How to extract RE Revelations 2 Mesh & Texture for Editing
Jun 12, 2017 6:58:32 GMT 10
jillssweatyknickers and ReiKaz like this
Post by lukong1515 on Jun 12, 2017 6:58:32 GMT 10
I've been trying to figure out what everyone is using to make (In your case I see you need help Repacking Models) or at least edit Resident Evil Revelation 2 mods, that aren't just model swapping, but hand-made sculpted meshes of outfits that aren't in the game or copied from the game.
My problem is I tried to test to see if the mesh change -gave Claire's Head a silly & literal nose "lift"- and didn't see it in the game, but I did see texture editing (I've tested and it works, wrote "Texture Edit Test" on the top of Claire's Cowboy Hat and changed the eyes to be more cat like).
For Unpacking and Repacking ".arc" files
- Arctools.exe [ver0.9.43] and pcrev2.bat
- Added -dds to ".bat" file to convert ".tex" file from Egglesplork's Suggestion
For editing 3D Mesh ".mod" Files
- 3DSMax 2014 [ver16.0.420.0], Windows 64-bit (You need 3DSMax 2012 somehow, 2016 only shows Skeletons)
- 3DSMax Plugin (MT Framework.ms)
- Capcom MTFramework Script [ver0.1.3.1]
For editing Texture ".dds" Files
- Use Paint.Net to edit ".dds" files
Steps I followed for Preparation
1. Bought Resident Evil Revelations 2 [ver5.0] from Steam and had Paint.Net [ver3.36]
2. After signing up as a Student, I Browser Download 3DS Max 2014 (3GB File) and -let it extract then- install it
3. Downloaded MT_FRAMEWORK.ms (Capcom MTFramework Script [ver0.1.3.1]) and mrl_editor.ms from Codeman
4. Downloaded Arctools.exe and PC batch files from FluffyQuack
5. I place Arctools and pc-rev2.bat file in an empty folder (anywhere, but organized, I named the folder "Extract")
6. I place MT_FRAMEWORK.ms in "scripts" folder (C:\Program Files\Autodesk\3ds Max 2014\scripts) even though its a plugin (Cause I don't know how to install plugins)
Steps I followed to Retreive and Unpack ".arc" Files
7. Navigate -with Windows Explorer- to C:\Program Files (x86)\Steam\steamapps\common\RESIDENT EVIL REVELATIONS 2\nativePCNext (I added a Shortcut in Extract Folder)
8. Use the Arc List from Teghius Kittius's Page to find names of models to edit (I got Claire's Cowboy Costume = UPL2260 via Explorer Search)
9. I copy the UPL2260.arc (Body ) and UPL2260Head.arc, UPL2260HandLeft.arc, UPL2260HandRight.arc into the Extract folder
10. I then drag and drop each file 1 by 1 onto pc-rev2.bat which gives me 4 Folders (UPL2260Head.arc adds UPL2260Head folder) with same names of ".arc" files without ".arc" and 4 Text/Log files (UPL2260Head.arc adds UPL2260Head.arc.txt file)with ".arc" then ".txt"
11. For the UPL2260 (Body) folder I navigated to "Extract\uPl2260Head\data\chara\pl\pl2200_n\model" and find a pl2260.mod file (3D Mesh of Body) and the textures
12. For the UPL2260Head folder I navigated to "Extract\uPl2260Head\data\chara\pl\pl2200\model" and find a pl2263.mod file (3D Mesh of Head), and for the texture I navigated to "Extract\uPl2260Head\data\chara\pl\pl2200_n\model" and find a pl2260_26hat_BM.dds file (Texture Map of Hat)
Steps I followed to Edit Texture
13. Opened and edited pl2260_26hat_BM.dds wth Paint.NET by writing "Texture Edit Test" on the top of Claire's Cowboy Hat
14. By default saved file as DXT1 (Opaque/1-Bit-Alpha) cause of Egglesplork's Suggestion, Compressor Type = Cluster fit (Slow/HQ), Error Metric = Perceptual (Weight Color & Mip Maps is unchecked by default)
Steps I followed to Edit 3D Mesh
15. Opened 3DSMax 2014, went to "MAXscript" on top Menu Bar and clicked "Run Script..."
16. The window open to the "scripts" folder and I opened "MT_Framework.ms" (By Defaut "LOD" is checked, I don't remember about "Hide lod 0")
17. "Cap..." aka Capcom MTFramework Script [ver0.1.3.1] window appears and click "Import Mod" for a "Open File" window to appear
18. I navigate to "Extract\uPl2260Head\data\chara\pl\pl2200_n\model" (Or copy & paste a shortcut of model folder in Scripts folder) and open "pl2263.mod" (3D Mesh of Head with Hair & Hat, took some time as I thought it wasn't responding/freezing, but if I leave it, it will load, zoomed out of 3DSMax to see the wireframe mesh)
19. I pulled the nose up, went to Capcom MTFramework Script [ver0.1.3.1] window, clicked "Export Mod" and choose the "pl2263.mod" I changed
- At first my problem was not removing ".newmod" (As it wouldn't show up in-game) and now when I edit the original files then export, I get a "Mesh operation on non-mesh:Dummy" error (vc = getNumVerts SelectMeshInfo[sc][1])
- If I try lifting vertices in Hat on an original file and export, I get no errors, but when I re-import the modded file, I get a "Face out of range: 2365, 25572, 27632" error (new_mesh = mesh vertices:MeshVertex_array faces:MeshFace_array) and the only thing left after closing Error Message & MAXScript Editor is the bones without the mesh also I have to close then open "Cap..." cause it doesn't allow me to reimport
20. Rename ".mod.newmod" File to ".mod" (e.g. pl2263.mod.newmod to pl2263.mod) replacing/deteling the original pl2263.mod
Steps I followed to Repack ".arc" Files and Play Mod
21. Zip (Right-Click > 7zip > Add to Zip) the original UPL2260Head.arc for backup and delete the UPL2260Head.arc I got from unpacking
22. Drag and drop UPL2260Head folder on pc-rev2.bat (outcome is a UPL2260Head.arc)
23. Open a New Window Explorer and navigate to Revelations 2's "nativePCNext", Use Explorer Search > Search ".arc" with same name (UPL2260Head.arc) > Right-Click on file with same name > Open File Location (+Shift for New Window)
24. Zip the original UPL2260Head.arc in Game Folder for backup (2 Backups 1 for Redit and 1 for Game) then Drag and drop new UPL2260Head.arc into Folder you open up from Search Results
