THank you Son of Persia for your assistance.. I got a little bit further ahead over the past few days, but had to start over from scratch. Here is where I am at.. I want to port this old mode called
Kyoka Katagiri Gunslinger Stratos Reloaded from the 2007 version to use as Leon with my UHD version on Steam. After all the work I did this week, my ported model does not work. I am hoping you can show me where I went wrong. Here are the steps I have taken.
First I converted the
pl00.udas.lfs file (Leon model) with the
LFS conveter which created the
pl00.udas file. I then placed this
pl00.udas file in the same folder as the
RE4_UHD_UDAS_Tool.exe which then extracted the first two BIN & TPL files. (The instructions do not specify whether users should convert ALL the BIN/TPL files or simply the ones that match in HEX values, which is difficult because many of the TPL have the same values).
After extracting the contents of UDAS archive I checked the HEX numbers of the extracted files
pl00_000.bin and
pl00_001.tpl in a HEX editor and they matched. At this point I moved both files to the same folder as
RE4_UHD_BIN_Extractor.exe and edited the BIN_Extract.bat file to read:
RE4_UHD_BIN_Extractor.exe pl00_000.bin pl00_001.tpl At this point the instructions say to "
Double click on BIN_Extract.bat and the model will be exported to SMD and OBJ/MTL formats",
After executing this it outputted the file
pl00_000.smd, however no OGJ/MTL files were generated, simply the one .SMD file. I am able to open this file in Milkshape 3D .I noticed that Leon's model has no head or hands, so Im not even sure how to address that considering there is no mention of merging model files in the instructions. Also there is no mention in the instructions on how to convert models that already have a head (my older model) to models that do not (UHD Leon).
It is also worth mentioning that neither of these models have hands either. After this all failed I llooked in a different folder in the Kyoka model folders to see if there were other model files that might have hands. I found a whole bunch of models, so I converted them all to SMD to i could look at them in Milkshape. Alas I have found hands.. At that point I then merged all these model files into one model.(It should be noted there were several sets of hands though, so i have no clue what to do here). In the interest of just getting going, I simply chose to work with the model that had no hands with the hope it would still work and that I could go back later and swap it out. Im not sure if this is where I went wrong, but I need to explain every detail here as I have no clue why my ported model does not work.
(I would like to know though at this point, how the rest of the model files all get injected into ONE file). So, in order to port my older model, I first have to fix the skeleton, so I took an old 2007 model (
pl160a.pmd) file (handless) and converted it to
pl160a.smd with the
RE4 2007 PMD Extractor tool. I am also able to open this file in Milkshape 3D (and see the textures as I have the .tga files in the same folder). At that point I had both .smd files to work with to fix the skeleton.
After this i placed both .smd files in the 'Skeleton Changer' folder and edited the 'Skeleton_Changer.bat' to:
RE4_2007_UHD_Skeleton_Changer.exe pl00_000.smd pl160a.smd
Upon executing the .bat file above, there is a Windows error message saying the program has stopped working.
A new file is created before closing out '
pl160a_changed.smd' BUT the file is Zero bytes in size.
***EDIT*** I solved this particular problem by right clicking the
UHD_Skeleton_Changer.exe and setting it to compatibility mode with Windows 7 (I am running Win 7). On with the show!So for the next part of the process I exported the MTL/OBJ files (created by exporting OBJ file from Milkshape) in addition to all model textures (16 .tga files) and the
pl160a_changed.smd file to the same folder as
RE4_UHD_Bin_Generator.exe tool.
I then opened
BIN_Generate.bat file in a text editor and changed the following command in it :
RE4_UHD_BIN_Generator.exe pl160a_changed.smd pl160a_changed.mtl 01000000 29 The default Leon package 01000000.pack.yz2 file contains 28 textures, so I input 29 at the end of the BIN_Generate.bat command to start indexing the new files in sequence so that the new textures can be added to the texture archive (more on this below). Finding the correct texture package number was a bit confusing. Luckily I found a list somewhere online that lists all the models and their corresponding texture packages, which in this case is '01000000' for Leon with coat. Without this list I might not have been so lucky.
The method described in the instructions state "
Open any of the extracted TPL files in a hex editor and look at it's end... You must be able to see a repeated sequence of numbers with a fixed 4 byte number and another increasing 4 byte index". This seemed a bit confusing as I wasnt sure how to read the table properly, or find a set of numbers that looked like the image you posted in this tutorial (I also didnt know the size of the width in the HEX table to use, which qould change how the numbers appear). This being said, I am confident that 01000000 is the file that i need to work with.
I extracted the content from the original ImagePackHD folders and using quick bms & the LFS script to extract it's compressed lfs archive along with the YZ2tool to extract and view the original model textures..
So after the '
RE4_UHD_BIN_Generator.exe pl160a_changed.smd pl160a_changed.mtl 01000000 29' command is complete there are 3 new files generated:
pl160a_changed.tpl
pl160a_changed.bin
pl160a_changed.tcsThe TCS file reads:
file 29 = Kyoka0df0acc3.tga
file 30 = Kyoka0df0eye.tga
file 31 = Kyoka0df0face.tga
file 32 = Kyoka0df0gloves.tga
file 33 = Kyoka0df0dress2.tga
file 34 = Kyoka0df0acc2.tga
file 35 = Kyoka0df0back.tga
file 36 = Kyoka0df0dress1.tga
file 37 = Kyoka0df0legs.tga
file 38 = Kyoka0df0skirt.tga
file 39 = Kyoka0df0acc4.tga
file 40 = Kyoka0df0acc.tga
file 41 = Kyoka0df0hair.tga
file 42 = Kyoka0df0eyelash.tga
file 43 = Kyoka0df0white.tga
(one of the texture files was omitted for some reason)
The instructions say that I have must change the name of model textures to the numbers given in front of their names, awhile considering their names must be numbered after the defualt texture packages numbers.
file 29=
Kyoka0df0acc3.tga renaming to
0029.tga and so on for the rest.
I then copied the original texture package (01000000) to the
LFS Extractor folder and used the LFS script to change
01000000.pack.yz2.lfs to
01000000.pack.yz2 and then moved it to the same folder as the YZ2tool.exe tool and used the unpack-all.bat script to tool create a folder named 01000000 which now has all the exported textures in it (28 in total). I then took the renamed .tga files mentioned above and placed them in the newly created 01000000 folder
At this point its a bit confusing because the instructions then say :
"
After renaming and adding 'chris' textures to default texture package, you must use the default number of textures in the package (as first index of chris textures) as one of the inputs to Bin Generator tool for generating chris's BIN and TPL files". This part is confusing. If I were to use this deafault number (28) for the
Bin Generator tool input my TCS file would start at 28, and then I would have to rename my first new texture 0028. This would not work considering there would already be such a file located in the original texture archive.
Am I correct in the way that I used
29 at the end, because there are 28 textures in the default package? If not please explain further. The last part of converting the TPL & BIN files in UDAS is also confusing because is says to '
repack a new UDAS archive file. To do so, simply double click on UDAS_Generate.bat file', however there is no such file in the UDAS folder. There is only
UDAS_Extract.bat and
UDAS_Repack.bat. I used the UDAS_Repack.bat file as I have seen in Markos's video, so I am assuming this is just a typo in the instructions.
I then copied this newly packed
pl00.udas file into the Em folder and deleted the original
pl00.udas.lfs file that was there. I did the same thing with the newly generated
01000000.pack file, and deleted the
01000000.pack.yz2 file.
I then launched game into first session where Leon model would be wearing the coat. The game crashed as soon as the model was attempted to load.