READ THE RULES: Click here

Follow us on Facebook: https://www.facebook.com/xentax/ :)

Resident Evil 2 Remake - demo PAK file

The Original Forum. Game archives, full of resources. How to open them? Get help here.
completenoob
beginner
Posts: 25
Joined: Thu Nov 03, 2016 5:48 pm
Has thanked: 11 times
Been thanked: 2 times

Re: Resident Evil 2 Remake - demo PAK file

Post by completenoob » Mon Jan 14, 2019 11:36 am

akderebur wrote: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.
Thank you.

ReginA
ultra-n00b
Posts: 6
Joined: Fri Jan 11, 2019 8:14 pm

Re: Resident Evil 2 Remake - demo PAK file

Post by ReginA » Mon Jan 14, 2019 12:04 pm

I extracted audio files. It's riff wave format in the code and I couldn't convert it with all vgm stuff i know. Any suggestions? Music wav files in the .pak files after extraction of main demo .pak file.

Anthony7888
ultra-n00b
Posts: 7
Joined: Tue Jan 15, 2019 11:51 am

Re: Resident Evil 2 Remake - demo PAK file

Post by Anthony7888 » Tue Jan 15, 2019 11:57 am

Hello you can give me a link to download the tool for Resident Evil 2 Remake

benishandler
ultra-n00b
Posts: 6
Joined: Sun Jun 24, 2018 10:41 pm
Has thanked: 1 time

Re: Resident Evil 2 Remake - demo PAK file

Post by benishandler » Wed Jan 16, 2019 4:00 am

ReginA wrote:I extracted audio files. It's riff wave format in the code and I couldn't convert it with all vgm stuff i know. Any suggestions? Music wav files in the .pak files after extraction of main demo .pak file.
How did you get those .pak files to extract? It just fails for me with both the RE7 and RE2 Remake bms scripts.

fil1969
veteran
Posts: 99
Joined: Fri Sep 17, 2010 7:44 am
Has thanked: 9 times
Been thanked: 13 times

Re: Resident Evil 2 Remake - demo PAK file

Post by fil1969 » Wed Jan 16, 2019 6:34 am

benishandler wrote:
ReginA wrote:I extracted audio files. It's riff wave format in the code and I couldn't convert it with all vgm stuff i know. Any suggestions? Music wav files in the .pak files after extraction of main demo .pak file.
How did you get those .pak files to extract? It just fails for me with both the RE7 and RE2 Remake bms scripts.
RE7 script is useless, you have to use to use the Ekey re2_pak_unpack_r1 posted in previous page
Did you used the last "quickbms_4gb_files.exe"?

GlemyToto
ultra-n00b
Posts: 3
Joined: Fri Feb 24, 2017 3:06 pm
Been thanked: 2 times

Re: Resident Evil 2 Remake - demo PAK file

Post by GlemyToto » Wed Jan 16, 2019 9:19 am

It just fails for me with both the RE7 and RE2 Remake bms scripts.
If it fails with the RE2 script, update your quickbms version.

completenoob
beginner
Posts: 25
Joined: Thu Nov 03, 2016 5:48 pm
Has thanked: 11 times
Been thanked: 2 times

Re: Resident Evil 2 Remake - demo PAK file

Post by completenoob » Wed Jan 16, 2019 11:05 am

Don't bother extracting the files. Unless you've figured out a way to view the data like the gentleman above who doesn't give two cents about explaining how he patched (or sharing his patched) SGM, then there's no point in extracting because you won't be able to view the files.

User avatar
howfie
double-veteran
double-veteran
Posts: 929
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 9 times
Been thanked: 263 times

Re: Resident Evil 2 Remake - demo PAK file

Post by howfie » Wed Jan 16, 2019 11:07 am

akderebur wrote: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.
You can do whatever you want with the program my good man, I don't mind at all. You can even change the name on it if you want LMAO. I just can't look at games now or in the near future as my mind is lost elsewhere.

akderebur
ultra-veteran
ultra-veteran
Posts: 397
Joined: Fri Jul 08, 2011 10:36 am
Has thanked: 50 times
Been thanked: 395 times

Re: Resident Evil 2 Remake - demo PAK file

Post by akderebur » Wed Jan 16, 2019 11:37 am

howfie wrote: You can do whatever you want with the program my good man, I don't mind at all. You can even change the name on it if you want LMAO. I just can't look at games now or in the near future as my mind is lost elsewhere.
I have seen your xnalara post. Sorry to hear that you are having a hard time. I hope everything gets sorted out soon.

