Resident Evil 2 Remake - demo PAK file
Posted: Sat Jan 12, 2019 12:53 am
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https://store.steampowered.com/app/961440/RESIDENT_EVIL_2__BIOHAZARD_RE2_1Shot_Demo/Code: Select all
https://store.steampowered.com/app/961440/RESIDENT_EVIL_2__BIOHAZARD_RE2_1Shot_Demo/Any Chance of a Compatible Hook DLL being released so we can generate the file list?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.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.
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.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?

Nice work! This is great progress! Hopefully you share more soonakderebur 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!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.
It is an open source program, so I changed the RE7 module to work with RE2.completenoob wrote: May I ask what you changed in the SGM to open up the character?
I am not really interested in environment stuff, but couple ones I have seen were loading fine.TTR wrote:no environment static meshes?

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?akderebur wrote:It is an open source program, so I changed the RE7 module to work with RE2.completenoob wrote: May I ask what you changed in the SGM to open up the character?
I am not really interested in environment stuff, but couple ones I have seen were loading fine.TTR wrote:no environment static meshes?
I got weights/uvs working quickly, but haven't tried lots of files as I just want main chars.
WOOOOW nice job mate love it can we also get that so we can look around the files id love to find more stuff :3akderebur wrote:It is an open source program, so I changed the RE7 module to work with RE2.completenoob wrote: May I ask what you changed in the SGM to open up the character?
I am not really interested in environment stuff, but couple ones I have seen were loading fine.TTR wrote:no environment static meshes?
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