25. Play Game (Texture Edit worked, but Mesh at first didn't show up -due to not renaming- and now I can get it pass the exporting or can't reimport)
In the spoiler is a Visual on my Errors
My problem is I tried to test to see if the mesh change -gave Claire's Head a silly & literal nose "lift"- and didn't see it in the game, but I did see texture editing (I've tested and it works, wrote "Texture Edit Test" on the top of Claire's Cowboy Hat and changed the eyes to be more cat like).
For Unpacking and Repacking ".arc" files
- Arctools.exe [ver0.9.43] and pcrev2.bat
- Added -dds to ".bat" file to convert ".tex" file from Egglesplork's Suggestion
For editing 3D Mesh ".mod" Files
- 3DSMax 2014 [ver16.0.420.0], Windows 64-bit (You need 3DSMax 2012 somehow, 2016 only shows Skeletons)
- 3DSMax Plugin (MT Framework.ms)
- Capcom MTFramework Script [ver0.1.3.1]
For editing Texture ".dds" Files
- Use Paint.Net to edit ".dds" files
Steps I followed for Preparation
1. Bought Resident Evil Revelations 2 [ver5.0] from Steam and had Paint.Net [ver3.36]
2. After signing up as a Student, I Browser Download 3DS Max 2014 (3GB File) and -let it extract then- install it
3. Downloaded MT_FRAMEWORK.ms (Capcom MTFramework Script [ver0.1.3.1]) and mrl_editor.ms from Codeman
4. Downloaded Arctools.exe and PC batch files from FluffyQuack
5. I place Arctools and pc-rev2.bat file in an empty folder (anywhere, but organized, I named the folder "Extract")
6. I place MT_FRAMEWORK.ms in "scripts" folder (C:\Program Files\Autodesk\3ds Max 2014\scripts) even though its a plugin (Cause I don't know how to install plugins)
Steps I followed to Retreive and Unpack ".arc" Files
7. Navigate -with Windows Explorer- to C:\Program Files (x86)\Steam\steamapps\common\RESIDENT EVIL REVELATIONS 2\nativePCNext (I added a Shortcut in Extract Folder)
8. Use the Arc List from Teghius Kittius's Page to find names of models to edit (I got Claire's Cowboy Costume = UPL2260 via Explorer Search)
9. I copy the UPL2260.arc (Body ) and UPL2260Head.arc, UPL2260HandLeft.arc, UPL2260HandRight.arc into the Extract folder
10. I then drag and drop each file 1 by 1 onto pc-rev2.bat which gives me 4 Folders (UPL2260Head.arc adds UPL2260Head folder) with same names of ".arc" files without ".arc" and 4 Text/Log files (UPL2260Head.arc adds UPL2260Head.arc.txt file)with ".arc" then ".txt"
11. For the UPL2260 (Body) folder I navigated to "Extract\uPl2260Head\data\chara\pl\pl2200_n\model" and find a pl2260.mod file (3D Mesh of Body) and the textures
12. For the UPL2260Head folder I navigated to "Extract\uPl2260Head\data\chara\pl\pl2200\model" and find a pl2263.mod file (3D Mesh of Head), and for the texture I navigated to "Extract\uPl2260Head\data\chara\pl\pl2200_n\model" and find a pl2260_26hat_BM.dds file (Texture Map of Hat)
Steps I followed to Edit Texture
13. Opened and edited pl2260_26hat_BM.dds wth Paint.NET by writing "Texture Edit Test" on the top of Claire's Cowboy Hat
14. By default saved file as DXT1 (Opaque/1-Bit-Alpha) cause of Egglesplork's Suggestion, Compressor Type = Cluster fit (Slow/HQ), Error Metric = Perceptual (Weight Color & Mip Maps is unchecked by default)
Steps I followed to Edit 3D Mesh
15. Opened 3DSMax 2014, went to "MAXscript" on top Menu Bar and clicked "Run Script..."
16. The window open to the "scripts" folder and I opened "MT_Framework.ms" (By Defaut "LOD" is checked, I don't remember about "Hide lod 0")
17. "Cap..." aka Capcom MTFramework Script [ver0.1.3.1] window appears and click "Import Mod" for a "Open File" window to appear
18. I navigate to "Extract\uPl2260Head\data\chara\pl\pl2200_n\model" (Or copy & paste a shortcut of model folder in Scripts folder) and open "pl2263.mod" (3D Mesh of Head with Hair & Hat, took some time as I thought it wasn't responding/freezing, but if I leave it, it will load, zoomed out of 3DSMax to see the wireframe mesh)
19. I pulled the nose up, went to Capcom MTFramework Script [ver0.1.3.1] window, clicked "Export Mod" and choose the "pl2263.mod" I changed
- At first my problem was not removing ".newmod" (As it wouldn't show up in-game) and now when I edit the original files then export, I get a "Mesh operation on non-mesh:Dummy" error (vc = getNumVerts SelectMeshInfo[sc][1])
- If I try lifting vertices in Hat on an original file and export, I get no errors, but when I re-import the modded file, I get a "Face out of range: 2365, 25572, 27632" error (new_mesh = mesh vertices:MeshVertex_array faces:MeshFace_array) and the only thing left after closing Error Message & MAXScript Editor is the bones without the mesh also I have to close then open "Cap..." cause it doesn't allow me to reimport
20. Rename ".mod.newmod" File to ".mod" (e.g. pl2263.mod.newmod to pl2263.mod) replacing/deteling the original pl2263.mod
Steps I followed to Repack ".arc" Files and Play Mod
21. Zip (Right-Click > 7zip > Add to Zip) the original UPL2260Head.arc for backup and delete the UPL2260Head.arc I got from unpacking
22. Drag and drop UPL2260Head folder on pc-rev2.bat (outcome is a UPL2260Head.arc)
23. Open a New Window Explorer and navigate to Revelations 2's "nativePCNext", Use Explorer Search > Search ".arc" with same name (UPL2260Head.arc) > Right-Click on file with same name > Open File Location (+Shift for New Window)
24. Zip the original UPL2260Head.arc in Game Folder for backup (2 Backups 1 for Redit and 1 for Game) then Drag and drop new UPL2260Head.arc into Folder you open up from Search Results
25. Play Game (Texture Edit worked, but Mesh at first didn't show up -due to not renaming- and now I can get it pass the exporting or can't reimport)
In the spoiler is a Visual on my Errors
{Spoiler}
Use Search to find > 7-zip > Add to .zip or .7z before Copying or Moving > (Open Location then go to Arctool & pc-rev2.bat folder, leave this and Search Results open) >
Drag and Drop Files on .bat file

