1- First extract the RE4 UHD model you want to replace (according to RE4_UHD_Model_Extract_Guide.txt file).
2- Drag and drop your RE4 2007 PMD model to PMD_Extractor.exe tool and wait for model SMD file to be
I can manage this part easily, but it is in the next steps that i get confused:
3- Put both extracted SMD files in the same folder as RE4_2007_UHD_Skeleton_Changer.exe tool.
Step 3 instructs users to place BOTH extracted SMD files in a folder, meaning that there are TWO files. Which two files are to be placed in the folder, the single .SMD file created in step 2 and what other file? The original .pmd file? This is confusing because all of the previous steps only mention ONE file, not two. If it is the original .pmd file please let me know!
Anyone with knowledge please help. A video would be glorious.
Last Edit: Nov 4, 2016 18:09:31 GMT 10 by Mr.Curious
Post by Son of Persia on Nov 4, 2016 20:02:31 GMT 10
Hello dear friend. it seems that you have many problems using this toolset.
My first and last recommendation : put some more time to read and understand the instructions one by one. At first it may seem so much but many have figured it out after some effort.
The two smd files mean:
First is the one you wanna replace in main game. for example leon normal is pl08.udas.lfs inside em folder of RE4 UHD.
first extract it using LFS script and quickbms to get pl08.udas. These are included in toolset.
Second extract the content of pl08.udas using udas toolset inside the package.
After getting udas extracted, you get a couple of bin tpl ... files. Bin files contain model data and tpls contain material data. So you must convert a bin to smd to get the FIRST SMD. to do so use bin extractor tool.
Then simply extract the smd of RE4 2007 using pmd extractor and this is the SECOND SMD.
use this two smds with skeleton tool to get a new smd.
Convert this smd to bin FOLLOWING THE INSTRUCTIONS IN TUTORIAL.
Just a matter of patience, practice, time and effort my dear friend. Like anyother aspects of life. just be patient and keep trying.
I am stuck on the BIN extractor tool. These are the steps I have taken
1 - place all .BIN and .TPL files in same folder as the RE4_UHD_BIN_Extractor.exe 2 - edit the BIN_Extract.bat to read: RE4_UHD_BIN_Extractor.exe pl0d_000.bin pl0d_001.tpl -o
then I get the error: "Invalid model file [pl0d_000.bin] !!"
3 - I tried thismethod with every other .bin files in the folder, with the same error message.
Is there something I am doing wrong?
you have to open .bat file and change its content according to your model name. its just a template I included in the toolset. For example the name of your model can be pl08_008.bin and tpl file can be pl08_009.tpl. you have to open bin_extract.bat file with notepad and change its content to RE4_UHD_BIN_EXTRACTOR.exe pl08_008.bin pl08_009.tpl -o. Then save this edited .bat file and put your .bin and .tpl files in addition to the RE4_UHD_BIN_Extractor.exe in the same folder as edited .bat file and then double click on .bat file.
Post by Mr.Curious on Dec 16, 2016 10:05:21 GMT 10
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:
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:
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 :
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:
(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.
Last Edit: Dec 16, 2016 20:45:02 GMT 10 by Mr.Curious
Post by Son of Persia on Dec 16, 2016 23:30:46 GMT 10
Hello dear curious friend .
It seems that you have had many unsolved problems with this toolset so far.
My recommendation: try to read the tutorial again and again and do so much trial and error to master this toolset. Anyway I'll try to explain you your mistakes but at last it's up to you and no amount of explanation can replace the time and effort you have to put on it personally.
1- To get obj/mtl files by extraction you have to add this -o at the end of extraction command line in bat file. In your example it would be something like : RE4_UHD_BIN_Extractor.exe pl00_000.bin pl00_001.tpl -o
2- Inorder to replace a headless model with a complete model with head, you have to find the head of original model and replace it with an empty bin file. an empty bin file must at least contain one triangle. you can easily remove all polygons exept one triangle and convert the new one triangle model to a bin and use it as a dummy bin file. After you replaced the original head with this dummy bin, you can port your model with head over the body model of original one.
3- Remember, when you want to add new textures to a model, use the exact number of textures inside package. In this example the model contained 29 textures numbered from 0-28, then the next texture index must be 29. Exactly equal to the last texture index inside the original texture package plus one. No less no more.
4- After you generated the custom bin/tpls using toolset, simply replace them with the original ones inside the folder of original udas model file(this folder is at first created using udas toolset). Then repack this folder double clicking on UDAS_Repack.bat file to get a new custom udas file that you must copy to "Em" folder of the game.
Hope this helps solving your many problems my curious newbie friend . Best of luck porting your custom models into RE4 UHD.
I'm doing a video tutorial ... and I'm also going to teach how to convert the mods from re4 2007 to re4 uhd, have patience friend that will work, thanks for the tools, Son of Persia. With video tutorial to understand best
The model can not exceed more of 20000 faces, passed more of 20000 will stop the game. In the video I will teach you how to create transparent Bin files to use on the heads, so you can do the complete model.
Thank you again Persia for your patience with users loike me, and your dedication to this.
