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Resident Evil HD REMASTER PC

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MuratG
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Resident Evil HD REMASTER PC

Post by MuratG » Tue Jan 20, 2015 11:26 am

Help extract the files from the archive of the ARC and Language file edit.


https://www.dropbox.com/s/kiqu82bt3asem ... g.arc?dl=0

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Re: Resident Evil HD REMASTER PC

Post by herbert3000 » Tue Jan 20, 2015 1:55 pm

This is the relevant information needed for extracting the archive:
screenshot.png
The two files inside the archive are zlib-compressed (indicated by 78 9C / xœ).
To decompress them, simply add the extension .zlib to the filename and drag & drop the files onto the application zdrop.exe: http://www.mediafire.com/download/1adck ... /zdrop.zip
The uncompressed files are some sort of texture files, which I don't know how to handle.
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Re: Resident Evil HD REMASTER PC

Post by merlinsvk » Tue Jan 20, 2015 2:02 pm

This ARC file contains only 2 textures.
You can use Luigi's QBMS script for extracting them: http://aluigi.altervista.org/papers/bms/dmc4.bms

sub_file_00_ID_HQ = 2048 x 1024, no mipmap
sub_status_00_ID_HQ = 2048 x 2048, no mipmap

But I don't know what is the pixel format. You can use DXT5, but they will be greenish.
Ex.

Image

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Re: Resident Evil HD REMASTER PC

Post by shadowlonely1989 » Wed Jan 21, 2015 3:04 am

MuratG wrote:Help extract the files from the archive of the ARC and Language file edit.


https://www.dropbox.com/s/kiqu82bt3asem ... g.arc?dl=0
You can use ARC Tool to unpack and repack *.arc file. But need convert *.tex to dds and compile *.gmd to translate:

Image

*.tex from your file: https://www.dropbox.com/s/9619rdolyniao ... e.rar?dl=0

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Re: Resident Evil HD REMASTER PC

Post by shadowlonely1989 » Wed Jan 21, 2015 4:28 am

merlinsvk wrote:This ARC file contains only 2 textures.
You can use Luigi's QBMS script for extracting them: http://aluigi.altervista.org/papers/bms/dmc4.bms

sub_file_00_ID_HQ = 2048 x 1024, no mipmap
sub_status_00_ID_HQ = 2048 x 2048, no mipmap

But I don't know what is the pixel format. You can use DXT5, but they will be greenish.
Ex.

Image
Could you write a script (convert .tex to dds and dds2tex)?
Here is example file:
tex example.rar
(512x512)
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Re: Resident Evil HD REMASTER PC

Post by merlinsvk » Wed Jan 21, 2015 9:09 am

I tried, but there is no width and height written in TEX header, so I think the textures has pre-defined formats (by looking on offset 0xB in .tex file). Something like 0x20 = 2048x1024, 0x40 = 2048x2048 and so on.

But I still don't know the correct pixel format. Maybe it's DirectX 11 texture.

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Re: Resident Evil HD REMASTER PC

Post by shadowlonely1989 » Fri Jan 23, 2015 3:32 am

merlinsvk wrote:I tried, but there is no width and height written in TEX header, so I think the textures has pre-defined formats (by looking on offset 0xB in .tex file). Something like 0x20 = 2048x1024, 0x40 = 2048x2048 and so on.

But I still don't know the correct pixel format. Maybe it's DirectX 11 texture.
Maybe can help:
RE5 header:
4 bytes - magic
4 bytes - unknown1
4 bytes - unknown2
2 bytes - width
2 bytes - height
1 byte - tex type

Tex types:
0x52 = DXT1
0x54 = DXT5
0x7B = DXT5a
0x7C = CTX1
0x86 = ARGB

RE6 header:
4 bytes - magic
4 bytes - unknown
3 bytes - resolution
1 byte - mip count
2 bytes - unknown
1 byte - tex type

Tex types:
0x14 = DXT1
0x18 = DXT5
0x19 = DXT5a
0x1E = CTX1

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Re: Resident Evil HD REMASTER PC

Post by cra0 » Sun Jan 25, 2015 3:29 am

Has anyone bothered to update arctool to work for this? If not i can prob do so soon

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Re: Resident Evil HD REMASTER PC

Post by LinkOFF » Sun Jan 25, 2015 7:53 am

cra0 wrote:Has anyone bothered to update arctool to work for this? If not i can prob do so soon
Arctool does not work with TEX-files.

