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Resident Evil 4,5,6 & REV PC Modding > RE4 Modding Tutorials > Tutorial: Extract Re: Darkside Chronicles Models


Title: Tutorial: Extract Re: Darkside Chronicles Models
Description: A rudimentary Tutorial of how extract.


Adngel - January 15, 2010 03:58 PM (GMT)
Hi there, the intention of this topic, is explain how extract models from Resident Evil: Darkside Chronicles (Wii game), and explain it in an easy level for noobs as me.

I don´t have doubts that there out can be other methods to extract, some easier others more difficult, but I hope this one, could help you with this purpose. I say this because I´m conscious that this is very rudimentary, you need do a lot of steps and many things, but at least is one that you have found :P


Tools needed
-Trucha signer : http://adngel.webs.com/archives/trucha.rar
-U8 tools: http://adngel.webs.com/archives/u8%20tools.rar
-Quickbms (this one come with the REdc model extractor code: http://adngel.webs.com/archives/Quickbms.rar
-BrawlBox: http://adngel.webs.com/archives/BrawlBox%20v0.62b.rar
-Kentilan´s Viewer: http://adngel.webs.com/archives/viewer_v12.rar
-3d PrintScreen: http://www.3ds.com/products/3dvia/3d-xml/3dvia-printscreen/
-3d Max: (It isn´t a freesoftware).
-3dxml to 3ds max by KoichiSenada: -http://www.4shared.com/dir/5807782/1c394251/KoichiSenada.html
-Milkshape: http://milkshape-3d.softonic.com/

[SPOILER=1- Opening the ISO.]

To start, you will need the ISO of the game, for that, you will need a special CD-rom which can read Wii dvd´s, if you don´t have, you will need to look for that ISO from someone who can read the Wii dvd to build the ISO.

Once we have the ISO, we´ll notice that we cannot open it which whatever program, for that, we will use “Trucha Signer” software which come in Ooya^^ Wiitools.
If is our first time that use the sofware, we will need open the wiikeyset.reg.

user posted image

Once we have opened our Trucha Signer, we go to Image -> Open ISO. And look the REDC iso.

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Now, we have to look for the folder which contain our characters, to extract it, this is inside of the second partition -> ROOT -> Data -> chara. Then we push the right button of the mouse and click in “Extract recursive” option to say it where we want extract the folder, and proceed to extract it.

user posted image

A very simple tool, right? :), but it´s very useful…

[/SPOILER]
[SPOILER=2- Extracting textures from the ARC format.]
If we open that “chara” folder, we will see a lot of smalls files in .arc format, some of them, are our precious models, others are animations info and whatever what else… some of them, can´t be extracted at the end (some files crash in Kentilan´s Viewer because are not models 100%).

From these arc, we need export the model shape by one side, and model textures by other, let go to start with textures.

At the next post, you will find a list (not complete yet) about what files can be extracted.

To take textures, we need open those arc´s using U8extr.exe which is inside of U8 tools.

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In the upper box, we will choose the file we want extract, in the lower one, the place we want create the folder to keep it, once we have chose two ones, we clicked the button of the left down corner.

[/SPOILER]
[SPOILER=3- Extracting the textures from the BRRES.]
It´s time to meet us with Mr. “BrawlBox”, this software, is used to explore and extract files from BRRES files, however, it can´t extract models of RE:DC, it crash (at least in my computer -.-) but yes, it can extract textures, so here we go :lol:
After open it, we will can open the .brres in “File -> Open…”

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When it is opened, we´ll see another folders inside, we will check the “Textures (NW4R)” folder of the file. Inside, we extract those images which are interested (I don´t know use specular textures or shaders, but well, there they are in some cases).

user posted image

I usually save them in TGA format, it is a format with a great quality but it is one of those which consume more memory, extract them in the format you prefer.

[/SPOILER]
[SPOILER=4- Extracting the model shape from the arc.]

Now we have our textures, is tame to obtain the hanger which contain them. As BrawlBox couldn´t extract models from Resident Evil DC, we will use a code written for Quickbms.