In that case I will do some tests on different models, and release the modified program.

User avatar
zaramot
double-veteran
double-veteran
Posts: 718
Joined: Wed Jan 05, 2011 12:41 pm
Has thanked: 39 times
Been thanked: 770 times

Re: Resident Evil 2 Remake - demo PAK file

Post by zaramot » Wed Jan 16, 2019 1:05 pm

Here's "alpha" maxscript and Noesis plugin for RE2 R, if anyone want to test it out. Skinned meshes should work, static partially xD Don't have a lot of samples. It's for those of you who prefer using 3ds max instead of something else :)
You do not have the required permissions to view the files attached to this post.
Making model-import scripts, PM

User avatar
howfie
double-veteran
double-veteran
Posts: 929
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 9 times
Been thanked: 263 times

Re: Resident Evil 2 Remake - demo PAK file

Post by howfie » Wed Jan 16, 2019 1:10 pm

Nice zaramot, you still extracting models? You're a robot!

User avatar
zaramot
double-veteran
double-veteran
Posts: 718
Joined: Wed Jan 05, 2011 12:41 pm
Has thanked: 39 times
Been thanked: 770 times

Re: Resident Evil 2 Remake - demo PAK file

Post by zaramot » Wed Jan 16, 2019 1:14 pm

howfie wrote:Nice zaramot, you still extracting models? You're a robot!
I'm an idiot aha ha ha! Nice to see you Steven :)
Making model-import scripts, PM

Darko
double-veteran
double-veteran
Posts: 702
Joined: Mon Jul 13, 2009 6:16 pm
Has thanked: 70 times
Been thanked: 118 times

Re: Resident Evil 2 Remake - demo PAK file

Post by Darko » Wed Jan 16, 2019 3:52 pm

Does someone know where the models are stored??, I have checked the streaming folders but there's only textures there.

Edit:

Nevermind, I already found the models.
Last edited by Darko on Wed Jan 16, 2019 6:19 pm, edited 1 time in total.
Image

completenoob
beginner
Posts: 25
Joined: Thu Nov 03, 2016 5:48 pm
Has thanked: 11 times
Been thanked: 2 times

Re: Resident Evil 2 Remake - demo PAK file

Post by completenoob » Wed Jan 16, 2019 4:21 pm

zaramot wrote:Here's "alpha" maxscript and Noesis plugin for RE2 R, if anyone want to test it out. Skinned meshes should work, static partially xD Don't have a lot of samples. It's for those of you who prefer using 3ds max instead of something else :)
Thank you for script mate, really nice!
Darko wrote:Does someone know where the models are stored??, I have checked the streaming folders but there's only textures there.
I used the Quickbms script to unpack the Pak file and then use the script from zaramot to import the mes files the script extracted.

https://imgur.com/a/VcdIW29

I've selected all of them and put them on a separate folder just for convenience sake. I am yet to find the characters because there's a lot here. Police station main hall is 00000000000021e8.mes

https://imgur.com/a/Lc5mXbT

Dam that's some really nice optimization and low poly. They did a tremendous great job on textures and PBR fine tuning. Can't wait to find the characters. Texture wise, I can't get it to read them in noesis.

Nyotengu
ultra-n00b
Posts: 7
Joined: Tue Jul 29, 2014 4:05 am
Has thanked: 5 times

Re: Resident Evil 2 Remake - demo PAK file

Post by Nyotengu » Wed Jan 16, 2019 4:29 pm

I've unpacked everything with the quickbms script but I don't see any .10 files for the noesis plugin to read? Is there a trick to this? lol

Post Reply