ReeceMix wrote:I can rip most of the EMD's but some have bodyparts missing, I can even alter the TIM and texture them in blender.
These missing parts are the ones (arms, hands) which carry a weapon, and they are stored in a separate file.
because the EMDs are all different they all have different amounts of TIM texture pages, and probabally located in different places within the EMD so at the moment I think the Importer struggles with picking out all of the meshes
Yep it's like the EMD file is a kind of raw format, and the game engine must know where to pick what it needs.
Its cool that they have texture support, but if the importer could just extract all the mesh data and not worry about the TIM texture file that would still be very useful for me.
Unfortunately, if I don't know the size of the texture, the UV coordinates for each vertex can not be calculated (they must be converted from width,height image space to 1.0,1.0 normalized space). And more than mesh data, there is also the link between them (bones), needed to display a complete body with parts being correctly placed relative to each other. I found it, but I did not found a correct tutorial to make the importer build it for Blender.
And secondly, could the process be reversed and have a EMD Exporter, that way people could mod resident evil 2. (personally I just want the models extracted)
For an exporter, the whole format must be well know and understood, to create a correct file, or the game will surely crash when loading it.
Are there any plans to include Resident Evil 1 & 3 in the importer? (I havent used the TMD importer, but I know for RE1 the EMD Headers just need changing to a TMD header to be opened in milkshape, surely it wouldnt be too difficult to have the importer recognise a RE1 EMD alter the header upon import)
Well, I don't know about RE1 files, but RE3 ones seem to be very similar to RE2. As said in the mail I sent you, I'm busy atm.