Quickbms is a software similar which permit execute programs written in in txt pages. In this case, I have added a file called darkside.bms, inside of this, there are a code written by Chroox (a user who participate in some different forums) and that code, can extract the model from arc files.

If you don´t know how use quickbms, try use my upload of that tool, which is prepared for extract this:

http://adngel.webs.com/archives/Quickbms.rar

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*quickbms.exe is the program which we´ll use.
*darkside.bms is the code written by Chroox.
*redcext.bat is other code written by Chroox, but I have not done that bat very well because it doesn´t work.
*ext folder is the place where we will export our extracted models.
*src contain the code of quickbms to give you the chance of improve it.

Common, click on “quickbms.exe”, first we select the darkside.bms.
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To the next question, we select the arc we wanted, (the same we extracted the textures before). The EZ01 which I´m extracting this time is an “Enemy Zombie 01”
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And now, the place where you want extract them, I propose that you should do it in the folder “ext”, but as the bat doesn´t work, this place is not so important now so do it where you see more confortable.
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Once you have ended the 3 questions, you will see some files in the place where you extracted, one ___.brmdl and one or more ___.unk´s
The .brmdl is our model.

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[/SPOILER]
[SPOILER=5- Changing the model from BRMDL to 3dxMDL]

Kentilan´s Viewer, also called “brmdl viewer” ^^
But one thing first, make sure that you have activate the 3dvia print before to open the brmdl viewer, to can capture the model later.

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Now we open the brmdl viewer, the first thing it do, is ask us what model it has to open, so we choose our .brmdl which we have extracted with the quickbms code.

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Now we look more closer to our objective, but before to cap the model with 3d via, we need apply it some texture to avoid cap a model without “UV cords” textures. To do that, we go to “Textures -> Load a Single Texture” and we select the BRRES (neither the brmdl nor arc).

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Don´t worry if the texture don´t fit well, remember that we only do this step to obtain the UV cords, now, we can push the hotkeys to capture it.

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[/SPOILER]
[SPOILER=6- Importing the 3dxMDL in 3d Max.]
Now, we have the model, we have textures, is time to join them in one file of 3d studio max.
To import the 3dxMDL in 3ds Max, we can do it easily with the plugin of KoichiSenada. (the instructions to install it, are inside of the same file).

user posted image

[/SPOILER]
[SPOILER=7- Reparing the model]
Here we have it, from this point, I suppose that you can do what you wanted with him, but I will explain how repair it a bit.

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The first point, are textures, we will open the material editor (those 4 balls which are in the upper bar) and drag those files which we extracted with brawlbox, to each ball of the material editor. To upload them in 3dmax correctly, we will need rotate all them, 180º, (or they will not fit in the UV of the model).

Once we have all our textures loaded, we´ll select faces of the model, and we´ll drag the ball texture, to the selected area, in this way, that selected area will take the correct texture and now is when we are relief for have saved the UV cords too.

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Continue with this way, along the entire model to place all its textures, in some cases, maybe more easy move some parts to texturize them alone.

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When the entire model was textured correctly, it will be time to apply its smooth and create group by pass.

For this, I only extract the model as .3ds, and import it in Milkshape 3D, then, from Milkshape3d, I extract the model again as .3ds (I overwrite the before one), and then, the model will be able to have the smooth option, and it will have divided in different part by textures. Is useful if you want to change them, and it is very pleased if you release it in internet.

user posted image

So, with this, I end this rare tutorial. :)

user posted image (What are this zombie doing here, wasn´t he from RE0?, anyway, I will continue exploring)
[/SPOILER]

Adngel - January 15, 2010 03:59 PM (GMT)
Those files with * , are those ones which I have exrtacted try the extraction and works to me.