I have a few questions about the BIN/TPL files. In order to make sure i am including ALL the parts of the model, I am assuming I have to open ALL these files and determine which files are connected. To do this, I have to match up their Hex values in a HEX editor, using 0x4 for the TPL files and 0x24 for the BIN files. Below is a summary of the BIN/TPL file values from the package pl00 (Leon)
Listed above are 25 BIN files along with 14 TPL files and their HEX values. As you can see there is obviously not an equal number of BIN/TPL files, along with another issue: Many of the files have the same values, so the question would then follow: how can we be sure we are using the correct files together?
Example of the problem would be:
Both pl00_002.bin and pl00_004.bin have values of 05 to match the pl00_003.tpl file. Then there are also two more files, pl00_007.bin & pl00_008.bin that also have values of 05, while there is only one TPL file that has a matching value of 05.
It would seem that these BIN files could be sharing the pl00_003.tpl file, as I was able to combine pl00_003.tpl with all the other bin files with a value of 05. (one made the head, the other the hair, and some another made some object i did not recognize). Im not sure about this as there is no mention of shared TPL files in the instructions. Also, as a test I combined BIN& TPL files that did NOT have matching values, and was still able to produce models. This leads me to think that I have no real way of knowing which bin & TPL files actually correspond.
So, if these files do in fact share some TPL files, what about the other numerous files that have 02, and 01 as values? How would i know which ones go together as there are numerous files with identical values? There must be some way to better understand how these all go together.
Also, what is of these extra BIN files?
Last Edit: Dec 17, 2016 8:31:09 GMT 10 by Mr.Curious
I just use pl00_001.tpl to extract the models and always work, in relation to another bin files of head and other parts, I use bin file transparent, which connect to the new tpl pl00_001.tpl, generated by bin generate by son of persia
ok so it sounds like it doesn't matter which .tpl file I use then for the models. It sounded like from the instructions that if I did not match up the correct TL/BIN files it would not work. Your method sounds much easier. I am running tests today to see what works.
Can you tell me how to create a bin file transparent?
also do i need to open up ALL the BIN files ?
Last Edit: Dec 17, 2016 9:12:17 GMT 10 by Mr.Curious
Post by Mr.Curious on Dec 17, 2016 13:08:37 GMT 10
So if i am going to swap out an old 2007 model that has separate models for the hands, would I simply replace those model files (BIN & TPL) with the model files for Leons hands?
Here's my situation: the old 2007 model I have has a body with a head, so I am going to have to pack in an extra blank BIN file for that, but I am confused about the about the other parts.
So far I know here are the model files I have identified in Leon's package: (the numbers in parenthesis are BIN# - TPL#)
body (0 - 1) scalp & eyes (2 - 3) face (4 -3) hair (5- 3) (some parts of the hair seem to be missing) vest (6-1) unknown weird (7 - 3) head with hair and face (8-3) knife (9 -1) lips (10-11) Flashlight (12-103) Right Hand Open 1 (14-13) Right Hand Hitchike (15-13) Left Hand Open (16 - 13) Left Hand Jerk 1 (17 - 13) Left Hand Hitchike 1 (18 - 13) Left Hand Closed (19 - 13) Left Hand open 2 (20 - 13) Left Hand Jerk 2 (21 -13) Grenade (102-103) Rocket (108 - 109) Pointed thing ? (110 - 111) Rocket Launhcer (114 - 113) Radio (115 - 116) Bullet casing (118 - 119) 121 - Egg ? (121 - 122)
There seems to be two extra files, pl00_123.TPL and pl00_124.TPL. I am not sure what this means, if I missed something or not?
And here are the model parts I have identified for my 2007 model:
body with head (no hands) hands 1 hands 2 (with missing parts) hands 3 a floating target box some other small round shape that seems to be there to fix a hole in the texture x2 (there are two identical model files like this)
A question I have is this: If my old 2007 model has things I dont want ot use (like modified weapons, or say that floating target) could I simply leave those out? Also, what should I do if the number of hand models in my old 2007 differs from the number of hand models leon has? Im guessing transparent bin files ?
From what I gather here, we are simply placing all of our older ported model files into a folder that contains our extracted model files form the UHD model, replacing some of the model files from the UHD version, along with updated texture indexes in the TPL files, then repacking it into a new UDAS file.
Last Edit: Dec 17, 2016 19:35:28 GMT 10 by Mr.Curious
Post by Son of Persia on Dec 17, 2016 17:02:45 GMT 10
Soooooo curious. Sounds familiar to me. To be 100% sure about tpls you can also checkout what texture they point to and open that texture in an image editing app and make sure for example pl00_12.tpl that is associated with egg model really contains egg texture. That way you could become 100% sure. But 99% of times the rules I mentioned work perfectly.
About the hands, you can replace them with the ones of same pose but if the number of models don't match the result would not be good at game. Some weapons would use custom hand and the others use the old ones.
Yes you can leave that egg, etc... models untouched as long as you dont touch their coressponding tpls.
brunomula: i searched for the whole internet and i didn't find the jill black widow mod,if someone have,or know where to find,please tell me youtu.be/TDAv-aSBuzI this is the mod,if someone have or know where to find,PLEASE tell me
Jul 2, 2020 7:09:43 GMT 10
alphaz: V Unfortunately, the RE7 Chris we see in RE7 is just a video. He cannot be modded because his model is not in the files. The RE7 Chris model we do have was ripped from RE2, strangely enough
Jul 4, 2020 16:25:06 GMT 10