^ It's uWp0610.
This is going to be a tad large so I've put things into spoiler tags.
Since there's confusion about the weapons, I took photos of the Ultimania pages to help people out and you can see these HERE:
imgur.com/a/e6S0JI have also rewritten out the weapons with the names matching the Ultimania list.
WEAPONSRESIDENT EVIL REVELATIONS 2\nativePCNext\arc\DX9NEXT
{Spoiler}{WEAPONS}uWp0000 - Dummied/Blank file.
uWp0010 - Natalia's pointing finger (contains some of the old laser finger special weapon skill they scrapped too)
uWp0100 - Handgun - MPM / RAID Rare version "Liberator" / Default for Claire, RAID Mode
uWp0110 - Handgun - P10 / RAID Rare version "Coffin Nail"
uWp0120 - Handgun - Samurai Edge / RAID Rare version "Bushido" / Default for Barry
uWp0140 - Natalia's EX Weapon Bubble Gun
uWp0141 - Natalia's EX Weapon Bubble Gun Bubble
uWp0150 - Handgun - Triple Shot / RAID Rare version "Trident"
uWp0200 - Shotgun - M147S / RAID Rare version "Gravedigger"
uWp0210 - Shotgun - TAP194 / RAID Rare version "Decimator"
uWp0230 - Shotgun - Hydra / RAID Rare version "Cerberus"
uWp0240 - Shotgun - Drake / RAID Rare version "Lindwurm"
uWp0300 - Machine Pistol MP-AB50 / RAID Rare version "Banshee" / Default for RAID Mode
uWp0310 - Machine Pistol MP-AF / RAID Rare version "Firebolt"
uWp0320 - Machine Pistol - Chicago Typewriter / RAID Rare version "Godfather"
uWp0330 - Machine Pistol AB50G / RAID Rare version "Goldfish"
uWp0400 - Assault Rifle - AK-7 / RAID Rare version "Dagger Fang"
uWp0410 - Assault Rifle - NSR47 / RAID Rare version "Beelzebub"
uWp0430 - Assault Rifle - High Roller / RAID Rare version "Million Dollar"
uWp0500 - Sniper Rifle M1891/30 / RAID Rare version "Zaytsev" / Default for Evgeny
uWp0510 - Sniper Rifle SVD / RAID Rare version "Overlord"
uWp0530 - Sniper Rifle AMR ( Anti-Material Rifle ) / RAID Rare version "Sledgehammer"
uWp0540 - Sniper Rifle Muramasa / RAID Rare version "Unscripted"
uWp0600 - Magnum Model 329 / RAID Rare version "Ticket Puncher"
uWp0610 - Magnum 2005M / RAID Rare version "Mr. Train"
uWp0620 - Magnum Python / RAID Rare version "Serpent" / Another default for Barry
uWp0630 - Magnum Anaconda / RAID Rare version "Basilisk"
uWp0640 - Magnum Pale Rider / RAID Rare version "Grim Reaper"
uWp0710 - Claire's EX Weapon Crossbow
uWp0711 - Claire's EX Weapon Crossbow Bolt
uWp0800 - Power Drill / Meat Grinder EX Weapon for Barry, default to Pedro
uWp0810 - Moira's Flashlight / Default to Moira in Main Game & The Struggle
uWp0830 - Data for Moira's Flashlight stun and showing invisible enemies, items
uWp0840 - Mutated Pedro's Power Drill / Meat Grinder
uWp0850 - Data for Barry's Flashlight and Moira's non-attack Flashlight? There's no "weapon" hitbox data in this one, so I assume it's Barry's plain flashlight and Moira's non-attack one.
uWp0900 - Exploding Bottle
uWp0960 - Smokescreen Bottle
uWp0980 - Decoy Bottle
uWp0990 - Firebomb Bottle
uWp1000 - Ice Bottle
uwp1010 - Lightning Bottle
uWp1100 - Rocket Launcher - Main Game, The Struggle? Higher resolution textures in contrast to the second one.
uWp1101 - Rocket Launcher Propelled Grenade / RPG Round
uWp1120 - Rocket Launcher
uWp1200 - Claire's Knife
uWp1210 - Barry's Knife
uWp1230 - Moira's Crowbar
uWp1240 - Moira's EX Weapon Katana / Default for Anonymous/Gregor/Cipher
uWp1250 - Short Sword
uWp1260 - Moira's Crowbar again (may have been doubled-up due to the demo?)
uWp1400 - Might be for Landmine & RAID Bottle explosions?
uWp1410 - Afflicted blade with nails sticking out weapon
uWp1420 - Ironhead hammer
uWp1430 - Afflicted plank of wood with nails sticking out weapon
uWp1440 - Afflicted club/bat with nails sticking out weapon
uWp1450 - Afflicted wrench weapon
uWp1460 - Ironhead / The Bailiff's gear cog axe weapon
uWp1500 - Slinger's large projectile
uWp1510 - Slinger's small projectile
uWp1600 - Bear/Jaw style trap
uWp1610 - Executioner's Axe
uWp1700 - Monster Neil, Monster Alex Uroboros small trap
uWp1710 - Monster Alex V2's Uroboros Gas Bomb
uWp1800 - Monster Alex Uroboros large trap/barrier
uWp1840 - Weird sphere of sorts, actually called uWp940 in it's arc but has nothing to identify just whatever it is.
uWp1900 - Refers to base Afflicted model, includes common weapon sound effects - likely a placeholder for effects or something.
uWp3000 - "Cinatiropa" First Aid Spray
uWp3010 - Natalia's Friend/Bear Lottie. Refers to sm8698 for the Lottie model.
uWp6000 - Handgun G18-G.E.O Promotional DLC
uWp6010 - Handgun G18-type-T Promotional DLC
uWp6020 - Handgun G18-CANDIRU Promotional DLC
uwp6030 - Handgun G18-JC2 / FBC DLC
uWp6040 - Handgun G18 DLC
FIGURINES
EPISODE ONE
RESIDENT EVIL REVELATIONS 2\nativePCNext\arc\DX9NEXT{Spoiler}{FIGURINES}
fig1 - Default Claire [pl2200 (body), pl2203 (head), pl2201 (right hand), pl2202 (left hand), wp100 (default pistol prop for Claire)]
fig4 - Rodeo (Lose or Live) Claire DLC [pl2260 (body), pl2263 (head), pl2261 (right hand), pl2262 (left hand), wp100 (default pistol prop for Claire)]
fig5 - Alpha Industries TerraSave Claire DLC [pl2270 (body), pl2203 (head), pl2271 (right hand), pl2272 (left hand), wp100 (default pistol prop for Claire)]
fig6 - Default Barry [pl2100 (body), pl2103 (head), pl2101 (right hand), pl2102 (left hand), wp0620 (default magnum prop for Barry)]
fig7 - Default Moira [pl2300 (body), pl2303 (head), pl2301 (right hand), pl2302 (left hand), wp0810 (default flashlight prop for Moira)]
fig9 - Ninja Moira DLC [pl2350 (body), pl2353 (head), pl2351 (right hand), pl2352 (left hand), wp0810 (default flashlight prop for Moira)]
fig10 - Default Barry [pl2100 (body), pl2103 (head), pl2101 (right hand), pl2102 (left hand), wp0620 (default magnum prop for Barry)]
fig11 - Default Barry [pl2100 (body), pl2103 (head), pl2101 (right hand), pl2102 (left hand), wp0620 (default magnum prop for Barry)]
fig12 - Default Barry [pl2100 (body), pl2103 (head), pl2101 (right hand), pl2102 (left hand), wp0620 (default magnum prop for Barry)]
fig14 - Commandant (Suit) Barry DLC [pl2150 (body), pl2153 (head), pl2151 (right hand), pl2152 (left hand), wp0620 (default magnum prop for Barry)]
fig15 - Alpha Industries B.S.A.A. Barry DLC [pl2160 (body), pl2103 (head), pl2161 (right hand), pl2162 (left hand), wp0620 (default magnum prop for Barry)]
fig16 - Default Barry [pl2100 (body), pl2103 (head), pl2101 (right hand), pl2102 (left hand), wp0620 (default magnum prop for Barry)]
fig17 - Default Natalia [pl2400 (body), pl2413 (head), pl2401 (right hand), pl2402 (left hand)]
fig20 - Lottie Suit Natalia [pl2450 (body), pl2453 (head), pl2451 (right hand), pl2450 (left hand)]
fig21 - Default Barry [pl2100 (body), pl2103 (head), pl2101 (right hand), pl2102 (left hand), wp0620 (default magnum prop for Barry)]
fig22 - Default Barry [pl2100 (body), pl2103 (head), pl2101 (right hand), pl2102 (left hand), wp0620 (default magnum prop for Barry)]
fig26 - Gina [pl3710 (body), pl3713 (head), pl3711 (right hand), pl3711 (left hand), wp100 (same default pistol prop as Claire)]
fig29 - DUMMIED OUT - Whatever was here originally is gone now.
