The rules have been updated, read them now: Rules!
The Original Forum. Game archives, full of resources. How to open them? Get help here.
-
zzz
- beginner
- Posts: 21
- Joined: Wed May 21, 2014 2:36 pm
- Has thanked: 2 times
- Been thanked: 5 times
Post
by zzz » Sat Jan 12, 2019 12:53 am
Code: Select all
https://store.steampowered.com/app/961440/RESIDENT_EVIL_2__BIOHAZARD_RE2_1Shot_Demo/
The demo for RE2make is available. All its assets on contained in a single 8 gig PAK file. I've tried the RE7 and latest SFV PAK unpackers but they're incompatible.
-
Ekey
- M-M-M-Monster veteran

- Posts: 1737
- Joined: Wed Mar 31, 2010 6:54 am
- Has thanked: 85 times
- Been thanked: 950 times
Post
by Ekey » Sat Jan 12, 2019 2:36 am
The same format as in RE7, just they added new flag for ZSTD compression. Currently the list of file names is actually empty.
You do not have the required permissions to view the files attached to this post.
-
Zombieali2000
- beginner
- Posts: 33
- Joined: Sun Sep 07, 2014 11:07 pm
- Has thanked: 16 times
- Been thanked: 3 times
-
Contact:
Post
by Zombieali2000 » Sat Jan 12, 2019 4:16 am
Ekey wrote:The same format as in RE7, just they added new flag for ZSTD compression. Currently the list of file names is actually empty.
Any Chance of a Compatible Hook DLL being released so we can generate the file list?
-
ISKA
- n00b
- Posts: 11
- Joined: Tue Apr 10, 2018 9:52 am
Post
by ISKA » Sat Jan 12, 2019 9:42 am
Ekey wrote:The same format as in RE7, just they added new flag for ZSTD compression. Currently the list of file names is actually empty.
Thanks.
Last edited by
ISKA on Sat Jan 12, 2019 7:41 pm, edited 1 time in total.
-
PRP1986
- n00b
- Posts: 12
- Joined: Sun Mar 25, 2018 6:18 pm
- Has thanked: 9 times
Post
by PRP1986 » Sat Jan 12, 2019 3:14 pm
The unpacker works great - thanks.
I apologise if this is a stupid question, but how would I go about viewing the models/textures?
-
Darko
- double-veteran

- Posts: 709
- Joined: Mon Jul 13, 2009 6:16 pm
- Has thanked: 71 times
- Been thanked: 119 times
Post
by Darko » Sun Jan 13, 2019 4:37 am
PRP1986 wrote:The unpacker works great - thanks.
I apologise if this is a stupid question, but how would I go about viewing the models/textures?
I don't know if steven gas machine tool can help you. it's the only tool that I know capable of extracting RE7 models and this demo uses the same engine.
http://xnalara.org/viewtopic.php?f=17&t=1001&start=690
-
akderebur
- ultra-veteran

- Posts: 574
- Joined: Fri Jul 08, 2011 10:36 am
- Has thanked: 64 times
- Been thanked: 700 times
Post
by akderebur » Sun Jan 13, 2019 10:43 am
You can make small changes to SGM to make it work with RE2. There are couple changes in file header, and buffers header. Vertex buffers are structured differently than RE7, so need to investigate what types there are. At least the skeleton and mesh info are identical to RE7, so SGM does some of the heavy lifting already.
Here is Leon's body for example. I haven't got the time to really check the vertex buffer structure, so no weights atm.

-
Zombieali2000
- beginner
- Posts: 33
- Joined: Sun Sep 07, 2014 11:07 pm
- Has thanked: 16 times
- Been thanked: 3 times
-
Contact:
Post
by Zombieali2000 » Sun Jan 13, 2019 11:35 am
akderebur wrote:You can make small changes to SGM to make it work with RE2. There are couple changes in file header, and buffers header. Vertex buffers are structured differently than RE7, so need to investigate what types there are. At least the skeleton and mesh info are identical to RE7, so SGM does some of the heavy lifting already.
Here is Leon's body for example. I haven't got the time to really check the vertex buffer structure, so no weights atm.

