Resident Evil 6 default to EX. costume model swapping
Sept 22, 2016 14:46:12 GMT 10
EvilLord, Syndeh, and 4 more like this
Post by revcarl on Sept 22, 2016 14:46:12 GMT 10
Resident Evil 6 Model Swapping
There are a few different model swapping guides floating around this site but there are none that deal with RE 6 whose files are put together a little differently then other Resident Evil games. This is especially true when considering the default character arcs compared to the EX costumes. RE 6 can be quite frustrating in this way so I thought I would throw together a small guide; both from what I have learned about general model swapping, largely in part to the tutorials offered on this site(shoutout egglesplork), as well as what I had to learn on my own from trial and error.
There are a few different model swapping guides floating around this site but there are none that deal with RE 6 whose files are put together a little differently then other Resident Evil games. This is especially true when considering the default character arcs compared to the EX costumes. RE 6 can be quite frustrating in this way so I thought I would throw together a small guide; both from what I have learned about general model swapping, largely in part to the tutorials offered on this site(shoutout egglesplork), as well as what I had to learn on my own from trial and error.
I won't get way into model swapping in general, so if you have never attempted a RE model swap or are looking to start learning, here is a link to a model swapping tutorial that should help. BASIC MODEL SWAPPING TUTORIAL
With Resident Evil model swapping it basically comes down to a few steps:
1. unpacking the correct arcs
2. copying over all assets from the donor arc to the receiving arc
3. renaming the mod mrl and ctc files
4. modding the packing list and then repacking.
This becomes a simple process after you are able to get it down but with RE 6 they decided to mix things up a bit.
First there are the character arcs. One for each of the default as well as the different extra costumes, just like any other RE game. In RE 6 though, they have added upltex arcs. Each character has 3-4 upltex per costume and they are used to show dirt/sweat/grime as the character edvances through the story in the game. The problem is that only the default costumes use these upltex, not the EX costumes, so if you ever needed to switch a mod from default to an EX costume slot you may be left confused about how to do it.
So here are some quick steps for model swapping in RE 6 that are different than the other Resident Evil games.
Default to Default:
There isn't much difference from model swapping in other RE games and mostly this probably goes without saying lol
Step 1. Do steps 1-4 listed above but with the upltex included
Step 2. No more steps. That is about it, just make sure the mrl from the first upltex goes to the upltex with the matching number (the number after the underscore in the arc name.
Default to EX costume:
1. You are gonna need the 0make you are swapping to, the characters default arcs you are swapping and one upltex. If it is a modded costume you are swapping the logical choice would be the upltex that the author included. If all of them were included I would go with the upltex ending with "_0". This is the default texture used for mercenaries and at the beginning of the campaign.
2. Copy all assets from both the default arc and the upltex arc into the 0make arc. (a lot of files will be overwritten when you copy both of these arcs into the EX costumes as many of the textures are the same)
3. Now you need to find the correct mrl from the upltex arc to rename. This will depend on what part of the model you are model swapping at this point. There is a key below to help you figure this out. Out of the 2 mrl's in the 0make I chose the mrl that didn't end with an underscore number to use for the renaming of the upltex mrl.
4. Now rename the mrl, mod and ctc files. You can ignore the extra mrl's as they wont load anything if not renamed.
* important: Don't rename both of the 0make's mrl files. Only one is relevant from the upltex and the mrl from the default arc loads most of the same textures as the upltext mrl which seems to stop the textures from being loaded all together.
5. Mod the packing list and repack.
2. copying over all assets from the donor arc to the receiving arc
3. renaming the mod mrl and ctc files
4. modding the packing list and then repacking.
This becomes a simple process after you are able to get it down but with RE 6 they decided to mix things up a bit.
So here are some quick steps for model swapping in RE 6 that are different than the other Resident Evil games.
Default to Default:
There isn't much difference from model swapping in other RE games and mostly this probably goes without saying lol
Step 1. Do steps 1-4 listed above but with the upltex included
Step 2. No more steps. That is about it, just make sure the mrl from the first upltex goes to the upltex with the matching number (the number after the underscore in the arc name.
Default to EX costume:
1. You are gonna need the 0make you are swapping to, the characters default arcs you are swapping and one upltex. If it is a modded costume you are swapping the logical choice would be the upltex that the author included. If all of them were included I would go with the upltex ending with "_0". This is the default texture used for mercenaries and at the beginning of the campaign.
2. Copy all assets from both the default arc and the upltex arc into the 0make arc. (a lot of files will be overwritten when you copy both of these arcs into the EX costumes as many of the textures are the same)
3. Now you need to find the correct mrl from the upltex arc to rename. This will depend on what part of the model you are model swapping at this point. There is a key below to help you figure this out. Out of the 2 mrl's in the 0make I chose the mrl that didn't end with an underscore number to use for the renaming of the upltex mrl.
4. Now rename the mrl, mod and ctc files. You can ignore the extra mrl's as they wont load anything if not renamed.
* important: Don't rename both of the 0make's mrl files. Only one is relevant from the upltex and the mrl from the default arc loads most of the same textures as the upltext mrl which seems to stop the textures from being loaded all together.
5. Mod the packing list and repack.
DONE!!!
UPLTEX MRL KEY:
every upltex has 4 mrl's, one for each part of the body. Just pick the mrl that loads the part of the model you are model swapping. Pay attention to the number before the underscore.
uPl000_0.mrl (main texture pack for body model)
uPl001_0.mrl (texture pack for right hand)
uPl002_0.mrl (texture pack for left hand)
uPl003_0.mrl (texture pack for face)
UPLTEX MRL KEY:
every upltex has 4 mrl's, one for each part of the body. Just pick the mrl that loads the part of the model you are model swapping. Pay attention to the number before the underscore.
uPl000_0.mrl (main texture pack for body model)
uPl001_0.mrl (texture pack for right hand)
uPl002_0.mrl (texture pack for left hand)
uPl003_0.mrl (texture pack for face)