fig30 - Afflicted [em1100 (lower legs), em1101 (upper torso), wp1410 (piece of metal with nails sticking out weapon prop)]
fig31 - The Bailiff / Ironhead [em1100 (lower legs), em102 (upper torso), wp1460 (Ironhead's usual weapon prop)]
fig34 - Rotten/Zombie [em1120]
fig35 - Revenant [em0100 (whole enemy)
fig36 - Splasher [em0100 (whole enemy)]
fig41 - Giant Whip Spider [em1400 (whole enemy)]
fig42 - Cyst [em1300 (whole enemy), sm5610 (debris/ground prop section)]
EPISODE TWORESIDENT EVIL REVELATIONS 2\dat\DLC_EPISODE_02\arc\DX9NEXT
{Spoiler}fig18 - Jacket Natalia [pl2410 (body), pl2413 (head), pl2401 (right hand), pl2402 (left hand)]
fig23 - Neil [pl3100 (body), pl3103 (head), pl3101 (right hand), pl3102 (left hand), wp100 (same default pistol prop as Claire)]
fig24 - Gabe [pl3400 (body), pl3403 (head), pl3401 (right hand), pl3402 (left hand)]
fig25 - Pedro [pl3200 (body), pl3203 (head), pl3201 (right hand), pl3202 (left hand), wp0800 (drill "meat grinder" prop for Pedro)]
fig32 - Sploder [em1100 (lower legs), em1103 (torso)]
fig33 - Vulcanblubber [em1110 (whole enemy)]
fig37 - Slinger [em0300 (whole enemy)]
fig39 - Glasp [em1200 (whole enemy)]
fig40 - Orthrus [em1500 (whole enemy)]
fig43 - Mutated Pedro [em3000 (whole enemy), wp0800 (drill "meat grinder" prop for Pedro)]
EPISODE THREERESIDENT EVIL REVELATIONS 2\dat\DLC_EPISODE_03\arc\DX9NEXT
{Spoiler}fig18 - Jacket Natalia [pl2410 (body), pl2413 (head), pl2401 (right hand), pl2402 (left hand)]
fig23 - Neil [pl3100 (body), pl3103 (head), pl3101 (right hand), pl3102 (left hand), wp100 (same default pistol prop as Claire)]
fig24 - Gabe [pl3400 (body), pl3403 (head), pl3401 (right hand), pl3402 (left hand)]
fig25 - Pedro [pl3200 (body), pl3203 (head), pl3201 (right hand), pl3202 (left hand), wp0800 (drill "meat grinder" prop for Pedro)]
fig27 - Evgeny [pl3300 (body), pl3303 (head), pl3301 (right hand), pl3302 (left hand), wp500 (default rifle prop for Evgeny)]
fig33 - Vulcanblubber / Lardbutt [em1110 (whole enemy)]
fig37 - Slinger [em0300 (whole enemy)]
fig38 - Dhurgla [em0200 (whole enemy)]
fig39 - Glasp [em1200 (whole enemy)]
fig40 - Orthrus [em1500 (whole enemy)]
fig44 - Monster Neil [em3500 (whole enemy)]
EPISODE FOURRESIDENT EVIL REVELATIONS 2\dat\DLC_EPISODE_04\arc\DX9NEXT
{Spoiler}fig2 - Classic (Bio2) Claire [pl2250 (body), pl2203 (head), pl2251 (right hand), pl2252 (left hand), wp100 (default pistol prop for Claire)]
fig3 - Sniper Claire [pl2240 (body), pl2243 (head), pl2241 (right hand), pl2242 (left hand), wp100 (default pistol prop for Claire)]
fig13 - Classic (Bio/S.T.A.R.S.) Barry [pl2140 (body), pl2103 (head), pl2141 (right hand), pl2142 (left hand), wp0620 (default magnum prop for Barry)]
fig18 - Jacket Natalia [pl2410 (body), pl2413 (head), pl2401 (right hand), pl2402 (left hand)]
fig24 - Gabe [pl3400 (body), pl3403 (head), pl3401 (right hand), pl3402 (left hand)]
fig25 - Pedro [pl3200 (body), pl3203 (head), pl3201 (right hand), pl3202 (left hand), wp0800 (drill "meat grinder" prop for Pedro)]
fig28 - The Overseer / Alex Wesker [pl3600 (body), pl3603 (head), pl3601 (right hand), pl3602 (left hand)]
fig37 - Slinger [em0300 (whole enemy)]
fig38 - Dhurgla [em0200 (whole enemy)]
fig39 - Glasp [em1200 (whole enemy)]
fig45 - Monster Alex V2 [em3400 (whole enemy)]
fig46 - Monster Alex V2 2nd Fight [em410 (whole enemy), md00b4_01 (effect model piece), md0017 (effect model piece), md0320_01 (placeholder? effect model piece)]
EXTRA EPISODE ONE - THE STRUGGLERESIDENT EVIL REVELATIONS 2\dat\DLC_EPISODE_EX_01\arc\DX9NEXT
fig8 - The Struggle/Suvivor Moira [pl2340 (body), pl2343 (head), pl2341 (right hand), pl2342 (left hand), wp0810 (default flashlight prop for Moira)]
EXTRA EPISODE TWO - LITTLE MISSRESIDENT EVIL REVELATIONS 2\dat\DLC_EPISODE_EX_02\arc\DX9NEXT
fig19 - Dark Natalia / Black Dress Natalia DLC [pl2440 (body), pl2443 (head), pl2441 (right hand), pl2442 (left hand)]
STAGE ASSET / STATIC MODELS -RESIDENT EVIL REVELATIONS 2\nativePCNext\arc\DX9NEXT
Each model has the prefix of 'uSm####' and is in numerical order. Some of the debug/placeholder files have notes on the textures in Japanese so I've made rough notes of what they are when I've gone through them.
There's a few models that are the exact same, so just refer to the number listed for it to find out what it is - this is just from my habit of making lists for my own reference, but I felt like sharing.
DOORS{Spoiler}{DOORS}uSm0000 - prison door with window
uSm0010 - barred door
uSm0020 - door with two metal bars horizontal part of frame
uSm0040 - wooden door with horizontal pieces of wood across it
uSm0070 - yellow rusty door
uSm0080 - blue rusty door
uSm0090 - bloody red rusty - debug lockable door
uSm0100 - white wooden apartment door (episode 2)
uSm0101 - white wooden apartment door with window / half window episode 2
uSm0110 - white debug door with red handle - placeholder concrete door
uSm0120 - white debug door - duplicated door to be used within the Monument/Tower
uSm0130 - debug door grey - debug "Death Penalty" (Kierling?) door
uSm0140 - heavy blue door (often blocked with wood, but no wood)
uSm0150 - nice wooden door
uSm0160 - wooden door with 6 window panes
uSm170 - debug metal gate (ep1 Barry)
uSm171 - same as 170
uSm180 - another debug door
uSm220 - double door debug
uSm230 - debug door - debug/placeholder electronic lock exit door
uSm240 - test double door gate like 170
uSm250 - monument roller door
uSm280 - green rusty heavy metal door with security peep window
uSm281 - same as 280
uSm290 - metal barred door
uSm300 - rusty blue door with metal handle damaged (barred in-game?)
uSm310 - yellow rusty door with red sign (ep3 factory)
uSm320 - wider white door (apartment ep2)
uSm321 - white wooden apartment door/window thing same as 101
uSm330 - blue wooden door with 9 window pane holes
uSm350 - 103_door test model
uSm360 - metal door, grid bars at top
uSm370 - barred gate/door
uSm400 - one-way only test door
uSm390 - pressured door with turn handle
uSm400 - one-way only test door
uSm401 - same as 400
uSm402 - blue metal door with vent slats at bottom
uSm403 - same as 402
uSm404 - red metal door
uSm405 - metal fence gate (ep4)
uSm406 - test door, same sort as earlier ones
uSm407 - double door test
uSm408 - test door, same as 406
uSm409 - rusty double door/gate
uSm410 - single door test
uSm411 - rusty blue double door/gate (ep2 village)
uSm412 - single metal test door
uSm413 - rusty double door/gate test
uSm414 - single metal door test
uSm415 - double door/rusty metal gate test
uSm416 - rusty blue metal door test
uSm417 - double metal door test
uSm418 - rusty roller door
uSm419 - rusty prison cell door with handle
uSm425 - rusty blue door with heavy latch
uSm426 - red rusty door
uSm428 - test/placeholder door for sm0428
(placeholder door for somewhere in the medical ward/experiment block or the prison)
uSm430 - green/steel door with white sticker for tag on it
uSm432 - prison green, rusty heavy holding door with viewing hole
uSm433 - Heavy blue rusty door nailed shut with wooden planks
uSm434 - Bloody medical type door with vertical window pane
uSm435 - Bloody medical type door with vertical window pane, push bar handle
uSm436 - same as 432
uSm437 - Rusty prison cell type door same as 419
uSm438 - Rusty prison cell door type, sliding without handle
uSm439 - Doors with yellow/black warning banding at top and bottom
uSm440 - security type doors with glass or wire in them, match with 439
uSm441 - Wossek/pub wooden double-doors with holder to bar them
uSm442 - Heavy blue doors with a latch, Village near helicopter?
uSm443 - Security gate with mesh Episode 3/4, may also be lift door with handle
uSm444 - elevator door with mesh, horizontal handle
uSm445 - Rusty orange double doors, hospital style large glass pane
uSm448 - pale green rusty door
uSm449 - Same as 448
uSm450 - Kierling trap door - no trap attached to back
uSm451 - Kierling door with trap attached
uSm452 - Blue heavy moving door with metal screen in it
uSm453 - Barred metal door, no handle
uSm454 - heavy green prison door with slot closed
uSm455 - Wossek style single door with holder for bar
uSm456 - Other Wossek style door with holder for bar, with a window?
uSm457 - wooden door with panel at base underneath lock
uSm458 - Double green rusty pull doors, episode 2 cafeteria area?
uSm459 - rusty blue double doors
uSm460 - metal mesh door like elevator one
uSm461 - pale yellow rusty door
uSm462 - same as 461
uSm463 - rusty red double doors
uSm464 - rusty green prison door with barred viewhole
uSm465 - wooden door with raised panels - ep4 underground mansion?
uSm466 - ugly gold decorative door re6 raid mode china stage
uSm467 - rusty red door
uSm468 - damaged rusty green security tagged door
uSm469 - rusty gate with caution warning on it
uSm470 - wooden door with panels same as 465
uSm471 - steel door plain
uSm472 - metal door with vent window spot (lab door?)
uSm473 - wooden door with decorative panel at bottom
uSm474 - red rusty door with handle
uSm475 - metal door without handle, ribbed with solid metal at top
uSm476 - ugly door with man on it from re6 china stage
uSm477 - blue lab door with writing on it, probably re6 china lab door
uSm478 - metal frame glass door with handle re6 china lab level
uSm479 - metal silver door with blue details
uSm480 - Single door of the same as 479
uSm481 - blue rusty door with slats in window
uSm482 - double orange rusty doors (ep3? ep4?)
uSm483 - rusty metal gate with wire inside
uSm484 - same as 483
uSm485 - battered dark wooden door, plain panel at bottom
uSm486 - lab doors with rounded windows (ep4 lab)
uSm487 - Emblem key doors (ep4 underground mansion)
uSm488 - double lab doors with rounded windows (ep4 lab)
uSm489 - star detailed double doors (all episodes)
uSm490 - Prison cell type sliding door
uSm491 - rusty blue door with caution sign
uSm492 - Decorated wooden door with diamond panel in middle
uSm493 - Underground mansion entrance double doors
uSm494 - red rusty door
uSm495 - Prison cell type door with handle
uSm496 - yellow rusty door with red sign (kierling ep2 and so-on)
INTERACTIVE & DESTRUCTIBLE MODELS{Spoiler}{INTERACTIVE & DESTRUCTIBLE MODELS}uSm1000 - combustible canister
uSm1070 - exploding bottle
uSm1090 - cardboard box
uSm1100 - closed V type ladder
uSm1110 - metal pot without handles / bucket
uSm1120 - metal panel/dirty glass?
uSm1130 - knife (same as wp1210 knife)
uSm1140 - Rusty metal square-ish cannister
uSm1150 - metal pane/dirty glass?
uSm1160 - lift-able wooden cage (to climb on)
uSm1161 - same as 1160
uSm1170 - Sliding cell door test
uSm1180 - Giant door lock test
uSm1190 - giant rusty fan blade
uSm1220 - barred section with wide spacer
uSm1221 - same as 1220
uSm1250, 1250br - breakable wall/floor of sorts (RAID and Pedro stage effects?)
uSm1260 - crane hook test object
uSm1270 - Small building, two windows opposite each other test object
uSm1300 - lab 2×3 storage fridge
uSm1350 - Fuel container
uSm1380 - room with single entrance/window test object
uSm1420, 1420br - Vertical standing Wooden Crate and breakable version
uSm1430, 1430br - Horizontal standing wooden crate and breakable version
uSm1440 - Plain/Rusty Treasure Box from 6
uSm1460 - Empty tin can with blue trim (6 China stage?)
uSm1461 - same as 1460
uSm1462 - same as 1460
uSm1480 - Large 2×4 wooden windows
uSm1490 - Windows matching 1480 with horizontal pane at base
uSm1495, 1495_01 - Very old tall, narrow vase and breakable version
uSm1496, 1496_01 - Very old small, wide vase and breakable version (6 China stage?)
