.000000 map_Kd ada_panty.dds map_Ks ada_leg_specular_map.tga map_Bump ada_leg_bump_map.tga map_D ada_leg_opacity_map.tga
IMPORTANT NOTICE : If exported MTL file was not exactly like what I said, you must re assign textures to the model and re export a correct MTL file OR correct all texture prefixes in a text editor. Otherwise the model will not look like what you wanted/intended in game.
2- Since in this example we know that all gloves models use a shared TPL file with body model, we simply open one of the gloves original extracted MTL files in a text editor and copy all of it's content to the end of our custom MTL file generated in step 1.
3- Or we can import ALL gloves models into a 3D application, assign new custom textures to them and then export them all to SMD/MTL formats and then copy the contents of one of the new exported MTL files to the end of our custom MTL file generated in step 1.
NOTICE : If for example you have a knife model that also uses a shared TPL file with body model, you must also copy the content of it's(original/updated) MTL file to the end of custom MTL file generated in step 1.
4- Generate new BIN, TPL file for ALL gloves(and maybe knife) and custom body model using BIN generator tool. You must use custom body model's edited MTL file for all of them when using BIN generator tool.
for example you can type the following commands in BIN_Generate.bat file to run BIN generator tool.
pl0b_000.SMD is the custom body model and pl0b_013-17 are gloves models.
Remember if you assigned new textures to gloves, you must use new exported SMD's for generating new BIN files otherwise use original extracted SMD files of gloves inside UDAS archive folder.
5- Rename new generated pl0b_000.TPL file to pl0b_001.TPL and copy it in addition to all other generated BIN files to UDAS archive's folder and repack it.
6- Rename new, custom textures according to generated TCS file(s)(all generated TCS files must be the same) and copy all of them to model's texture pack and repack it.
Congratulations, after going through all these DAMN steps, finally you are done .
Finally you can enjoy your flawless port.
I very well understand that due to all of these steps/pains, It would be way too obvious that many modders simply leave importing custom models into RE4 UHD and stick with easier one's like RE4 2007, RE5, REV or RE6.
But it's what it is and you already have the required tools/knowledge to do it. It's your personal call to do it or not.
And I very well know it would be a complete pain in the ass .
Open original extracted MTL files of (other) model that share TPL file with your custom model in a text editor and copy/paste all of their content(if all of the original extracted MTL files are the same, copy the content of one of them, otherwise you must copy the content of all of them) to the end of MTL file of your custom model(the MTL file you exported after editing/creating your custom model).
How stupid I am. I noticed that. I edited every god dam file inside the udas. I modded all files and I succeed but over all I noticed that the main tpl took over the others once is modded. I re skinned everything. I imported the whole model. I find out the sharing on tpl was on a mod once we imported back. I succed in porting a mod using son of persias tools in my first try two hours after he release them. I finally got it working after four hours. It took me two weeks to fix the normals. And until now to finally understand this thanks to son of persia.
I was trying to get fancy and edited every single separated file. Eyes, mouth, hair body but it was too much pain in the behind. So I just get a good rig free of crashes and good textures.
Again I will try your new inffo and thanks. thank you son of persia.
I can confirm this and I can say Son of Persia's creation works very well! The problem is the file structure for the stage models. Every room contains 15-250 bin files! Just imagine how time consuming must be editing a complete room. But it's really useful if you want to fix just certain things. The problem is locating the exact bin file containing the 3D model you are looking for XD. I have a trick than maybe is useful in some other situations non-stage related...
Pack all mtl files inside a rar file without compression. Open it using Notepad Search for a texture you now is used in that 3D mesh (0051.dds for example) And you'll find the mtl file using that texture and, ultimately, the bin file you are looking for.
Another thing to keep in mind is that every bin file is programmed to be shown when the player is looking at a certain angle and distance from the 3D model. So, I have the theory that creating a comlete new map and inserting it inside a bin file won't work unless this bin file is visible all the time when playing. For example, using the sky mesh bin file as base to insert all your custom map. And then replace all the other bin files with "empty" bin files. This and editing colision data would make possible to create a complete new stage. Only the light sources would be a problem...
www.re4hd.com - Our attempt to completely revise the original textures for Resident Evil 4.
brunomula: i searched for the whole internet and i didn't find the jill black widow mod,if someone have,or know where to find,please tell me youtu.be/TDAv-aSBuzI this is the mod,if someone have or know where to find,PLEASE tell me
Jul 2, 2020 7:09:43 GMT 10