[spoiler=Player]
PCL1 Claire Re2*
PCL2 Claire Re2 (no vest)*
PCL3 Claire CV*
PCL4
PCL5

PCR1 Chris CV*
PCR2 Chris The fall of umbrella*
PCR3 Chris Cowboy*

PLO1 Leon Re2*
PLO2
PLO3
PLO4
PLO5


PKR1 Krauser*
PKR2
PKR3
PKR4

PST1 Steve CV*
PST2 Steve Cowboy*

[/spoiler]
[spoiler=Secondary characters]

PAD1 Ada*

PAF1 Alfred*

PBE1 Death Ben*
PBE2 Ben (textures for PBE1 model)*

PMA1 Manuela*

[/spoiler]
[spoiler=B.O.W.]
EAL1 Giant Alligator*

EAN1 Polilla Gigante*

EBK (are animations only)

EBT0 Bats*

ECB1 Cerberus*

EGF1 William Birkin V1*

EZ00 Zombie RE2 male street model*
EZA1 Zombie RE2 male street (texture 1 for EZ00 model)*
EZA2 Zombie RE2 male street (texture 2 for EZ00 model)*
EZA3 zombie RE2 male street (texture 3 for EZ00 model)*
EZ0S1 (are only animations)
EZ0S2 (are only animations)
EZ0S3 (are only animations)
EZ0S4 (are only animations)
EZ0S5 (are only animations)
EZ0S6 (are only animations)
EZ0S7 (are only animations)
EZ0s (are only animations)
EZOS_r001 (are only animations)

EZ01 Zombie RE0, (it has the textures or RE1 remake zombies, is a very similar model).*
EZ01S (are only animaions)

EZB1 Zombie RE2 male police (texture1) crash
EZB2 Zombie RE2 male police (texture2)
EZC1 Zombie RE2 male police2 (texture) crash
EZD1 Zombie RE2 woman street crash
EZE1 Zombie RE2 male street2 (texture1) crash
EZE2 Zombie RE2 male street2 (texture2)
EZF1 Zombie RE2 Umbrella Lab (texture1) crash
EZF2 Zombie RE2 Umbrella Lab (texture2)
EZG1 Zombie RE2 Umbrella Dr (texture1) crash
EZG2 Zombie RE2 Umbrella Dr (texture2)
EZG3 Zombie RE2 Umbrella Dr (texture3)
EZH1 Zombie Umbrella worker (texture) crash
EZI1 Zombie RE2 Buisness man (texture) crash
EZJ1 Zombie RE2 nacked man (texture) crash
EZK1 Zombie CV grave corpse (texture1) crash
EZK2 Zombie CV grave corpse (texture2)
EZP1 Zombie CV Antartica worker (texture) crash
EZP2 Zombie CV Antartica worker (texture)

[/spoiler]

[spoiler= Other]

ITEM Crossbow model (textures of all objects)* (I think I didn´t extracted it very well).

OCH1 A cube wihout textures?? *

[/spoiler]
[spoiler=Resident Evil Umbrella Chronicles]
EAD1 RE1 Giant Snake

ENS1 RE3 Nemesis
EnS3 RE3 Nemesis´s Tentacles

EPT1 RE1 Plant 42

EZ01 RE1 Zombi with hair*
EZ02 RE1 Zombi with green shirt (crash)
EZ03 RE1 Zombi fat*
EZ04 RE1 Zombi white shirt*
EZ05 RE1 Zombi investigator*
EZ06 RE1 Zombi scientist Crisom head*
EZ07 RE1 Zombi thin*
EZ08 RE0 Zombi fat 2 and nude torso*
EZ09 RE1 Zombi corpse.*
EZ10 RE1 Zombi S.T.A.R.S.*
EZ11 RE0 Zombi S.T.A.R.S.*
EZ12 RE0 Zombi corpse 2*
EZ13 RE0 Zombi chef*
EZ14 RE0 Zombi train traveler*
EZ15 RE0 Zombi train traveler2*
EZ16 RE0 Zombi technician*
EZ17 RE0 Zombi worker*
EZ18 RE0 Zombi soldier*
EZ19 RE0 Zombi soldier 2*
EZ20 RE0 Zombi soldier 3*
EZ21 RE0 Zombi Umbrella Doctor*
EZ22 Crash
EZ23 -
EZ24 -
EZ25 -
EZ26 REO Zombi metro*
EZ27 REO Zombi Jeans*
EZ28 REO Zombi leather jacket*
EZ29 REO Zombi police woman*
EZ30 REO Zombi citizen blue shirt*
EZ31 REO Zombi citizen of businessman*
EZ32 REO Zombi citizen of businessman2*
EZ33 REO Zombi citizen square shirt*
EZ34 REO Zombi citizen woman*
EZ35 REO Zombi attorney woman*
EZ36 REO Zombi policeman 1*
EZ37 REO Zombi policeman 2*
EZ38 REO Zombi policeman 3*
[/spoiler]