uSm1497, 1497_01 - Tall, narrow blue/white vase and breakable version
uSm1498, 1498_01 - Very small, wide blue/white vase and breakable version
uSm1499, 1499_01 - Wooden Barrel and breakable version
uSm1500, 1500_01 - Stack of 3 wooden boxes and breakable version (Episode 4)
uSm1510 - Wooden table with ugly pink/yellow/green floral tablecloth
uSm1520 - Blue wooden bookcase
uSm1530 - Crank Handle test object
uSm1540 - Switch handle test object
uSm1550 - Wide wooden window frame and partition window frame next to it
uSm1590 - Rusty red metal drum
uSm1710 - Wooden 2 door cupboard with small gold round handles
uSm1730 - Rusty metal streetlight
uSm1750 - Dummy file for system
uSm1760 - Nothing in here, camera related stuff
uSm1761 - Moira's military boxes
uSm1762 - Natalia's small hand boxes
uSm1763 - Metal edged treasure box from 6
uSm1765 - Female cadaver posed in a seated position (it's naked, wound over it's heart)
uSm1766 - Hanging body in a bag (Episode 3, Episode 4)
uSm1767 - Shelf with bucket/tin can, boxes and metal containers on it
uSm1768 - Pushable metal containers filled with rubble/rubbish
uSm1769 - Dummy file for system
uSm1770 - Upper moveable bridge from Episode 4
uSm1771 - Workbench
uSm1772 - Yellow smaller machine section (generator part?)
uSm1773 - Pull lever handle
uSm1774 - Concrete debris (Episode 3?)
uSm1780 - Extendible sliding ladder (Episode 2)
uSm1783 - Red taped handle lever by itself, vertical position
uSm1784 - Sewer Grate/Gate shut
uSm1787 - Episode 3/Episode 4 Monument/Tower Elevator
uSm1790 - Sluice Gate #1
uSm1791 - Sluice Gate Valve Handle (For Natalia to rotate)
uSm1793 - Nothing in here other than door opening/locked sound effects
uSm1794 - Nothing in here other than 'hit' data.
uSm1795 - Rusty locker door
uSm1796 - Wide locker frame (goes with 1795)
uSm1797 - Single panel medical-usage privacy screen on wheels
uSm1798 - Nothing in here, dummy files for system
uSm1799 - Nothing in here, camera data and related LMT files.
uSm1800 - Rotating Blade Trap
uSm1801 - Damaged/Destroyed Rotating Blade Trap
uSm1802 - Valve handle for Flame-thrower room (Episode 1, breakable valve)
uSm1803 - Flame-thrower Trap
uSm1804 - Flame-thrower room gate
uSm1805 - Moveable container on wheels with wood and metal sticking out of it
uSm1806 - Waste Disposal Compactor Platform
uSm1808 - The Harrow / Torture Bed Trap
uSm1809 - Nothing in here, dummy files for system
uSm1810 - Hanging victim in sack on hooks (Episode 1)
uSm1811 - Nothing in here, camera data and related LMT files
uSm1812 - Nothing in here, camera data and related LMT files (appears to be the same as 1811)
uSm1813 - Breakable wall (solid and damaged in one model for the Drill) marked with a red X
uSm1814 - Red brick
uSm1815, 1815_01 - Tower Medallion Blue (uncollected) and Silver (collected) versions
uSm1816 - Kafka Drawings Base
uSm1817 - Strange Bug (Glasp Baby)
uSm1818 - Wossek windows (breakable)
uSm1819 - Rounded breakable wall for the drill, marked with a red X
uSm1820 - Rusty lift and lift for apartments
uSm1821 - Button/light for lifts
uSm1822 - Damaged wooden fence with overgrown plants over texture
uSm1823 - Cardboard box
uSm1824 - Row of 4 lights/buttons
uSm1826 - Metal beams to pry from doors
uSm1826_Wp1240 - wall mounted Katana variant?
uSm1827 - Lift-able Generator
uSm1828 - Metal grate square
uSm1829 - Prometheus statue with Neil's ID card, both Liver halves inserted
uSm1833 - Blade Trap with gap for Slaughterhouse Key
uSm1834 - Kierling spiked ceiling trap with cogs
uSm1835 - Kierling ceiling trap room crow statue
uSm1836 - Bent metal barred gate used in Kierling ceiling trap room
uSm1837 - Kierling ceiling trap room eagle statue
uSm1838 - Nothing here, Kierling ceiling trap room looping sound effects
uSm1839 - Kierling slaughterhouse meat grinder
uSm1840 - Kierling meat grinder pull handle
uSm1841 - Nothing here, dummy files for system
uSm1842 - Another handle for the Kierling room trap puzzles
uSm1843 - Meat hook attached to small panel
uSm1844 - Large half carcass for grinder puzzle
uSm1845 - Nothing in here, camera data and related LMTs
uSm1846 - Pulley attached to ceiling
uSm1847 - Enclosed lights in the Kierling
uSm1848 - Metal leaver with red handle
uSm1849 - Nothing in here other than data files and sound effects
uSm1850 - Kierling longer range blade trap
uSm1851 - 6 arm large fan blade
uSm1852 - Breakable Countdown Mode hourglass timer effect and sound effects
uSm1853 - Conveyer Belts (Episode 4)
uSm1855 - Hidden Footprints
uSm1856 - Extendible ladder (Episode 3?)
uSm1857 - Workbench
uSm1858 - Two gold metal gear cogs
uSm1861 - Waterway metal grate/gate that can be raised
uSm1862 - Concrete/pipe long section
uSm1863 - Sluice gate #2
uSm1864 - Sluice gate #3
uSm1865 - Sluice gate #4
uSm1866 - Sluice gate/grate at end of waterway
uSm1867, 1867br - Wood/Metal barricades and breakable version (things that block Natalia's path)
uSm1868 - Nothing here, data and sound effects for enemies underneath water
uSm1869 - Nothing here, dummy data for system
uSm1870 - Rusty metal shelving
uSm1871 - Rusty metal shelving that falls on Claire in Episode 1
uSm1872 - Rusty, damaged metal shelving that Claire and Moira move in Episode 1
uSm1873 - The Overseer's cameras
uSm1874 - Hanging and animated beige cloth
uSm1875 - Gina for her death sequence in Episode 1
uSm1876 - Combustible cannister
uSm1877 - Combustible cannisters - Episode 3 Neil fight
uSm1878 - Concrete walkway with metal railings
uSm1879 - Combustible cannisters in container - Episode 3 Neil fight
uSm1880 - Broken glass of interrogation room - Episode 1
uSm1881 - Wood frame windows
uSm1882 - Special Forces piece of shit hanging cadaver
uSm1883 - Gold Tower emblem (RAID Mode)
uSm1884 - Chained area lock (RAID Mode)
uSm1885 - Treasure chest (RAID Mode)
uSm1886 - Placeholder briefcase for Treasure Chest (RAID Mode)
uSm1887 - Placeholder gold briefcase for Rare Treasure Chest (RAID Mode)
uSm1888 - Explosive Drum
uSm1889 - Nitrogen Cannister
uSm1890 - Electrical Power Supply
uSm1892 - Nothing here, pillar damage texture files
uSm1893 - Curved metal fence/roof
uSm1894 - Two stacked cardboard boxes with Russian text on them
uSm1895 - A face-looking mask? No textures in here with it.
uSm1896 - Bridge puzzle with lift and walkway together
uSm1897 - Pull handle for bridge puzzle
uSm1898 - Concrete/metal walkway with metal handrails
uSm1899 - Long metal grate door
uSm1900 - Episode 3 Barry lift
uSm1902 - Hidden footsteps
uSm1903 - Longer hidden footsteps
uSm1904 - Episode 4 Past sluice monitor screen
uSm1905 - Alex's breakable fish-tank
uSm1906 - Heavy gate within the Monument in Episode 4 Past
uSm1907 - Heavy iron door/floor with wheels
uSm1909 - Large rusty yellow breakable padlock
uSm1911 - Episode 4 Barry elevator into mines
uSm1912 - Stasis tank with breakable glass
uSm1913 - Morgue storage doors
uSm1915 - Episode 4 Barry lift from mines to underground mansion
uSm1916, 1916br - Green display shelf and breakable version of it
uSm1917 - Long barred gate, no bent points at base
uSm1918 - Red, rusty heavy security gate
uSm1919 - Wide barred gate, bent points at base
uSm1920 - Narrow barred gate, bent points at base
uSm1921 - Mine-cart filled with rubbish
uSm1922 - Rusty security gate within the mines
uSm1924 - Nothing in here, Countdown Mode Hourglass break effects and sound effects
uSm1926 - Helicopter, also references Flashlight textures
uSm1927 - Nothing here, hidden item sparkle found sound effects
uSm1928 - Natalia's brick
uSm1929 - Curved 5 blade fan
uSm1930 - Elevator control panel
uSm1931 - Breakable ceiling vent panel
uSm1932 - Hanging baby doll
uSm1933 - Plain tombstone
uSm1934 - Breakable glass pane
uSm1935, 1935br - Shelving with cages and breakable version from Episode 4 Alex fight 1
uSm1936 - Alex's grand piano
uSm1944 - Toolbox (RAID Mode)
uSm1945 - Jukebox (RAID Mode)
uSm1946 - Whiteboard (RAID Mode)
uSm1947 - Trophy Table/Stand (RAID Mode, removed)
uSm1948 - Nothing here, system dummy files.
uSm1948 - Nothing here, system files.
uSm1950 - Nothing here, system dummy files.
uSm1951 - Nothing here, system dummy files.
uSm1952 - Nothing here, system dummy files.
uSm1953 - Nothing here, system dummy files.
uSm1954 - Nothing here, system files.
uSm1955 - Blue door (RAID Mode)
uSm1956 - Fire extinguisher
uSm1957 - Iron beam section
uSm1958 - Kafka drawings (wide)
uSm1959 - Kafka drawings (smaller)
uSm1960 - Kafka drawings (smaller)
uSm1961 - Kafka drawings (smaller)
uSm1962 - Kafka drawings (smaller)
uSm1963 - Security door into underground lab/mansion area
uSm1964 - Grandfather clock pendulum
uSm1965 - Cement mixer or barrel on wheels? Either way, it's a Test object.
uSm1966 - Rusty ceiling grate cover
uSm1967 - Large area chain and padlock (RAID Mode)
uSm1968 - Even larger area chain and padlock (RAID Mode)
uSm1969 - Hanging pig carcass
uSm1970 - Male zombie in leather jacket and sneakers
uSm1971 - Variant zombie of 1970
uSm1972 - Male zombie with white pocket jacket over white shirt
uSm1973 - Male zombie with green hoodie
uSm1974 - Old man in a suit with glasses
uSm1975 - Nothing here, system dummy files.
