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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 7, 2018 16:34:19 GMT 10
stage files are stored inside arc's, located in "nativePC_MT/image/archive" there you can see enemies, stages, weapons, characters, items, etc etc... the stages usually starts with an s, by example for mercenaries stages you have the s400 which correspond for Public assembly, s401 which correspond to the mines, so on and so on, i believe that dlc stages are right afther the ID of the default stages ends, the last stage is the volcano stage where you fight wesker on his last form, which is the file s508.arc, afther that you'll see stages like s700.arc whicj correspond to the mansion spencer from LIN which includes the first part of LIN, beforeentering spencer's prison, if you wan't a detailed list of the stages, items and characters use JTeghius Kittius's arc list, good luck! Thanks for this.. ok so I have successfully extracted the s117 for my first try. using the following bat file commands: arctool -alwayscomp -re5 -texRE5 -v 7 -pc %1 %2 %3 %4 %5 %6 %7 %8 %9 After extraction there's a whole bunch of folders extracted: Stage havok light map---->I think this has the textures. Theres .tex and an .lsp file. How to convert this to OBJ format? scr se softCheers!
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Post by -IronSoul- on Oct 8, 2018 2:55:59 GMT 10
Textures and models from the stage are inside the scr folder, you can use noesis to rip the files, .tex are the textures and .mod are the models.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Oct 8, 2018 4:22:49 GMT 10
ok thanks -IronSoul- that works (but the textures arent applied this way and I have to do each model one at a time. JWesker I am trying to Blender method now. I have successfully imported a room, but no textures seem to be applied. Tut says I need to have all textures in .dds format. Can anyone tell me how to convert all the .TEX files to .dds? I have seen lots of documentation on this all aorund this site but cant remember where to look . I have found something: arctool -alwayscomp -re5 -texRE5 -v 7 -pc %1 %2 %3 %4 %5 %6 %7 %8 %9but this only allows me to darg & drop 1 texture file a t a time. Is there a way to convert them all at once? Cheers!
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Posts: 2,101
Original Join Date: Apr 6 2012
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Post by -IronSoul- on Oct 8, 2018 4:57:46 GMT 10
you can add the forced option, works for making the process way easier to unpack textures but repacking seems to work wrong, just open the .bat file with notepad and add this line under that command
for %%s in (*.tex) do arctool.exe -texRE5 -pc "%%s"
then just drag all the .tex files and double click on the .bat, should unpack all textures.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Oct 8, 2018 5:19:48 GMT 10
you can add the forced option, works for making the process way easier to unpack textures but repacking seems to work wrong, just open the .bat file with notepad and add this line under that command for %%s in (*.tex) do arctool.exe -texRE5 -pc "%%s" then just drag all the .tex files and double click on the .bat, should unpack all textures. Thank you friend.. This command worked like a charm! Now let see if the Blender script will import the models with these textures applied!
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Oct 8, 2018 5:29:49 GMT 10
hmm i think I'm doing something wrong JWesker . I can import the models into Blender by point the Albam to the arc file, but how do I get ti to load the textures? I have them converted in another folder. I tired putting the textures in the same folder as the arc file before importing but the models are still showing up without textures. EDIT - since I am new to Blender I didn't realize that I had to have the 'Material' setting on in the method to display. Now I jsut have to figure out lighting because the room is very dark lol thanks again to all who helped.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Oct 8, 2018 5:43:37 GMT 10
hmm very confused how to export this to obj file to work with in 3ds max. Directly importing it made a mess of a model..
I imported the exported OBJ file form Blender into Noesis first then re-imported to 3ds Max but since there is no MTL file generated there are no textures in 3ds Max..
confused how to make this work.
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Post by JWesker on Oct 8, 2018 6:30:26 GMT 10
You don't need to extract the textures with Noesis, when exporting as .obj, there's a menu on bottom left with some options, scroll down until you find Path mode, then change it to Copy, this way blender will export all materials to .png into the selected folder + obj and mtl files
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Oct 8, 2018 14:48:57 GMT 10
hmm that 'copy' method you showed me worked well to generate all the .dds files all at once. Very good.. but.. there is still an issue with the OBJ file that is exported. When I export this model: from Blender to .obj format and import to 3dsMax i get this: The obj file seems to be exporting fine from Blender as the preview looks ok in Noesis: Any idea of whats going on here?
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Oct 8, 2018 16:55:29 GMT 10
ok just wanted to update here. I have found a workflow that works:
1 - Import ARC file into Blender using the Albam script. (Add Sun so I can see the models)! 2 - export scene to .OBJ file 3 - Open .OBJ in Noesis 4 - Export scene from Noesis as .fbx file 5 - Import .fbx to 3DsMax.
I could not simply export as FBX form Blender as all the materials were showing up 20% transparent. With hundreds of materials it is too much work to manually go in and reset the material settings to 100% opaque.
This will work for now. If anyone knows a better way to get OBJ files from the ARC files, holler!
Thanks Everyone! HAPPY MODDING!
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Post by JWesker on Oct 9, 2018 13:49:34 GMT 10
Amazing!, glad it worked
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