Jakub - January 15, 2010 04:00 PM (GMT)
Awesome tutorial :D

infernal - January 15, 2010 06:03 PM (GMT)
Thank you very helped,accessible and understandable information. :D

Adngel - January 15, 2010 11:03 PM (GMT)
Good night! I´m glad to see that this process can help you.

I entered in the puzzle of how extract RE:DC because I wanted extract zombies from Umbrella laboratories, but extract zombies chash me -.-, only 2 works on me.

But as I´m optimist, I tried to extract models from RE:UC, and them works :lol:

To extract file from RE:UC, you just need follow the Step1 (with the RE:UC ISO), the step 2, and in step 3, when you open the Brres with Brawlbox, you can do a preview of the model on the same program, so you can made the capture from it,, with its textures corrected, is very easier, just need remember uncheck bones and shaders textures (or you´ll capture them too) and then, it is ready for 3dMax.

So well, I will full my Umbrella facility level of cents of RE:1 scientist zombies. :>

infernal - January 16, 2010 12:53 PM (GMT)
Adngel, I got confused, which of the "3dxml to 3ds max by KoichiSenada" I need if I have 3dmax 9, I mean there is all sorts of versions and C + + and other folders? Please help, if not difficult for you write a step by step how to correctly install a 3dmax9.:(

Thanks in advance.

Adngel - January 16, 2010 01:20 PM (GMT)
Sure, I will try explaining writing and this night I will upload screenshots (I have work today -.-u).

I did found the direct url to dowload, this is:

http://www.4shared.com/file/73058444/38b9f...nvertXML20.html

/--------------------/
If it fail for whatever reason, you can dowload from the main page, its link is what I wrote up in my 1º post:

http://www.4shared.com/dir/5807782/1c39425...ichiSenada.html

You open the folder: 3dsMax -> 3dsMaxConvertXml -> 2008.11.25 (the last version).
/--------------------/

My 3dsMax version is the 9 32 bit too.To install the plugin:

1. You have to copy the folder "ui" (which have been download) into the 3dmax main folder.

C:\Archivos de programa\Autodesk\3ds Max 9

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2. To add the option in the 3ds max interface, you have to open the 3ds max, and in the upper toolbar menu, You select:

"Customize -> Customize User Interfacer" option.

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This will open a window.

3. At this point, you have a bit of freedom, In my case, I selected "Menus" to add the program to one menu, but you can add it to a key of the keyboard or in another toolbar.

I will explain how add it to the menu, so we open the menu tab.

4. In the action window, we select "3dsMaxConvertXML", if you have problems to find it, you can select "KoichiSenada" in the category case, to do it more easy.

5. In the right window, we will open the place where we want have the plugin, I decided has it in "Tools" menu, so I opened it. But you can install it in File menu, Modifiers, etc...

And then we drag that file (3dsMaxConvertXML) to the right windows and its position, (I placed it under "Light Lister...").

Now we close the window (we don´t need save). And now, we will find the new option in the "Tools" menu in the upper barr.

user posted image

When you select that plugin, will appear this window:

user posted image

1- Ext File, load the 3dxml file.
2. MaxScene, write the name of the file which you are gonna save in 3ds.
3- Read Source
4- Write Destination.


/---------------------------/

Maybe its a bit boring install this, but I found this really helpful, with 3dviaprint, They work not only for the extraction, it works to capture models in dolphin emulator, World of Warcraft, Granado Espada etc... (for Guild Wars I prefer 3dripper), for that I recomend this :)

ToCool74 - January 16, 2010 02:28 PM (GMT)
would it be posible to use the zombie models and textures in RE4 because maybe it would speed up the whole getting zombies into RE4 process

DarkSauSua - January 16, 2010 03:33 PM (GMT)
:o Awesome :giggle thanks 4 trucha :giggle

:ph43r: now i have realise mod :>

infernal - January 16, 2010 03:33 PM (GMT)
Adngel,Thank you really helped me.