FILES{Spoiler}{FILES}uSm4000 - Blue file folder - placeholder of sorts
uSm4001 - Placeholder file model
- another placeholder
uSm4002 - Yellowed letter with blue pen
uSm4003 - The Trial Transcription
uSm4004 - In The Penal Colony Transcription
uSm4005 - Black clipboard from ep1
uSm4006 - Journal with blue pen
uSm4007 - Journal with blue pen #2
uSm4008 - Dummied system file
uSm4009 - Torn out sheet of paper file
uSm4010 - File with mechanical pencil over it
uSm4011 - Letter with envelope
uSm4012 - System dummy files
uSm4013 - system dummy files
uSm4014 - One of the decorative notebooks
uSm4015 - Partially shredded notebook
uSm4016 - Red clipboard
uSm4017 - Red clipboard with stained document
uSm4018 - Dirty and stained torn out page
uSm4019 - Ripped single partial page
uSm4020 - Blue open clipboard/folder with lists
uSm4021 - Blue clipboard with yellow page on top
uSm4022 - Brown leather organizer with files
uSm4023 - Closed dark brown leather organizer with silver pen on top
uSm4024 - Battered old leather organizer, yellowed pages
uSm4025 - Note scrawled longways across A4 page (Gabe's note?)
uSm4026 - Green clipboard with pencil
uSm4027 - Orange clipboard with green and white pages
uSm4028 - Three piles of dirty documents
uSm4029 - Three piles of dirty documents
uSm4030 - Red book (Another Kafka one - The Trial)
uSm4031 - Dummied system files.
uSm4032 - Dummied system files
uSm4033 - Blue leather-bound journal with red bookmark ribbon
uSm4034 - Letter from Lottie
uSm4035 - Torn and even more stained single page letter
uSm4036 - Clipboard that's basically the same as 4027
uSm2037 - Clipboard that's basically the same as 4021
uSm4038 - Torn out page, same as 4018
uSm4039 - Torn out page, same as 4009
uSm4040 - Three piles of paper, same as 4029
uSm4041 - Placeholder file, same model and texture as 4001
uSm4042 - Same as 4029 - three piles of paper
uSm4043 - Same as 4018
uSm4044 - Same as 4023
uSm4045 - Same as 4024
uSm4046 - Same as 4024
uSm4047 - Same as 4024
uSm4048 - Same as 4022
uSm4049 - Same as 4005
uSm4050 - Same as 4014
uSm4051 - Same as 4022
uSm4052 - Same as 4029
uSm4053 - Same as 4029
uSm4054 - Same as 4029
uSm4055 - Same as 4029
uSm4056 - Same as 4019
uSm4057 - Same as 4027
uSm4058 - Same as 4021
uSm4059 - Dummied system files
STAGE DECORATIVE & ANIMATED MODELS{Spoiler}{STAGE DECORATIVE & ANIMATED}uSm5020 - Small shrub with green sort of flowers
uSm5021 - Same sort of shrub as 5020
uSm5040 - Pine tree, full with foliage
uSm5041 - Pine tree, barely any leaves
uSm5042 - Cluster of pine trees with tops taken off, branches too but with small regrowth
uSm5050 - 6 hanging cadavers with holes in them, white single eye painted onto each one
uSm5051 - Wooden structure with 5 cadavers hanging from it by a leg, making a star shape
uSm5052 - Single cadaver posed in crucified position
uSm5070 - Pile of large branches
uSm5071 - Narrow pile of large branches
uSm5072 - Split pile of branches, small path between
uSm5080 - Smaller, chunkier three
uSm5090 - Rusty old car
uSm5100 - Cluster of 6 dead shrubs/trees
uSm5120 - Rusty old tank
uSm5121 - Rusty old tank with damaged firing tube
uSm5122 - Base of rusty old tank
uSm5140 - Leave pieces for animated trees
uSm5150 - Test object for a wooden box
uSm5160 - Junked out car
uSm5161 - Junked out car with front door removed
uSm5162 - Junked out car with all doors removed
uSm5170 - Rusty yellow truck
uSm5171 - Rubber cover for back of truck
uSm5180 - Pile of concrete and metal debris
uSm5181 - Same as 5180
uSm5200 - Junked out bus
uSm5210 - Narrow cluster of three trees, barely any leaves
uSm5211 - Fallen tree
uSm5220 - Wide, flat chunk of rock
uSm5221 - Thick, smaller chunk of rock
uSm5222 - Another long chunk of rock
uSm5230 - Pile of rocks
uSm5231 - Another pile of rocks
uSm5232 - Another pile of rocks
uSm5233 - Yet another pile of rocks
uSm5240 - Large chunks of rock
uSm5241 - Bigger chunks of rock
uSm5242 - More large chunks of rock
uSm5250 - Another pile of rocks
uSm5254 - Yet another pile of rocks
uSm5270 - Wood cabin from near the sawmill
uSm5271 - Ruined wood cabin
uSm5280 - Wooden thatched roof of cabin (like Kolu in Estonia)
uSm5281 - Wooden thatched roof damaged at one corner
uSm5282 - Wooden thatched roof collapsing in middle
uSm5283 - Wooden thatched roof collapsing from one end
uSm5284 - Collapsed wooden thatched roof
uSm5290 - Rusty metal wall with a doorway
uSm5300 - Boarded up wooden shed with rocks on roof
uSm5310 - Filthy and damaged single bed with white sheet and pillow
uSm5320 - Wood and rope angular fence
uSm5330 - Wooden bench
uSm5340 - Damaged wooden cabinet
uSm5341 - Damaged wooden bookcase/shelving
uSm5350 - Old iron stove
uSm5360 - Wooden handmade plain rack
uSm5370 - Wooden drying rack with rotting fish on it
uSm5380 - Paddle-boat
uSm5390 - Fishing netting hanging up
uSm5391 - Wooden box with netting stored in it
uSm5392 - Wooden box, barrels and more fishing netting spilled over
uSm5400 - Fishing net tube
uSm5410 - Fallen tree/log, no branches
uSm5411 - Fallen tree, one branch
uSm5412 - Fallen tree with exposed roots
uSm5413 - Fallen tree in a Y shape
uSm5420 - Rocky wall/cliff face
uSm5421 - Smaller rocky wall/cliff face
uSm5422 - Smaller rocky wall/cliff face
uSm5423 - Smaller rocky wall/cliff face
uSm5510 - Long grass shoots
uSm5520 - Test object for a tall box
uSm5521 - Another test object with holes in either end, same texture
uSm5522 - Test object large square, same texture as 5520, 5521
uSm5530 - Cluster of 6 rusty silver drums standing upright
uSm5531 - Cluster 6 rusty silver drums knocked over
uSm5532 - Cluster of 8 rusty drums standing upright together
uSm5540 - Mound of ties
uSm5550 - First of Alex's creepy statue things left arm raised
uSm5551 - Second statue, both arms down
uSm5552 - Arms outstretched like feathers with babies hanging
uSm5553 - Third thing of Alex's weird statue things. Extra arms, more monster like
uSm5560 - Shale/rocks
uSm5570 - Rocky edge
uSm5580 - Another rocky edge
uSm5590 - Yet another rocky edge
uSm5600 - Another mound of mossy rock
uSm5610 - Another mound of rock
uSm5611 - Another section of rock
uSm5612 - Chunks of rock together
uSm5620 - Tree trunk
uSm5630 - Rocky cliff with grassy patches and roots
uSm5640 - Test object for a button for stuff
uSm5650 - Test object that looks like a safe.
uSm5660 - Another placeholder test object box
uSm5661 - Same as 5660
uSm5662 - A test object for a metal fence
uSm5663 - A test object for human bones - two skulls and 4 random bones
uSm5670 - Another test object box
uSm5671 - Test object for a crane for boxes?
uSm5680 - Another test object box
uSm5690 - Test object for what looks like a mine-cart
uSm5700 - A tree with sparse leaves
uSm5710 - Mound of gravel
uSm5720 - Test object for a streetlight
uSm5730 - Another test object for a streetlight/sign without the lamp
uSm5740 - A test object for a small platform or balcony with railings
uSm5750 - The same as 5750
uSm5760 - Wooden fence panels
uSm5770 - Payphone (written in Kazakh as 'таксофон' oddly enough)
uSm5784 - Fallen tree/log with branches jutting out
uSm5785 - Fallen tree with growth on it still
uSm5786 - Very tall, narrow tree with leaves on branches
uSm5788 - Old blue truck/dump truck
uSm5789 - Old green combi van (6 China stage)
uSm5790 - Old blue-ish sedan
uSm5792 - Old red taxi
uSm5793 - Old double decker bus (6 stage)
uSm5794 - Old white police squad car
uSm5795 - Train carriage
uSm5796 - Old grey truck
uSm5797 - Pallet Forklift
uSm5798 - Fighter jet with ammo boxes and missiles
uSm5799 - Red petrol tanker (small)
uSm5800 - Humvee
uSm5801 - Two pine-trees
uSm5802 - Platform thing from Piers' death stage
uSm8000 - Metal storage crate
uSm8060 - Collapsing metal walkway, concrete damage
uSm8071 - Pile of wood, metal and metal fencing
uSm8380 - Nothing in here other than 'hit' files
uSm8400 - Nothing here, just dummied system files
uSm8530 - Nothing here, 'hit' files
uSm8610 - Nothing here, dummied system files
uSm8611 - Nothing here, dummied system files
uSm8620 - Nothing here, one lmt file
uSm8630 - Creepy Alex statue, same as 5550
uSm8681 - Special Forces piece of shit guy
uSm8682 - Gina bloody again with camera data and sound effects
uSm8683 - Bloody cadaver in tank top, pants and no shoes
uSm8684 - Large cockroach
uSm8685 - Tin can with blue trim
uSm8686 - Cadaver with tank top and pants, no shoes
uSm8687 - Wooden door from Barry section Episode 1 stage 154
uSm8688 - Bloody medical stretcher
uSm8689 - Episode 1 Barry locked gate in sawmill area
uSm8690 - Shoddy looking wooden fence section
uSm8691 - Crane from Episode 1 Barry
uSm8692 - Stack of lumber
uSm8693 - Breakable wooden cabin section
uSm8694 - Dummied system files
uSm8695 - Special forces piece of shit's holster that Claire takes
uSm8696 - Keys collected from the guard
uSm8697 - Moira's flashlight
uSm8698 - Lottie
uSm8699 - Breakable wall
uSm8700 - Cut lumber piece
uSm8701 - Bracelet
uSm8702 - Phillips Head screwdriver with green handle
uSm8703 - Helicopter from episode 2
uSm8704 - Rusty metal white door
uSm8705 - Breakable ceiling
uSm8706 - Ruined helicopter
uSm8707 - Gabe's mutated cadaver with knife and bracelet
uSm8708 - Long section of wood
uSm8709 - Long section of a thin pipe
uSm8710 - Neil's folder and list of candidates
uSm8711 - Barry's pocketbook
uSm8712 - Helicopter pilot
uSm8713 - Hanging cadavers on hooks from episode 1
uSm8714 - Plank of wood
uSm8715 - Wooden box
uSm8716 - Moira's phone
uSm8717 - Knife
uSm8718 - Wossek pub sign
uSm8719 - Helicopter
uSm8720 - Ruined Monument
uSm8721 - Letter (Note stuck to door in Episode 3 Claire?)
uSm8722 - Dead Evgeny
uSm8723 - Barry's phone
uSm8724 - Moira's sim card
uSm8725 - Test object for something floor
uSm8726 - Drain pipe
uSm8727 - Big fuck off Dhurlga tentacle
uSm8728 - Cadaver dragged by Dhurgla
uSm8729 - Cadaver with a beanie
uSm8730 - Another cadaver with a shirt with pockets on
uSm8731 - Cadaver with a hoodie on
uSm8732 - Noose
uSm8733 - Breakable plank of wood
uSm8734 - Prison special forces piece of shit cadaver torture device/holder
uSm8736 - Creaking tank and pipe contraption (brewery)
uSm8737 - Metal pipe with curved 90 degree joint at top
uSm8738 - Grated metal panel
uSm8739 - Pipe covered with steel beam to be climbed on
uSm8740 - Bridge to Alex's lab
uSm8741 - Sluice gate from outside area
uSm8742 - Piece of corrugated metal
uSm8743 - Rounded lamp post from the village
uSm8744 - Hand (Pedro's cutscene one?)
