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Re: Resident Evil 6
Posted: Fri Aug 24, 2012 5:46 pm
by REfan
Finally, I could extract the models with normals but without full bones. That's I'm working on for now to find a way to extract the bones from multiple vertex definitions!!!
But one problem still remains : extracting textures. Anyone knows something about extracting original .dds textures from packed .tex files???
If anyone can help me, soon I'll post my first program AND if you want, can upload some models.
Re: Resident Evil 6
Posted: Sat Aug 25, 2012 12:57 pm
by Sectus
REfan wrote:Finally, I could extract the models with normals but without full bones. That's I'm working on for now to find a way to extract the bones from multiple vertex definitions!!!
But one problem still remains : extracting textures. Anyone knows something about extracting original .dds textures from packed .tex files???
If anyone can help me, soon I'll post my first program AND if you want, can upload some models.
http://www.tzarsectus.com/tools/ARCtool.rar - My tool can extract and convert most of the textures.
Re: Resident Evil 6
Posted: Sat Aug 25, 2012 5:46 pm
by REfan
Thanks man. I have already used your tools but don't know why they refuse to convert textures to tga. My goal is to extract the _BM textures of characters and weapons. I used your command line tool BUT it didn't work. What is this script u used in your bat file : "rctool -x -re6 -texRE6 %1 %2 %3" !!!!
I used this but it didn't do anything. so I replaced it with "FOR %%1 in (*.arc) DO arctool -x -re6 -texRE6 %%1" And it worked but didn't convert the textures to tga. remember that I used your tool for extracting character and weapon models.
I really appreciate if you help me.
Re: Resident Evil 6
Posted: Sat Aug 25, 2012 6:56 pm
by Sectus
You'll need to add "-tex" as argument for it to do texture conversion. I took it away from the bat files by default since it is experimental at the moment and doesn't work properly with some texture files.
Re: Resident Evil 6
Posted: Sun Aug 26, 2012 6:49 pm
by REfan
I think that the main difference between RE6 and RE5 textures is in the headers. I checked and findout the header of RE6 .tex files are somehow different from that of RE5. So, if u examined the headers of RE6 .tex files, can u post the data structure of .tex headers????
Re: Resident Evil 6
Posted: Tue Aug 28, 2012 4:50 pm
by Sectus
Here's the info I got for the headers.
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
Edit: Fixed a mistake and added some more info.
Re: Resident Evil 6
Posted: Tue Aug 28, 2012 5:32 pm
by REfan
Thanks man. I really appreciate your help. I'll try to fix this last problem and find a way to automaticly(not by hex editing) extract all textures of RE6 AS SOON AS FIND SOME EXTRA TIME!!!
Re: Resident Evil 6
Posted: Fri Aug 31, 2012 10:06 pm
by Kamillho
Re: Resident Evil 6
Posted: Sun Sep 16, 2012 6:44 pm
by dragbody
REfan wrote:Finally, I could extract the models with normals but without full bones. That's I'm working on for now to find a way to extract the bones from multiple vertex definitions!!!
But one problem still remains : extracting textures. Anyone knows something about extracting original .dds textures from packed .tex files???
If anyone can help me, soon I'll post my first program AND if you want, can upload some models.
I've been able to use the tool from Sectus to get the textures. Can you share how you get the models? I've already seen Helena and Sherry extracted. I'd like to get the guys now.
Re: Resident Evil 6
Posted: Sun Sep 16, 2012 6:58 pm
by Kamillho
Yea, me too lol
I rigged Sherry
Re: Resident Evil 6
Posted: Sun Sep 16, 2012 10:40 pm
by REfan
dragbody wrote:REfan wrote:Finally, I could extract the models with normals but without full bones. That's I'm working on for now to find a way to extract the bones from multiple vertex definitions!!!
But one problem still remains : extracting textures. Anyone knows something about extracting original .dds textures from packed .tex files???
If anyone can help me, soon I'll post my first program AND if you want, can upload some models.
I've been able to use the tool from Sectus to get the textures. Can you share how you get the models? I've already seen Helena and Sherry extracted. I'd like to get the guys now.
If you can extract guys textures, I can upload their models.
Re: Resident Evil 6
Posted: Mon Sep 17, 2012 11:56 am
by Kamillho
Well I tried and fail
ARCtool doesn't work. I edited re6 extractor and nothing :/
Re: Resident Evil 6
Posted: Mon Sep 17, 2012 5:16 pm
by dragbody
I got them using a modified version of Sectus' bat file. I sent them to REfan.
Re: Resident Evil 6
Posted: Mon Sep 17, 2012 6:00 pm
by REfan
To all the guys that have problems using sectus's arctool for extracting textures in .tga format :
1- clear the contents of "re6-extract.bat" file completely OR create a .txt file and convert it to a bat file by typing .bat instead of .txt in file extension.
2- Type this command line exactly in your bat file :
FOR %%1 in (*.arc) DO arctool -x -re6 -tex -texRE6 %%1
Congratulations. you are done. have fun extracting your desired .tga textures my friends

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Re: Resident Evil 6
Posted: Tue Sep 18, 2012 3:55 am
by REfan
Allright guys. Here is my first ripped model :
Leon RE6
Enjoy my first gift dear friends

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