DarkSauSua - January 16, 2010 03:56 PM (GMT)
user posted image

:huh: WTF? What happend? :(

user posted image

mmm... <_<

helpme :unsure:

infernal - January 16, 2010 04:24 PM (GMT)
QUOTE (DarkSauSua @ Jan 16 2010, 03:56 PM)
user posted image

:huh: WTF? What happend? :(

user posted image

mmm... <_< 

helpme :unsure:

In the beginning was the same so, will try to rename your iso to REDC, after that i has succeed. ;)

Adngel, congratulations, great job.And how you managed to understand all this.

DarkSauSua - January 16, 2010 04:59 PM (GMT)
QUOTE
In the beginning was the same so, will try to rename your iso to REDC, after that i has succeed.  ;)

Adngel, congratulations, great job.And how you managed to understand all this.


:( same problem :(
:ph43r: i need it help :(

Th Chief - January 16, 2010 06:10 PM (GMT)
Just Curius ¿How i disable the bones and shadows on Brawlbox?.

infernal - January 16, 2010 06:20 PM (GMT)
QUOTE (DarkSauSua @ Jan 16 2010, 04:59 PM)
QUOTE
In the beginning was the same so, will try to rename your iso to REDC, after that i has succeed.  ;)

Adngel, congratulations, great job.And how you managed to understand all this.


:( same problem :(
:ph43r: i need it help :(

What exactly is your problem? Maybe I can help?

Adngel - January 17, 2010 12:59 AM (GMT)
QUOTE
would it be posible to use the zombie models and textures in RE4 because maybe it would speed up the whole getting zombies into RE4 process


You can use these models in RE4, replacing others enemies or characters of RE4, for example Ganados, but those Zombies will act as Ganados, not as zombies.

This topic explain this well, but I have not tried it yet.
http://z6.invisionfree.com/Resident_Evil_4...?showtopic=7349

QUOTE
mmm...  <_< 

helpme :unsure:


:( :(

I have prove it on my sister computer, to see if that trucha signer that I uploaded was wrong, but it works on that computer too.

You can try download it from its original place. Trucha Signer is a tool of the pack "Ooya^^ WiiTooLS 3.0"
http://www.megaupload.com/?d=XKRQ3Z34

I didn´t upload it because I don´t use the others tools, but who knows. (This wii tools is in Spanish).

The other thing I think, is the ISO, maybe it has been compresed in other way or anything like that, :blink: I don´t know a lot about ISOs.

To prove it...

This mistake appear only with RE.Darkside Chronicles or with all your Wii ISOs?

Your ISO of Darkside Chronicles works on Dolphin?

I know that this is not very helpful :huh: but I don´t have any other idea


QUOTE
In the beginning was the same so, will try to rename your iso to REDC, after that i has succeed.


My REDC iso has the name of : Resident Evil.the.Darkside.Chronicles.iso, but I changed it to "Resident Evil The Darkside Chronicles.iso" and it works me too in my computer.

QUOTE
Adngel, congratulations, great job.And how you managed to understand all this


Thanks, I forget add the library:

http://www.facepunch.com/showthread.php?t=770576&page=7
http://darkmatter2.de-coder.net/index.php?...8841&#entry8841
And this same Forum,

RE:DC models were uploader frk in this topic:
http://z6.invisionfree.com/Resident_Evil_4...showtopic=11058
But this pack don´t have Zombies Q.Q and I don´t find them at anywhere, I found Half Life Zombies, Left for Dead Zombies, RE5 Ganados, But not Resident Evil Zombies, For that I entered in this of the extraction, And I learned this reading and Googleing,

QUOTE
Just Curius ¿How i disable the bones and shadows on Brawlbox?.


Hi Chief, I like a lot your Mods :>

Lets focus >.<

When you open the model of RE:UC with Brawl Box, appear this window:

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If you click on the side barrs, some menus will open, textures and bones are in the left barr.