uSm8745 - Collapsing concrete and rebar debris
uSm8746 - Large pile of concrete debris
uSm8747 - Massive pile of concrete and rebar debris
uSm8748 - Metal and concrete walkway that collapses
uSm8749 - Very long ladder and metal beams
uSm8750 - Damaged ladder and beams from 8849
uSm8751 - Damaged walkway and stairs connector
uSm8752 - Another damaged walkway section
uSm8753 - Part of tubing for Alex's system
uSm8754 - Another pipe from Alex's system
uSm8755 - Chunk of wood/metal
uSm8756 - One of Alex Wesker's books
uSm8757 - Reincarnation Ceremony Vessel Container
/ Alex's transfer procedure container/bed for Natalia
uSm8760 - Shipping container door
uSm8761 - Small sluice gate
uSm8766 - Damaged sluice gate
uSm8767 - Two walls with a church window
uSm8768 - Gravestones
uSm8769 - Test model related to the Edonia stage included with the map pack
uSm8770 - Shit from underwater 6 stage
uSm8771 - Box things from 6 stage with metal containers everywhere
uSm8773 - Large baby doll that can be posed
uSm8774 - Wooden boxes (coffin size) filled with rubbish
uSm8775 - Wooden boxes (coffin size) with planks into the rubbish
uSm8776 - Red metal containers stacked on each other
uSm8777 - Rusty metal containers stacked on each other
uSm8778 - Trophies to sit on the table in RAID Mode
uSm8779 - Plaque type trophy
uSm8780 - Test object that lists objects to be used in RAID Mode 80-89
uSm8781 - Same as above
uSm8782 - Same as above
uSm8783 - Same as above
uSm8784 - Same as above
uSm8785 - Same as above
uSm8786 - Same as above
uSm8787 - Same as above
uSm8788 - Same as above
uSm8789 - Same as above
uSm8790 - Metal door with blue detail (6 stage again)
uSm8791 - Nothing here, Moira's flashback data for Episode 3
uSm8792 - Pedro's mutating head
uSm8793 - Ruined Lottie
uSm8794 - Wiggling body in bag on hook
uSm8795 - Nothing but animation and camera data for Claire in last part of game
uSm8796 - Animation data for last part of game
uSm8797 - Animation data for Claire
uSm8799 - Radio/control panel gauges
uSm9000 - General purpose test object box
uSm9007 - An animation file
uSm9008 - An animation file
uSm9020 - A small test object (it's hard to read what this one says, sorry!)
uSm9050 - Dummy box
uSm9060 - Giant arrow
uSm9080 - Dummy something container 1
uSm9090 - Dummy object
uSm9100 - Wooden log
uSm9110 - Cutscene stage model piece
uSm9120 - L shaped building debug model
uSm9121 - Wide building debug model
uSm9122 - Building (supermarket? Library?) with ladder on side debug model
uSm9123 - Covered area debug model (episode 2 curved cover?)
uSm9124 - Square covered area debug model
uSm9125 - Radio tower debug model
uSm9126 - Junked out car debug model
uSm9127 - Debug supermarket or large library model
uSm9128 - Restaurant debug model?
uSm9129 - Crypt building with open door, ladder on side and hole to jump into roof, surrounded by gravestone debug model
uSm9130 - Two storey apartment or motel building debug model
uSm9131 - One storey building with roof access debug model
uSm9132 - Debug two storey house model
uSm9133 - Four storey apartment complex debug model
uSm9134 - Different four storey apartment building debug model
uSm9135 - Four storey building debug model
uSm9136 - Compound wall with walkways debug model
uSm9137 - Compound wall with doorway now in area debug model
uSm9138 - Small generator box raised up with ladders debug model
uSm9139 - Turret or blast box debug model
uSm9140 - Church debug model
uSm9141 - Ruined building walkthrough area debug model
uSm9142 - Partially ruined building (with roof) debug model
uSm9143 - Larger two storey ruined building debug model
uSm9144 - Small box debug model
uSm9145 - Another small debug model box
uSm9150 - Small debug cube model
uSm9151 - Nothing here, Camera details and animations
uSm9999 - Nothing here, 'hit' type files
uSmBushBase - system dummied files for bush cover
uSmCover - system dummied files for general cover
uSmLastHeliPilot - Same helicopter pilot as earlier files
uSmStealthPoint - system dummied files for general stealth points
uSmTrap - system dummied files for traps
uSmWeaponCtrl - system dummied files for item/weapon management?
STAGE MODELS & ACCESSORIES/DECORATIONSEach of these has been put under the episode and which character scenario they belong to. Each "area" is broken into smaller rooms and their accessories/decorations which have been listed beneath what "area" they belong to.
I don't know a lot of the Bio6 stages, so I've written down the RAID Mode dungeon and mission number with the ones I don't know where they're from exactly.
I have only listed out the 'etc' (additional model assets and so-on) for the stages from REV2. Revelations and 6 can be references from their files easily enough. The 'soft' arcs go with whatever is listed as part of a pair with the main arcs that I've detailed below and contain no models, only code related files for the main arcs and related assets for the roomfiles in use.
A number of these have been named in Japanese, so a general reference list as I may not have written the literal meaning with each arc or model:
布地/Nuno = Cloth/fabric covering (seeing as there's a lot of this in the game).
瓦礫/Gareki = debris.
映り込み/Utsurikomi = Background glare/reflections/backing for things like windows.
小物/Komono = Accessories/Decorations for the stages that are part of the stage mapping.
遠景/Enkei = Backdrop, likely to be in addition to a skydome/skybox.
草/Kusa = Grass or weeds.
赤壁/Akakabe = literally "red barrier" referring to barriers/walls behind windows, doors and so-on in some of the RAID Mode/Red Queen Alpha stages.
外/Soto = literally "exterior" or also "outside".
円形/遠景/Enki = Literally both meanings for 'round shape' and for 'distant vista/view' so additional scenery on the skybox sort of scale, but it wraps around and isn't the actual skybox!
夜景/Yakei = literally 'nightscape' - may be an Enki type or may be the actual skybox/skydome.
階段/Kaidan = staircase or stairway.
天球儀/Tenkyu = this is your full world "globe" skybox sort of thing.
影/Kage = can be for either shadow map pieces, or for extra pieces to have defined shapes on the stage.
岩/Iwa = Cliff or boulder.
岩壁/Iwakabe = rock wall/cliff face.
蛍光灯/Keikoutou = fluorescent light.
EPISODE ONERESIDENT EVIL REVELATIONS 2\nativePCNext\arc\DX9NEXT
CLAIRE SCENARIO{Spoiler}s100 - Medical/Experiment Ward Cells and Rooms
s0100_00Scr - Medical Ward/Experiment Holding Cell Block
- s0100_00screen - Alternative/Unused section of cells connecting to the curved fan room
- s0100_shadow - shadow map mesh for this section?
- s0100_00_nuno - Cloth covering
- s0100_00a1 Knife, Flashlight pickup hallway and one side of the interrogation room
- s0100_00a2 Cell block to the security gate
- s0100_00a3 Spiral Fan Room
- s0100_00a4 Other side of interrogation room, to doorway to connecting hallway only
s0100_01Scr - Medical Ward/Experiment Ward Block Storage Area
- s0100_01screen - Low poly hallway, rooms for Gina event
- s0100_01a1 - Hallways and adjoining rooms for Gina running from Afflicted scene
- s0100_01a2 - Hallway at the end of prior section
- s0100_01a3 - Larger room with scattered shelving and the like, follows the previous hallways
s0100_02Scr - Medical Ward/Experiment Ward Block
- s0100_02screen - Low poly area where you need to obtain the key from the guard
- s0100_02 - Area where you see Gina die, obtain key from guard's corpse
- s0100_02a1 - Room where Moira obtains the Crowbar
- s0100_02a1 - Tanks and ceiling pieces for s0100_02.
s0100_03Scr - Medical Ward/Experiment Ward Block Quarantine & Examination Room
- s0100_03screen - Low poly quarantine cell hallway & examination room
- s0100_03 Quarantine Cell Hallway & Examination Room
s0100_04Scr - Medical/Experiment Block to Prison adjoining corridor
- s0100_04screen - Low poly version of the corridor
- s0100_04 - Corridor to prison, where you see Natalia briefly
s101 Prison Block, Room of Judgement, Waste Disposal Area
s0101_00Scr - Prison cell block
- gareki - literally 'rubble'/'debris' model
- p_000 - Part of the exposed ceiling of the Prison
- s0101_00_utsurikomi - literally 'background reflections' - backing for windows of the Prison
- s0101_00screen - Low poly version of the Prison block
- s0101_00 - Prison cell block, control room
- s0101_00_komono - Literally "accessories", includes some shelving, windows and so-one
- s0101_00_komono2 - Accessories, includes chairs, tables, some shelving and random planks of wood, metal
- s0101_00_komono2 - Accessories, includes The Overseer's cameras, lamps, electronic lock panels, electric wiring
s0101_01Scr - Room of Judgment
- s0101_01screen - Low poly Room of Judgement / Torture device room
- s0101_01 - Room of Judgement / torture device room
- s0101_01_komono - Accessories, includes a cane chair, metal beams, lights, switches, pipes and some metal shelving
s0101_02Scr - Adjoining floor corridors, stairs, Waste Disposal Area
- s0101_02_utsurikomi - Backing for windows in hallway of the Prison
- s0101_02screen - Low poly corridor and stairs
- s0101_02 - Corridor, stairs, cells and rooms connecting 2F to 1F Prison behind the Control Room. Waste Disposal/Claire Sandwich area is in here.
- s0101_02_komono - Accessories, Stairs, electrical panels, rails for traps, Waste Disposal machinery
- s0101_02_komono2 - Accessories, lights, hanging lamps
- s0101_02_komono3 - Accessores, scattered metal shelving, boxes and paperwork
- s0101_02_komono4 - Accessories, cell barred windows, sinks, curved ceilings
- s0101_02_komono5 - Accessories, metal beams, tables, chairs, electrical boxes, wires
s0102_00Scr - Prison Exterior & Radio Tower
- s0102_00screen - Prison Exterior Wall
- s0102_00 - Prison Exterior, cliff, bridge and Radio Tower area
- s0102_00enkei - Literally 'background' - cliff sections and skybox wrap-around
- s0102_00glass - Glass for the Radio Tower's windows
- s0102_00prison - Exterior and outer perimeter wall of the Prison
BARRY SCENARIO{Spoiler}s151 - Prison
s0151_00Scr - Prison Interior
- gareki - literally 'rubble'/'debris' model
- s0101_00screen - Low poly version of the Prison block
- s0151_00_utsurikomi - Backing for windows within the Prison
- s0151_00 - Prison cell block
s0151_01Scr - Room of Judgement
- s0101_01screen - Low poly Room of Judgement / Torture device room
- s0101_01 - Room of Judgement / torture device room
- s0101_01_komono - Accessories, includes a cane chair, metal beams, lights, switches, pipes and some metal shelving
s0151_02Scr - Adjoining floor corridors, stairs, Waste Disposal Area
- s0101_02_utsurikomi - Backing for windows in hallway of the Prison
- s0101_02screen - Low poly corridor and stairs
- s0101_02 - Corridor, stairs, cells and rooms connecting 2F to 1F Prison behind the Control Room. Waste Disposal/Claire Sandwich area is in here.
