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 :PTools needed
(this one come with the REdc model extractor code: http://adngel.webs.com/archives/Quickbms.rar
-Kentilan´s Viewer: http://adngel.webs.com/archives/viewer_v12.rar
-3d PrintScreen: http://www.3ds.com/products/3dvia/3d-xml/3dvia-printscreen/
: (It isn´t a freesoftware).
-3dxml to 3ds max by KoichiSenada:
[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.
Once we have opened our Trucha Signer, we go to Image -> Open ISO. And look the REDC iso.
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.
A very simple tool, right? :), but it´s very useful…
[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.
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=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…”
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).
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=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
*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.
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”
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.
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.
[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.
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.
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).
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.
[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).
[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.
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.
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.
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.
So, with this, I end this rare tutorial. :) (What are this zombie doing here, wasn´t he from RE0?, anyway, I will continue exploring)