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Then, we unckeck those textures we don´t really need on our model (specular textures, velvety, enviroment light, ind, etc), and we can hide bones in the upper section.

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Maybe this can be an obsession mine, However, if you capture the model with bones and shaders textures:

Your model will have bones shapes too.
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And all those shaders will be added too.
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Of course, you can repair the model in 3dmax, but is more easy do it before to capture.

user posted image


Have a good day/night

Th Chief - January 17, 2010 01:09 AM (GMT)
I discover that i was using a old version of Brawl Box thats why i cant
disable the bones XD any way i download the new version and now
works thanks. ;)

infernal - January 17, 2010 01:28 AM (GMT)
Adngel, Dude you are my hero, very very fu... ng awesome software for work, so that's what I got at the this moment, thank you for your help again.

user posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted image


ToCool74 - January 17, 2010 03:21 AM (GMT)
QUOTE (infernal @ Jan 17 2010, 01:28 AM)
Adngel, Dude you are my hero, very very fu... ng awesome software for work, so that's what I got at the this moment, thank you for your help again.

user posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted image

wow dude hopefully you can get it to work in Re4 dude.
i'm still in the process of figuring out exactly how to rig and stuff so it may take me awhile lol

infernal - January 17, 2010 09:44 AM (GMT)
QUOTE (ToCool74 @ Jan 17 2010, 03:21 AM)
QUOTE (infernal @ Jan 17 2010, 01:28 AM)
Adngel,  Dude you are my hero, very very fu... ng awesome software for work, so that's what I got at the this moment, thank you for your help again.

user posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted image

wow dude hopefully you can get it to work in Re4 dude.
i'm still in the process of figuring out exactly how to rig and stuff so it may take me awhile lol

I'm in this business are a beginner, I still have no concept of how to manage with the bones, but I'm obsessed with the old classic zombies,i will try out for all of my strength,may be something will come out. :lol:

Adngel - January 17, 2010 12:33 PM (GMT)
:> :> :>

user posted image

It makes me happy to have been of help.

The reason that I made the tutorial, is that if more people know the process, there will appear more fan arts, more fan pics, more mods and more fan models.

:>

QUOTE
I'm in this business are a beginner, I still have no concept of how to manage with the bones, but I'm obsessed with the old classic zombies,i will try out for all of my strength,may be something will come out.


About bones in 3dsmax, the key words would be "biped" and "Skin" modifier.

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I will try explain the bone process later (I work all weekens evenings and have class along the week morning @.@, but I will find a moment I don´t know when XD)



infernal - January 17, 2010 01:18 PM (GMT)
QUOTE
I will try explain the bone process later


Thank you friend your knowledge is invaluable. :P


I tried to assign bones from old wolf model, but none of which did not work, the model has not been seen in the game, friend help me please may be I doing something wrong. (I did made exports and imports in milkshape 3d in format smd):(

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evilbg - January 17, 2010 02:06 PM (GMT)
:o Finally someone tell how to rig stuff in 3D max you gonna make a tutorial right :unsure: because i realy want to make some mods but dont know how to rig things in 3d max i will be grateful if you make a tutorial :) :) :)

tweaker61 - January 18, 2010 12:39 AM (GMT)
QUOTE (evilbg @ Jan 17 2010, 02:06 PM)
:o Finally someone tell how to rig stuff in 3D max you gonna make a tutorial right :unsure: because i realy want to make some mods but dont know how to rig things in 3d max i will be grateful if you make a tutorial :) :) :)

Meeeh, 3dmax??? why!!!!

infernal - February 6, 2010 10:48 AM (GMT)
Adngel,I tried to open the file of Resident Evil Umbrella Chronicles by Kentilan's Viewer program but i got an error, may be cause a archiver Quickbms, I saw that there is only a setting for Darkside Chronicles? :(

Adngel - February 6, 2010 10:04 PM (GMT)
I have not tried open RE:UC with the Kentilan viewer, the reason is becouse a manage to open them with "brawlbox".