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Re: Resident Evil HD REMASTER PC

Post by Omission7x » Sun Jan 25, 2015 10:31 am

Has anyone checked if there were more in engine assets of the mansion left in the game's code? When the remaster was first debuted capcom used real time assets rendered in the MT engine to show off the mansion. http://images.gamersyde.com/image_resid ... 1_0002.jpg

I was wondering why this was scrapped. The only explanation capcom gave was not that the technology wasn't capable, but that they didn't want players to see more than was originally intended. They said this would lead to reveals.

Problem is static backdrops and HD rendered 3d objects do also lead to reveals. puzzles, characters, and objects are not that difficult to identify anymore. Anyways, it seems like a missed opportunity. Maybe someone could be able to salvage the assets, or at least find a way to let modders create level assets into the game.

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Re: Resident Evil HD REMASTER PC

Post by cra0 » Sun Jan 25, 2015 1:00 pm

LinkOFF wrote:
cra0 wrote:Has anyone bothered to update arctool to work for this? If not i can prob do so soon
Arctool does not work with TEX-files.
most likely they changed the format a bit attach some samples and let me take a look for you

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Re: Resident Evil HD REMASTER PC

Post by LinkOFF » Sun Jan 25, 2015 2:22 pm

cra0 wrote:
LinkOFF wrote:
cra0 wrote:Has anyone bothered to update arctool to work for this? If not i can prob do so soon
Arctool does not work with TEX-files.
most likely they changed the format a bit attach some samples and let me take a look for you
https://www.dropbox.com/s/2kefyryvmy0m2 ... P.zip?dl=0

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Re: Resident Evil HD REMASTER PC

Post by cra0 » Mon Jan 26, 2015 8:58 am

tex format not that hard

Code: Select all

//--------------------------------------
//
// Format: Capcom RE HD Texture
// Author: Cra0kalo
// Author Site: dev.cra0kalo.com
//--------------------------------------

//*Data Info*
//BigEndian();

//Defines
typedef  float vec2[2];
typedef  float vec3[3];
typedef  string asciiz;
typedef  char  magic4[4];
typedef int bool;
#define true  1
#define false 0

enum <byte> tex_format
{
    DXT_1_a    = 0x13, // i think
    DXT_1      = 0x14,
    ARGB8888   = 0x28,
    DXT_5      = 0x31
};


typedef struct
{
    uint16  key;
    uint16  Var;
} tex_mipTable;

typedef struct
{
    magic4      fmtMagic;
    uint16      fmt_varA;
    uint16      fmt_varB;
    byte        fmt_mipCount;
    byte        unk_bA;
    byte        unk_bB;
    byte        unk_bc;
    
    byte        unk_varA;
    tex_format  fmt_textype;
    byte        unk_varC;
    byte        unk_varD;

    //read each mip block thing whatever the fuck this is
    local int x;
    for(x = 0; x < fmt_mipCount; x++)
    {
        tex_mipTable    curMip;
    }

    
} tex_head;



typedef struct
{
    byte    texData[4];
} tex_data;


//File begin
tex_head    header;
010 editor template

To calculate the byte size you just do something like this
pitch As Integer = ((width + 3) \ 4) * ((height + 3) \ 4) * ((resolution + 3) \ 4)

Anyhow the Arctool seems to work with RE HD so i don't see any need to make another tool

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Re: Resident Evil HD REMASTER PC

Post by michalss » Mon Jan 26, 2015 9:06 am

2 things i cannot see dimensions of the texture in your template(cannot test im at work). Also if you doing this for X360, all texture dimensions need to be possible divided by 128, this is the common rule for most textures for X360 games. this is just a tip :)
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Re: Resident Evil HD REMASTER PC

Post by cra0 » Mon Jan 26, 2015 9:10 am

michalss wrote:2 things i cannot see dimensions of the texture in your template(cannot test im at work). Also if you doing this for X360, all texture dimensions need to be possible divided by 128, this is the common rule for most textures for X360 games. this is just a tip :)
Yeah I have no idea where they store the dimentions its prob in the header somewhere but not stored as a uint8 16 or 32

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