- s0101_02_komono - Accessories, Stairs, electrical panels, rails for traps, Waste Disposal machinery
- s0101_02_komono2 - Accessories, lights, hanging lamps
- s0101_02_komono3 - Accessories, scattered metal shelving, boxes and paperwork
- s0101_02_komono4 - Accessories, cell barred windows, sinks, curved ceilings
- s0101_02_komono5 - Accessories, metal beams, tables, chairs, electrical boxes, wires
s0151_03Scr - Prison Entrance near the dock
- s0151_03screen - Low poly entrance area
- s0151_03 - Entrance to Prison
s152 - Prison Exterior, Field, Radio Tower
s0151_04Scr - Prison Storage Area
- s0151_04screen - Low poly storage area
- s0151_04 - Storage Area & Corridor where you gain control of Natalia
s0152_00Scr - Prison Exterior & Field
- s0152_00screen - Prison Exterior Wall
- s0152_00 - Prison exterior, half of the path from the field
- s0152_00prison - Exterior and outer perimeter wall of the Prison
s0152_01Scr - Path near the Radio Tower
- s0154_00 - Half of the path, connects to the other half of 152_00.
s0152_02Scr - Radio Tower, Bridge, Concrete wall for Barry & Natalia's new path
- s0152_02glass - Cabin glass window
- s0152_p001 - Swaying net/wire/cloth
- s0152_02 - Radio Tower path, bridge is destroyed. No Radio Tower.
- s0152_02screen - Low poly concrete wall and Radio Tower building.
s0152Scr - Radio Tower
- s0152_tower - Radio Tower
s0153_00Scr - Beach, Dock and path to the Prison
- s0153_00screen - Low poly concrete pillars near prison path
- s0153_00 - Beach, Dock and entrance to the Penal Colony/Prison
- s0153_boat_sm - Barry's boat
- s0153_kusa - Grass along the path to the prison
s154 - Logging Area
s0154_01Scr - Logging Cabin
- ita_p000 - Planks of wood
- s0154_01_doorrenda - Single wooden door
- s0154_01screen - Low poly logging cabin, sheds
- s0154_01 - Logging cabin, forest clearing, dilapidated cabins
s0154_02Scr - Sawmill Cabins
- s0154_02screen - Lowpoly Sawmill cabins, walls
- s0154_02 - Sawmill cabins, walls, cliffs
s0154_03Scr - Sawmill
- s0154_03screen - Lowpoly Sawmill buildings
- s0154_03 - Sawmill, cabins, generator,
- s0154_03_02 - Piles of logs, wooden fences, metal 40 gallon drums
RAID MODE{Spoiler}
s1000_00Scr - Prison
- gareki - verticle debris
- s0101_00_utsurikomi - backing for the prison windows/holes in ceiling
- s0101_02_utsurikomi - backing for windows and any seams
- s0101_00 - prison
- s0101_00_komono - accessories, ladders and so-on
- s0101_00_komono2 - accessories, desks, chairs, office supplies, boxes, a noose
- s0101_00_komono3 - accessories, lights and lamps
- s0101_02 - Corridor, stairs, cells and rooms connecting 2F to 1F Prison behind the Control Room. Waste Disposal/Claire Sandwich area is in here.
- s0101_02_komono - accessories, stairs, metal tanks
- s0101_02_komono2 - accessories, lights and lamps
- s0101_02_komono3 - accessories, metal shelving, desks, crates, boxes and pieces of paper everywhere
- s0101_02_komono4 - accessories, sinks, damaged lockers, barred windows, pieces of metal, planks of wood everywhere and curved ceiling sections for hallways
- s0101_02_komono5 - accessories, metal beams, pipes, electrical wires, wheelbarrows and other junk
- s1000_akakabe - Barrier/Wall
s1001_01Scr - Logging cabins and Y-shaped path
- s0154_01_doorrenda - Single wooden door
- s0154_01 - Logging cabin, forest clearing, dilapidated cabins
- s0154_02 - Y-shaped path between the cabins towards the Sawmill
- s1001_akakabe - Barrier/Wall
s1001_02Scr - Logging cabin, ruined cabin between concrete walls
- s0154_02 - Small logging cabin, ruined cabin
s1005_01Scr - Mining Area Clearing / Dhurgla Encounter Area
- s0354 - Mining Area, Dhurgla hunting ground
- s0354_01 - Metal, concrete structures and part of the cliff
- s0354_contain - Shipping containers, conveyer belt railings
- s0354_iwakabe - Literally 'Rockwall'/edges of the mining area
- s0354_kagu - Literally 'furniture' - desks, monitors, lockers, tables and so-on
- s0354_kanaami - Literally 'chain-link mesh' - metal mesh fences, barricades and so-on
- s0354_senro - Literally 'track' - minecart track line
- s1005_akakabe - Barrier/Wall - metal gates, other things blocking paths
s1006_01Scr - Monument/Tower - The Overseer's Quarters
- s0400_shadowscreen_01 - Low poly stairwell, server room and partial floor of Alex Wesker's private quarters
- s0400_00_bedroom - Alex Wesker's private quarters
- s0400_kaidan - Literally 'stairway' - stairwell between the observation room and private quarters
- s0400_kanshi - Literally 'observation' or 'monitoring' - Observation room
- s0400_uturi - Literally 'projection' - additional model pieces for lighting projection/reflection between the observation room, stairwell and private quarters
- s1006_akakabe - Barrier/Wall - divider pieces
s1006Etc - Extra assets/effects for s1006 - Overseer's Quarters
- 030a - Monitor effect
- md0349 - Blank monitor effect
s1007_01Scr - Underground Mansion
- dummy_env_model_01 - dummy model with crystal/pillar things and circles for a placeholder that resembles a corridor - likely for the grand corridor
- kobeya_01 - literally 'small room' or 'closet' - small room, two doorways on either side, has wooden crates stacked in it
- s0455_shadowscreen_01 - Low poly section of the underground research facility
- toile_01 - two mirrored lavatory/toilets rooms with stalls, sinks and mirrors
- daikairou_01 - literally 'grand corridor' - large corridor from the underground mansion
- kouishitu_01 - literally 'locker room' - locker room and stairwell from the underground mansion
- machiaishitu_01 - literally 'waiting room' - library, small dining area in the underground mansion
- rouka_01 - literally 'passageway' - passageway sections in the underground mansion
- shower_01 - shower room in the underground mansion
- syoko_01 - literally 'library' - library in the underground mansion
- s1007_akakabe - Barrier/wall - three divider pieces
s1010_00Scr - Bio6 Leon Chapter 1 - Town area
- cast_s0102 - Pieces of a building, windows
- s0102_11 - Metal/concrete fence, traffic lights, dead trees and other mixed props
- s0102_12 - Mixed buildings with a gap for a street
- s0102_13 - Small enclosed courtyard space, tree outside, trash on ground
- s0102_16 - Section of a street, more buildings
- s0102_19 - More chunks of buildings
- s0102_20 - Cars, trees, fire hydrants and so-on
- s0102_99 - Street/Road
- s0102_g - Ground section
- s0102_room - a bar with a pool tables
- s0102_room1 - A living room
- s0102_room2 - U-shaped corridor with wine casks stacked up
- s0102_room3 - A small diner
- s0102_sky - skybox/dome
- s0102_wood - low poly shrubs?
- s0102_wood4 - low poly shrubs?
- s1010_akakabe - Barrier/Wall - divider pieces
s1030_00Scr - Bio6 Chris Chapter 1 - Tenement: seventh floor
- cast_a - Metal sliding barriers, poles and things
- s0503-7f - Tenement building; seventh floor
- s0503-soto - Literally 'outer' - outer exterior of the tenement
- s2200_akakabe - Barrier/wall - coverings for windows of the tenement?
- sky - skybox/dome
- yakei - literally 'nightscape' - wrap around decorative backing for the tenement windows
s1040_00Scr - Bio6 Chris Chapter 1 - Tenement: eighth floor
- cast_a - Metal sliding barriers, poles and things
- s0503-8f - Tenement building; eighth floor
- s0503-soto - Literally 'outer' - outer exterior of the tenement
- s2200_akakabe - Barrier/wall - coverings for windows of the tenement?