Once you have extracted the BRRES from the .arc with U8 tools, you can open that brres with brawlbox, and then, watch the models in the "preview" option.

user posted image

From this point you can extract the model with 3dVia print (remember open the 3d via before do the preview).

This preview doesn´t work with RE:dsc, for that all the way of use Kentilan viewer. :huh:

(my apologies for my absence, I´m in period of exams :huh: )

infernal - February 7, 2010 09:40 AM (GMT)
QUOTE
From this point you can extract the model with 3dVia print (remember open the 3d via before do the preview).


Thanks for your help

infernal - February 7, 2010 12:32 PM (GMT)
I apologize for that again bother your head, but,the most part of models I was able to open with the help BrawlBox but now that I need not work to open, ECH1, ECH2, ECH3, ECH4, ECH5, ECH6 (if you have in open form these models share with me please, I am mean 3d models):huh:


sorry for the double post

Adngel - February 8, 2010 03:50 PM (GMT)
I think that ECH1, ECH2, etc... are not models, are only the texture of the crisom heads and maybe anything else, I don´t know.

But you can extract models in EZ00, EZ12, etc...

There you will find enemy zombie with its common texture, you capture it, but in 3dmax, you must place the crisom head texture (helping wiht the material editor) instead the common texture. The UV cordinates are equals, so it works.

user posted image
user posted image

Check these photos, the model is the same, (eve is the same that I used in this Tutorial of the post 1 :> ), I only select the skins parts, head, neck, legs and arms, and aply the texture of the crisom head.


What I have see... the model list would be...

ECH1..........EZ01 (of Darkside Chronicles) (the UC doesn´t work to me)
ECH2..........EZ01 (of Darkside Chronicles) (the UC doesn´t work to me)
ECH3..........EZ03 (of Umbrella Chronicles)
ECH4..........EZ01 (of Darkside Chronicles) (the UC doesn´t work to me)
ECH5..........???? (EZ05 doesn´t work to me, textures doesn´t work me on EZ01)
ECH6..........EZ06 (of Umbrella Chronicles)

I don´t know why some models doesn´t load me in Brawlbox, but I see that those models, are copys of the EZ01, this one is a kind of generical zombie and over it, change its textures.

For example, for zombies with hair, they have texture of hair, in the oposite case, the zombie has the shape in its model but an invisible texture.

My advice is that you extract this EZ01 from Darkside chronicles (because it works XD) and over it, aply the textures of thos ECH to make differents zombies.

/------------/EDIT/------------/
I have upload the EZ01 in this topic, I know that you extrated your own EZ01, but anyway, maybe it can help for whatever ;)
http://z6.invisionfree.com/Resident_Evil_4...1903&st=0&#last

infernal - February 9, 2010 09:55 AM (GMT)
QUOTE
Adngel Posted on Feb 8 2010, 03:50 PM
QUOTE
  I think that ECH1, ECH2, etc... are not models, are only the texture of the crisom heads and maybe anything else, I don´t know.

But you can extract models in EZ00, EZ12, etc...

There you will find enemy zombie with its common texture, you capture it, but in 3dmax, you must place the crisom head texture (helping wiht the material editor) instead the common texture. The UV cordinates are equals, so it works.


Well, now I see, thanks Adngel

QUOTE
I know that you extrated your own EZ01, but anyway, maybe it can help for whatever


Yes, thanks again for your help, I not only this model unpacked I still have some other models, and besides, I was able to attach them to the skeleton.
http://z6.invisionfree.com/Resident_Evil_4...showtopic=11815

I'm also experimenting with high poly models, I found that pmd can hold 19000 polygons, but I still do not know what limit in this format pmd, you accidentally is not known?

Adngel - February 10, 2010 11:34 AM (GMT)
QUOTE
I'm also experimenting with high poly models, I found that pmd can hold 19000 polygons, but I still do not know what limit in this format pmd, you accidentally is not known?


Noup, I don´t have any idea about the max number of polygons can be supported by PMD format. user posted image

Codeman - March 1, 2010 06:25 PM (GMT)
hi there just want to say that kentilan add updated his brmdl viewer that now support animation, textures and mesh direct export to psk and md5 :)




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