Nice work! This is great progress! Hopefully you share more soon

-
TTR
- ultra-n00b
- Posts: 4
- Joined: Mon Jun 27, 2011 9:14 pm
- Has thanked: 2 times
Post
by TTR » Sun Jan 13, 2019 9:19 pm
Ah, so right now we only have unskinned skeletal meshes but no environment static meshes?
-
completenoob
- beginner
- Posts: 25
- Joined: Thu Nov 03, 2016 5:48 pm
- Has thanked: 11 times
- Been thanked: 2 times
Post
by completenoob » Sun Jan 13, 2019 10:29 pm
akderebur wrote:You can make small changes to SGM to make it work with RE2. There are couple changes in file header, and buffers header. Vertex buffers are structured differently than RE7, so need to investigate what types there are. At least the skeleton and mesh info are identical to RE7, so SGM does some of the heavy lifting already.
Here is Leon's body for example. I haven't got the time to really check the vertex buffer structure, so no weights atm.

Thank you for having a look at this mate!
I would be fine with just exporting/importing meshes and textures. I'm only curious about polycount, texture density, how they re-surfaced the sculpts and scan heads, etc. I know a lot of it comes from their engine (the polished good look of the game) but I still want to have a look at stuff like that.
You mention changing the file header and buffer header. May I ask what you changed in the SGM to open up the character? Because when I use the Re7 game and choose the pak location it just closes after the questions.
-
akderebur
- ultra-veteran

- Posts: 574
- Joined: Fri Jul 08, 2011 10:36 am
- Has thanked: 64 times
- Been thanked: 700 times
Post
by akderebur » Mon Jan 14, 2019 12:11 am
completenoob wrote:
May I ask what you changed in the SGM to open up the character?
It is an open source program, so I changed the RE7 module to work with RE2.
TTR wrote:no environment static meshes?
I am not really interested in environment stuff, but couple ones I have seen were loading fine.
I got weights/uvs working quickly, but haven't tried lots of files as I just want main chars.

-
completenoob
- beginner
- Posts: 25
- Joined: Thu Nov 03, 2016 5:48 pm
- Has thanked: 11 times
- Been thanked: 2 times
Post
by completenoob » Mon Jan 14, 2019 12:31 am
akderebur wrote:completenoob wrote:
May I ask what you changed in the SGM to open up the character?
It is an open source program, so I changed the RE7 module to work with RE2.
TTR wrote:no environment static meshes?
I am not really interested in environment stuff, but couple ones I have seen were loading fine.
I got weights/uvs working quickly, but haven't tried lots of files as I just want main chars.

Pretty neat work! Main characters is actually my main interest as well.. Could I ask you if maybe you could share the changes you did to the SGM so that I could import/export the models from the demo to have a look at them?
-
Nemesisbg23
- ultra-n00b
- Posts: 3
- Joined: Mon Jan 14, 2019 1:07 am
Post
by Nemesisbg23 » Mon Jan 14, 2019 2:15 am
akderebur wrote:completenoob wrote:
May I ask what you changed in the SGM to open up the character?
It is an open source program, so I changed the RE7 module to work with RE2.
TTR wrote:no environment static meshes?
I am not really interested in environment stuff, but couple ones I have seen were loading fine.
I got weights/uvs working quickly, but haven't tried lots of files as I just want main chars.
https://i.imgur.com/2jysuCy.png
WOOOOW nice job mate love it can we also get that so we can look around the files id love to find more stuff :3
-
akderebur
- ultra-veteran

- Posts: 574
- Joined: Fri Jul 08, 2011 10:36 am
- Has thanked: 64 times
- Been thanked: 700 times
Post
by akderebur » Mon Jan 14, 2019 3:12 am
I just patched it quickly to load Leon properly. It still uses some hardcoded stuff and not suitable for general use. Also not all vertex types are supported. I have no plans to polish it and release it, since it is not my tool anyway.
Wait for semory to release a proper RE2 support. I don't think it will take too long.
-
fullinu
- beginner
- Posts: 31
- Joined: Fri May 13, 2016 11:56 am
- Has thanked: 25 times
- Been thanked: 1 time
Post
by fullinu » Mon Jan 14, 2019 11:09 am
No Claire/Ada models are stored in demo files?