- sky - skybox/dome
- yakei - literally 'nightscape' - wrap around decorative backing for the tenement windows
s1050_00Scr - Revelations Casino
- casino - hexagonal prism that's part of the rotating sign in the Casino
- dollar - round circle that's part of the rotating sign in the casino
- s10a_1 - Casino floor
- s10a_2 - High roller/private casino room
s1060_00Scr - Ruins at the shore near Terragrigia / Invasion of the Giant Creatures
- boat_anim - A row of small boats
- boat01 - A lens shape row of small boats
- enkei - Background detail sphere, a ruined ship is in this
- gomi01 - literally 'refuse' / 'trash' - ruined wooden fences, wires and so-on
- gomi02 - literally 'refuse' - ruined wooden fences, wooden poles and a boat
- ground - one ground section of the stage terrain
- ground02 - another ground section of the stage terrain, features a wooden path/dock
- iseki01 - literally 'historic ruins' - where you need to jump down in Revelations to access the shore
- iseki02 - more old building ruins
- iseki03 - more old building ruins, part of a bridge looking piece
- iseki04 - More ruined buildings, retaining walls
- iwa01 - literally 'cliff' or 'boulder' - boulder part of a cliff
- iwa02 - cliff piece, smaller boulders loose below
- iwa03 - cliff sections that frame the iseki01 building
- iwa04 - rocky cliff section
- iwa05 - boulders with space for a path between them
- iwa06 - a bounder
- koya - literally 'shed' - the larger shed on the shore
- refsky - Giant skybox/skydome/skybox
- sea - water section of this stage
- ship - small boat that's in the water near the dock
- tonnel - the tunnel that connects the two areas of the shore
- yama01 - literally 'mountain' or 'hill' - this is the left side of it
- yama02 - this is the right side of it
s1100_00Scr - Bio6 Chris Chapter 3 - Parking Garage area
- s1100_akakabe - Barrier/Wall - A single barriers
- b1_car - Bunch of parked cars
- b1_carwin1 - Car windows
- b1_carwin2 - Car windows
- b1_carwin3 - Car windows
- b1_carwin4 - Car windows
- b1_carwin5 - Car windows
- b1_carwin6 - Car windows
- b1_carwin7 - Car windows
- b1_carwin8 - Car windows
- b1_carwin9 - Car windows
- b1_carwin10 - Car windows
- b1_keibisitu - literally 'security room' - small corner building with metal grates over windows
- b1_tyushajyou1 - literally 'parking garage' - parking garage structure, has a path in with a gate blocking it office
- monitor - row of monitor screens
- monitor2 - a single monitor
s1101_00Scr - Bio6 Leon Chapter 1 - Tall Oaks Campus grounds
- ryouri - literally 'cookery' - utensils, food and so-on
- s0105_a0_2 - tables, stages and so on
- s0105_a0_3 - entrance stairs
- s0105_a0_4 - table-tops and other rubbish over the ground
- s0105_a0_swing - trees and shrubs
- s0105_a5_1 - metal fences, gates, concrete walls, benches, trash cans and more rubbish over the ground
- s0105_a5_2 - ground terrain, lampposts, lamps, part of the stage
- s0105_a5_swing - more trees and shrubs
- s0105_a8 - part of the university hallway that leads to the grounds
- s0105_a9_1 - s shaped corridor with a curved ceiling section
- s0105_a9_2 - flooring for the above hallway, has some stairs and rubbish over the ground
- s0105_a9_swing - shrubs and trees placed outside the a9 building section
- s0105_hana - literally 'flowers' - decorative plants, blossoms
- s0105_soto - literally 'exterior' - part of the exterior campus grounds - connects to the entrance stairs a0_3 section
- s0105_soto_0 - exterior walls
- s0105_soto_1 - outer fences, roads, buildings, walls
- s0105_soto_4 - smaller outer wall section
- s1101_akakabe - Barrier/Walls - blocking off openings
- sky - skybox/skydome
- sototuru - literally 'exterior hangings' - decorations like vines and so-on most likely
- syoumei - literally 'lighting' - lamps around the campus grounds
- syoumei_env - illumation meshes around the campus grounds
- tokei - literally 'timepiece' - decorative timepiece on the campus grounds
s1102_00Scr - Bio6 Leon Chapter 1 - Underground
- envtest - test environment for stage
- s0101_gesuiLOD - literally 'drainage' - part of the sewer/drainage tunnel
- s0101_gomiLOD - literally 'refuse' / 'rubbish' - scattered trash on the ground
- s0101_homeless - shelters of homeless people
- s0101_kagemodels - literally 'figure' models - beams and so-on throughout the tunnels
- s0101_seat1LOD - Train carriage seats
- s0101_train02LOD - Train consisting of four carriages
- s0101_tunnel00LOD - sharp corner section of a tunnel
- s0101_tunnel01LOD - long, straight section of a tunnel
- s0101_tunnel02LOD - long, wide corner section of a tunnel
- s0101_tunnel03LOD - short, wide corner section of a tunnel
- s0101_tunnel04LOD - another long, straight section of a tunnel
- s0101_tunnel05LOD - small chicane section of a tunnel
- s0101_tunnel06LOD - another small chicane section of a tunnel
- s0101_tunnel07LOD - small straight section of a tunnel
- s0101_tunnel08LOD - small, wide corner section of a tunnel
- s0101_tunnel09LOD - another small, wide corner section of a tunnel
- s0101_tunnel10LOD - small, wide corner double tunnel section
- s0101_tunnel11LOD - small, sharp corner double tunnel section
- s0101_tunnel12LOD - double tunnel small chicane section
- s0101_tunnel13LOD - small double tunnel small, wide corner section
- s0101_tunnel14LOD - double tunnel wide corner section
- s0101_tunnel15LOD - double tunnel wide corner and blocked off tunnel section
- s0101_tuuroLOD - literally 'passageway' - passageway into the train tunnel
- s0101-train00LOD - Train consisting of three carriages
- s0101-train01LOD - Train consisting of one and a quarter carriages
- s1102_akakabe - barrier/wall - multiple wall sections
s1103_00Scr - Bio6 Leon Chapter 1 - Another town section
- s0102_08 - Building with an open gate, yard and space between it and another for a path/road
- s0102_10 - section of a town, there's a couple of cars and a set of traffic lights
- s0102_12 - Another section of buildings
- s0102_14 - More buildings, cars and junk outside the gun shop
- s0102_15 - More trucks and building sections
- s0102_16 - Section of a street, more buildings and telephone poles on it
- s0102_19 - Two corner sections of buildings, space for a street between them
- s0102_20 - Cars, fence sections clustered in a spot
- s0102_23 - More building sections, traffic lights
- s0102_99 - Street terrain, pavement
- s0102_r0 - an awning
- s0102_rx - pedestrian bar spacers/bike rack things
- s0102_sky - skybox/skydome
- s0102_wood3 - trees and shrubs
- s0102_wood4 - More trees and shrubs
- s1103_akakabe - barrier/wall - things blocking off entrances, windows
s1105_03Scr - Sawmill
- s0154_03 - Sawmill area with cabins
- s0154_03_2 - Fences, piles of lumber, logs and metal drums
- s1105_akakabe - Barrier/Wall - section of the cliff that Barry and Natalia slide down
s1111_00Scr - Bio6 Leon/Jake Aeroplane Crash Site
- AF - An aeroplane in pieces
- bini_box01 - Piles of boxes, crates
- boromise1 - three worn out buildings
- boromise3 - five worn out buildings
- container00 - Pile of shipping containers
- container02 - more shipping containers, animal cages
- container06 - four shipping containers and pallets stacked together
- haikeibill - skyscraper clusters
- hiroba - literally 'plaza' or 'open area' - open terrain, some metal bars on ground and other junk
- hodou - literally 'sidewalk' - street section, broken streetlights
- komono - accessories - pieces of debris, section of aeroplane
- kowarebill00 - ruined skyscrapers
- kowarenaibill00 - damaged buildings
- s0510_douuro - literally 'road' - road terrain for this area
- s1111_saku - literally 'fencing' - fence sections and streetlights for this area
- sky - skybox/skydome
- tekkotu -literally 'steel girder' - damaged steel framework and girders
- yakei - wrap around backing detail box
s1200_00Scr - Bio6 Chris chapter 1 - Another section of the tenement
- s1200_yuka - literally 'floor' - sections of a floor, concrete or planks of wood
- s0503-2f - Tenement; second floor
- s0503-3f - Tenement; third floor
- s0503-3fkeikoutou - literally 'fluorescent light' - lights for the third floor section
- s0503-fence01 - section of a fence
- s0503-kaidan - literally 'stairs' or 'stairway' - a multi-floor stairway
- s0503-soto - Literally 'outer' - outer exterior of the tenement
- s2200_akakabe - Barrier/wall - coverings for windows of the tenement?
- sky - skybox/dome
- yakei - literally 'nightscape' - wrap around decorative backing for the tenement windows
s1201_00Scr - Something probably from 6's Edonia sections - I wouldn't know.
- a - A building and another on a cliff in the distance
- b - A cluster of buildings
- c - Another cluster of buildings with an open gate/fence between them
- cast_shadow - Low poly pieces of buildings
- d - Another cluster of buildings
- enki - distance/perspective - cluster of buildings up on cliff and below as well as power line towers
- env - full stage skybox/dome things (armillary sphere)
- jochu - more buildings
- lm - terrain and streets
- s1201_akakabe - barrier/wall - sections of walls, buildings
- tenkyu - full stage skybox/dome things (armillary sphere)
- treeb - Cluster of trees
- yuki - snow?
s1205_00Scr - Bio6 Chris/Jake Underwater Facility Lower Levels
- akakabe - barrier/wall things
- BOSS - Lower metal section of the facility
- BOSS_soko - lower steel structure
- EVENT_kagenasi - individual contained section
- s0902 - sections of rooms
- s0902_BOSS_off - levels of the underwater facility
- s0902_BOSS_off_KAGE - section of the same area
- s0902_kagenasi - Another section with pipes
- s0902_komono00 - accessories, metal plates, lights and so-on
- s0902_komono01 - some metal plate sections
- s0902_komono02 - more metal plates
- s0902_komono03 - even more metal plates
- s0902_komono03_KAGE - another metal plate
- s0902_komono04 - more metal plates
- s0902_komono05 - yay even more metal plates
- s0902_komono05_KAGE - a smaller metal plate
- s0902_komono06 - another bunch of metal plates
- s0902_kotei01 - 'fixing' - windows or something
- s0902_kotei01_KAGE - a single window or whatever it is
- s0902_kotei02 - more of the same fixings
- s0902_kotei02_KAGE - another single fixing
- s0902_kotei03 - same fixings
- s0902_kotei03_KAGE - yet another single fixing
- s0902_kotei04 - still more fixings
- s0902_kotei04_KAGE - a set of three fixings
- s0902_kotei05 - more fixings
- s0902_kotei05_KAGE - another set of three fixings
- s0902_kotei06 - another ring of fixings (what a surprise)
- s0902_kotei06_KAGE - Another three fixings
- s0902_kotei07 - another set of fixings
- s0902_kotei07_KAGE - another three fixings
- s0902_kotei08 - another ring of fixings, but different facing compared to the rest
- s0902_kotei08_KAGE - A single half row of fixings
- s0902_kotei09 - How many fixings? Many.
- s0902_kotei09_KAGE - A whole TWO rows of fixings.
- s0902_rail01 - a ring of railings
- s0902_rail02 - another ring of railings
- s0902_rail02_KAGE - a small section of railings/joiner
- s0902_rail03 - another ring of railings
- s0902_rail03_KAGE - a small section of railings/joiner
- s0902_rail04 - another ring of railings
- s0902_rail04_KAGE - a small section of railings/joiner
- s0902_rail05 - another ring of railings
- s0902_rail05_KAGE - a small section of railings/joiner
- s0902_rail06 - another ring of railings...
- s0902_rail06_KAGE - - a small section of railings/joiner
- s0902_rail07 - a slightly different ring of railings
- s0902_rail07_KAGE - a longer small section of railings/joiner
- s0902_rail08 - another slightly different ring of railings
- s0902_rail08_KAGE - another slightly longer small section of railings/joiner
- s0902_rail09 - another ring of railings
- s0902_rail09_KAGE - a longer section of railings/joiner
- s0902_s0972_off - pipes and other stuff down the shaft
- s0902_s0972_off_KAGE - a small section of pipes and other things
- s0972 - a small ringed section and another outer section
- s0972_BOSS_off - another structural section
- s0972_s0902_off - another structural section - the top of a piece?