Open 3DSmax > Maxscript > Run Script

Open MT_Framework.ms (I put that there)

When "CAP..." pops up > Import Model > Navigate to Model Folder > Open ".mod" File




So I gave Claire a Nose lift to see if and how the plugin works, but after the error I didn't bother to repack




I started with original files and retried the same thing with the Hat cause it gave me less problems before, but it seems I'm getting the same problems



This is my Attempts on Texture


Before

After Mesh and Texture Edit (I got error meshes after I reimported the Hat)

After restoring original ".mod" from ."zip" file and left the Texture

Use Search to find > 7-zip > Add to .zip or .7z before Copying or Moving > (Open Location then go to Arctool & pc-rev2.bat folder, leave this and Search Results open) >
Drag and Drop Files on .bat file

Open 3DSmax > Maxscript > Run Script

Open MT_Framework.ms (I put that there)

When "CAP..." pops up > Import Model > Navigate to Model Folder > Open ".mod" File




So I gave Claire a Nose lift to see if and how the plugin works, but after the error I didn't bother to repack




I started with original files and retried the same thing with the Hat cause it gave me less problems before, but it seems I'm getting the same problems



This is my Attempts on Texture


Before

After Mesh and Texture Edit (I got error meshes after I reimported the Hat)

After restoring original ".mod" from ."zip" file and left the Texture