- sm1354 - platform pieces
- umi - literally 'sea' - outer underwater backing box
s1206_01Scr - Mining Area, Dhurgla hunting ground
- s0354 - Mining Area, Dhurgla hunting ground
- s0354_01 - Metal, concrete structures and part of the cliff
- s0354_contain - Shipping containers, conveyer belt railings
- s0354_iwakabe - Literally 'Rockwall'/edges of the mining area
- s0354_kagu - Literally 'furniture' - desks, monitors, lockers, tables and so-on
- s0354_kanaami - Literally 'chain-link mesh' - metal mesh fences, barricades and so-on
- s0354_senro - Literally 'track' - minecart track line
- s1005_akakabe - Barrier/Wall - metal gates, other things blocking paths
s1206Etc - Extra assets/effects for s1206 - Mining Area
- md0002 - single individual leaf blowing in the window
- md0011_01 - blowing dust cloud
- md032a - a bird in the distance
- md0343 - particle effect
s1300_00Scr - Bio6 Jake section used in a timed stage in RAID (Dungeon 1, Mission 5)
- gakemichi01 - literally 'path along a cliff' - wood/rope bridge and part
- gakemichi02 - part where you climb up the ladder after the bridge
- gakemichi03 - small tunnel following the ladder area
- s0304_hasigo - literally 'ladder' - ladders for this particular stage
- s0304_iwakabe - rocky cliff section
- s0304_iwakabe2 - another rocky cliff section
- s0304_iwakabe3 - Two rocky cliff sections
- s0304_iwakabe4 - another rocky cliff section
- s0304_iwakabe5 - another cliff slope section
- s0304_iwakabe6 - another rocky bit
- s0304_shadow - low poly section for shadows
- s0304enkei - part of the cliff and buildings in the distance
- s0304enkei2 - more cliff bits, a bridge in the distance
- tenkyu - skybox/dome things
s1503_00Scr - Bio6 Jake scenario icy cavern - RAID (Dungeon 3, Mission 1)
- s1203_hoshizora - literally 'starry sky' - skybox/skydome
- s1203_ice - patch of ice and icicles from the ceiling
- s1203_ice_hide - icy edges, piles of ice
- s1203_ice_shadow_recv - more ice bits
- s1203_iceiwa_center - rocky path bit
- s1203_kikai - literally 'machinery' - machine on the stage
- s1203_lightmodel - lights for the stage
- s1203_main_area - cavern
- s1203_main_area_obj - stairs and metalwork
- s1203_main_area_shadow_recv - extra pieces like junk around the stage
- s1503_akakabe - barriers/walls on exits
s1504_00Scr - Warehouse or something? No idea what this one is, sorry!
- s1504_akakabe - barrier/wall - a few on windows and so-on
- s1204_souko - literally 'warehouse' building
- s1204_souko_komono - tarp covered supplies, metal drums and so-on
- s1204_souko2 - a L shaped small room
- s1204_souko2_komono - pipes, chairs and other stuff
- s1204_souko3 - another room with a set of stairs
- s1204_souko3_komono - pipes, shelving, metal fence
s1506_05Scr - Kierling Slaughterhouse
- s0300_05 - Kierling Slaughterhouse
- s0300_0507fan - Wall fan
- s1506_akakabe - Barrier/wall on doors
s1506Etc - Extra assets/effects for s1506 - Kierling Slaughterhouse
- md032b - extra flat detail meshes
- md032e - electrical panel and wire covering
s2000_00Scr - RAID Mode Red Queen Alpha Simulator Vestibule
- s2000_a1 - a square building, open windows
- s2000_a2 - damaged door, blocked by debris and stuff
- s2000_a4 - floor and ceiling
- s2000_a5 - walls and chains
- s2000_b1 - Curtains, picture frames and lamps
- s2000_b2 - Curtains and picture frames
- s2000_b3 - More curtains and picture frames
- s2000_b4 - More curtains and picture frames
- s2000_b5 - more picture frames, the chandelier, cameras, lampshades, door to enter and hallway
- s2000_b6 - debris on the floor, Mannequin
- s2000_a6 - Table with accessories, the chair and chains
s2000_00Etc - Extra assets/effects for s2000 RAID Vestibule
- md0087 - Some sort of overlay mesh piece
s2000Etc - Extra assets/effects for s2000 RAID Vestibule
- md0087 - Some sort of overlay mesh piece
s2101_00Scr - Bio6 Leon scenario Tall Oaks Classrooms - RAID (Dungeon 1, Mission 4)
- s0105_a0_3 - entrance stairs
- s0105_a0_swing - trees and shrubs
- s0105_a1 - U shaped hallway
- s0105_a1_1 - Stairwell
- s0105_a2 - Auditorium
- s0105_a2_1 - Classroom 1
- s0105_a3 - Stairwell littered with seating
- s0105_a4 - hallway with small stairs
- s0105_a4_2 - Classroom 2
- s0105_a5_1 - Exterior with fences, rubbish and seating
- s0105_a5_2 - Exterior terrain
- s0105_a5_swing - Trees and shrubs
- s0105_soto - exterior of the university
- s0105_soto_0 - exterior walls
- s0105_soto_2 - Exterior buildings outside the campus grounds
- s2101_akakabe - barrier/walls on connecting external door
- sky - skybox/skydome
- syoumei - literally 'lighting' - lamps around the campus grounds
- tokei - literally 'timepiece' - decorative timepiece on the campus grounds
s2103_00Scr - Bio6 Leon Chapter 1 - Another town section
- s0102 - Street terrain
- s0102_00 - sections of buildings, more street terrain
- s0102_01 - More buildings, bit of fence and a tree
- s0102_02 - More buildings
- s0102_03 - More buildings, another fence area and another tree
- s0102_04 - Another chunk of building
- s0102_05 - A building, cars around, bus stop and other stuff
- s0102_06 - More buildings, dumpsters and rubbish on the ground
- s0102_07 - Another building with a crashed car near it
- s0102_08 - Building with an open gate, yard and space between it and another for a path/road
- s0102_09 - Another building, some trees and junk
- s0102_10 - section of a town, there's a couple of cars and a set of traffic lights
- s0102_12 - Another section of buildings
- s0102_14 - More buildings, cars and junk outside the gun shop
- s0102_16 - Section of a street, more buildings and telephone poles on it
- s0102_17 - Scaffolding, rubbish bins and construction supplies
- s0102_18 - More building sections, another tree and a piece of wall
- s0102_21 - Another building, section of street
- s0102_22 - More scaffolding, cars and another section of fence
- s0102_99 - Street terrain, pavement
- s0102_g - More ground terrain
- s0102_sky - skybox/skydome
- s0102_wood1 - trees and shrubs
- s0102_wood2 - more trees and shrubs
- s0102_wood3 - trees and shrubs
- s2103_akakabe - barrier/wall - things blocking off entrances, windows
s2104_00Scr - Bio6 Leon Chapter 1 Gun Shop
- s0103_03 - A car
- s0103_aianpipu_hide02 - Fencing, decorative poles and so-on
- s0103_aianpipu_hide03 - Metal catwalk and stairs
- s0103_car - Cars and a truck
- s0103_car01 - More cars
- s0103_denkyu - Literally lights - lamps of all kinds
- s0103_densen - Literally power cables - a bunch of them
- s0103_densen_hide03 - More power cables and an antenna
- s0103_enkei - Building exteriors
- s0103_gaikan_komono - literally exterior/facade smaller articles/accessories - trees, street signs and so-on
- s0103_gunshop - Gunshop section with water tank on roof
- s0103_gunshop_hide03 - Fences and other details for the upper section of the gunshop
- s0103_keikoutou - fluro lights in the gunshop
- s0103_light02 - interior of the gunshop
- s0103_light02_komono - accessories, pipes and furniture in the gunshop
- s0103_neon_02 - the large neon sign near the gunshop
- s0103_neon_03 - the smaller neon sign
- s0103_sky - skybox/skydome
- s2104_aianpipu - metal catwalk and lower stair section of the gunshop
- s2104_akakabe - barriers/walls including planks of wood on the ground
- s2104_gaikan - exterior/facade of the gunshop
s2106_00Scr - Bio6 Leon Scenario - Cathedral
- cast_mado - Stained glass windows in wall
- s0201_area01 - Cathedral interior and second floor
- s0201_area01_yuka - literally 'floor' for the cathedral
- s0201_door - cathedral door
- s0201_sky - skybox/skydome
- s0201_window - giant curved mesh and multiple windows
- s0201_wood - small half oval section
- s0201env - skybox/cube
- s2106_akakabe - Barriers/Walls, extra props
s2110_00Scr - Bio6 Leon Scenario Inside The Aeroplane
- kinai04 - Literally 'inside a plane' - middle section of seating
- kinai04_chair - Rows of chairs for the plane
- kinai04_light_on - aisle lights
- kinai04_light_white - more lights for the plane
- kinai04_nimotsu - literally 'luggage' - piles of luggage
- kinai05_00 - the crew area at the back of the plane
- kinai05_01 - doorway and part of the flooring
- kinai05_light_on - lights for the back section of the plane
- kinai06_00 - stairs to the cockpit
- kinai06_01 - cockpit
- s2110_akakabe - Dividing walls between the crew area and cabin
- sky - skybox/skydome
- window_open - windows along the fuselage
s2111_00Scr - Bio6 Leon/Jake Scenarios - Aeroplane Crash Site
- AF - Aeroplane breaking into pieces
- bini_box01 - Containers, boxes and so-on
- bini_box02 - More boxes
- bini_box03 - A couple more boxes
- container02 - metail shipping containers, crates
- container03 - more containers, damaged containers
- container04 - Another pile of containers, damaged containers
- container06 - Four stacked crates and containers
- haikeibill - Skyscrapers
- hiroba - ground terrain
- hodou - sidewalk and broken streetlights
- komono - accessories, more debris on the ground
- kowarebill00 - damaged skyscrapers
- kowarenaibill00 - More slightly damaged buildings
- s0510_douuro - road ground terrain
- s2111_saku - fencing and streetlights
- sky - skybox/skydome
- tekkotu - warped metal girders and framing
- tree1 - a fallen tree
- tree2 - another fallen tree
- yakei - distance background skybox wrap-around
- yatai - damaged stalls
s2112_00Scr - Bio6 Leon Scenario - Markets
- s0511_douro - Road ground terrain, some fences, streetlights
- s0511_enkeibill1 - buildings decorating the outside of the stage
- s0511_hasigo - ladders for the stage
- s0511_jimen - ground terrain for the stage
- s0511_jimen1 - more ground terrain for the stage
- s0511_kanban - signboards for the stores and wires
- s0511_komono0 - accessories, boxes and wooden pallets
- s0511_komono1 - More boxes and wooden pallets
- s0511_komono2 - two piles of boxes and wooden pallets
- s0511_komono3 - more wooden boxes, pallets
- s0511_komono4 - more boxes, pallets and a table
- s0511_komono5 - more cardboard boxes on wooden pallets
- s0511_komono6 - some more boxes, pallets and another table-tops
- s0511_komono9 - small stack of boxes and pallets
- s0511_komono10 - more wooden crates, boxes
- s0511_midori - green tarps on metal poles
- s0511_poster - posters, decorations and so-on in the markets
- s0511_shop_close3 - closed shopfront section
- s0511_shop_close4 - closed shopfront wall section
- s0511_shop01 - single open shop building
- s0511_shop02 - Larger two-storey open shop building
- s0511_shop03 - two open two-storey shop buildings, alleyway paths between them
- s0511_shop04 - two closed shop buildings and a small barrier
- s0511_shop07 - Open shop building with awnings outside it
- s0511_shop08 - Open shop building with Y-shaped roof section that can be walked on
- s0511_shop09 - Smaller open shop section with sinks
- s0511_sky - skybox/skydome
- s0511_souko - Storehouse section, another section of roof that can be walked on
- s0511_torikago - literally 'birdcage' - cages
- s0511_yane - literally 'roof' - a messy section of roof with wires, beams sticking out
- s2112_akakabe - barriers/walls - blocking off some sections of the market, boxes as well
- s2112_syoumei - lighting for the stage
Also
JTeghius Kittius - the uPl3600Blood.arc in EP3's files is the overlay mesh that's loaded up when Alex commits suicide and contains part of her suit and so on covered in blood-spatter. It has to be retextured with the usual Alex one if someone wants to reskin her in-game model as otherwise seams could be shown so maybe mark it as a pair with her pl3600 one?
The EP3 files for her (pl3600) are used in the "scenes" of her in EP4 as the game mucks up a bit.