Resident Evil 3 / Resident Evil 2 / Resident Evil 7 / RE Engine

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
peterzhenhh
Posts: 45
Joined: Wed Jan 17, 2018 5:15 pm

Resident Evil 3 / Resident Evil 2 / Resident Evil 7 / RE Engine

Post by peterzhenhh »

That Jill in RE3 Demo looks pretty cool! Which tool and script do you preferred to convert the models?
Image
And here are some ALBM/NRMR/ATOS texture problems I confused since RE7 some years ago:

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ALBM(BaseMetalMap): r/g/b = diffuse   alpha = metallic
NRMR(NormalRoughnessMap): r/g = normals   b = unkown   alpha = roughness
ATOS(AlphaTranslucentOcclusionSSSMap): r = alpha   g = translucent   b = AO
NRM(DetailMap):r/g/b/a=unknown


I don't know whether these are corrected.And is it possible to configure a material in UE4?How to do it?
Here are some logs from Noesis with @Gh0stBlade's script.

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Detected file type: Resident Evil 2 Remake [PC]
Unknown option: -fbxnewexport
Material Name: [0]-pl2000_Body_Mat
Texture Type: DetailMap Name: MasterMaterial/Textures/NullDetail.tex
Texture Type: DetailMaskMap Name: systems/rendering/NullWhite.tex
Texture Type: BaseMetalMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_ALBM.tex
Texture Type: NormalRoughnessMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_NRMR.tex
Texture Type: AlphaTranslucentOcclusionSSSMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_ATOS.tex
Texture Type: Rec_RTT Name: VFX/RecordSystem/RecordTexture/pl2000/pl2000_body.rtex
Texture Type: Rec_FIX Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Texture Type: Rec_Protect Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Texture Type: Rec_Rain_WaterRiple Name: RE_ENGINE_LIBRARY/VFX_Library/Texture/TEX_Vector/tex_capcom_vector_water_0011_Array_NRMR.tex
Texture Type: Rec_Rain_WetMask Name: SectionRoot/Character/Player/pl2000/pl2000/pl2000_wetMask_MSK1.tex
Texture Type: Rec_Injury_BaseMap Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_Injury_Map_ALBA.tex
Texture Type: Rec_Injury_NormalMap Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_InjuryMap_NRM.tex
Texture Type: Rec_Mud_Map Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_Mad_Map_MSK4.tex
Texture Type: Rec_Dent_Map Name: systems/rendering/NullBlack.tex
Texture Type: BloodMask Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Material Name: [1]-pl2000_Dress_Mat
Texture Type: DetailMap Name: SectionRoot/Character/Textures/Detail_Niron_NRM.tex
Texture Type: DetailMaskMap Name: systems/rendering/NullWhite.tex
Texture Type: BaseMetalMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_ALBM.tex
Texture Type: NormalRoughnessMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_NRMR.tex
Texture Type: AlphaTranslucentOcclusionSSSMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_ATOS.tex
Texture Type: Rec_RTT Name: VFX/RecordSystem/RecordTexture/pl2000/pl2000_body.rtex
Texture Type: Rec_FIX Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Texture Type: Rec_Protect Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Texture Type: Rec_Rain_WaterRiple Name: RE_ENGINE_LIBRARY/VFX_Library/Texture/TEX_Vector/tex_capcom_vector_water_0011_Array_NRMR.tex
Texture Type: Rec_Rain_WetMask Name: SectionRoot/Character/Player/pl2000/pl2000/pl2000_wetMask_MSK1.tex
Texture Type: Rec_Injury_BaseMap Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_Injury_Map_ALBA.tex
Texture Type: Rec_Injury_NormalMap Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_InjuryMap_NRM.tex
Texture Type: Rec_Mud_Map Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_Mad_Map_MSK4.tex
Texture Type: Rec_Dent_Map Name: systems/rendering/NullBlack.tex
Texture Type: BloodMask Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Material Name: [2]-pl2000_Holster_Mat
Texture Type: DetailMap Name: SectionRoot/Character/Player/pl1000/pl1000/Leather_Detail_NRM.tex
Texture Type: DetailMaskMap Name: systems/rendering/NullWhite.tex
Texture Type: BaseMetalMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_ALBM.tex
Texture Type: NormalRoughnessMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_NRMR.tex
Texture Type: AlphaTranslucentOcclusionSSSMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_ATOS.tex
Texture Type: Rec_RTT Name: VFX/RecordSystem/RecordTexture/pl2000/pl2000_body.rtex
Texture Type: Rec_FIX Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Texture Type: Rec_Protect Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Texture Type: Rec_Rain_WaterRiple Name: RE_ENGINE_LIBRARY/VFX_Library/Texture/TEX_Vector/tex_capcom_vector_water_0011_Array_NRMR.tex
Texture Type: Rec_Rain_WetMask Name: SectionRoot/Character/Player/pl2000/pl2000/pl2000_wetMask_MSK1.tex
Texture Type: Rec_Injury_BaseMap Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_Injury_Map_ALBA.tex
Texture Type: Rec_Injury_NormalMap Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_InjuryMap_NRM.tex
Texture Type: Rec_Mud_Map Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_Mad_Map_MSK4.tex
Texture Type: Rec_Dent_Map Name: systems/rendering/NullBlack.tex
Texture Type: BloodMask Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Material Name: [3]-pl2000_Shoes_Mat
Texture Type: DetailMap Name: MasterMaterial/Textures/NullDetail.tex
Texture Type: DetailMaskMap Name: systems/rendering/NullWhite.tex
Texture Type: BaseMetalMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_ALBM.tex
Texture Type: NormalRoughnessMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_NRMR.tex
Texture Type: AlphaTranslucentOcclusionSSSMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_ATOS.tex
Texture Type: Rec_RTT Name: VFX/RecordSystem/RecordTexture/pl2000/pl2000_body.rtex
Texture Type: Rec_FIX Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Texture Type: Rec_Protect Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Texture Type: Rec_Rain_WaterRiple Name: RE_ENGINE_LIBRARY/VFX_Library/Texture/TEX_Vector/tex_capcom_vector_water_0011_Array_NRMR.tex
Texture Type: Rec_Rain_WetMask Name: SectionRoot/Character/Player/pl2000/pl2000/pl2000_wetMask_MSK1.tex
Texture Type: Rec_Injury_BaseMap Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_Injury_Map_ALBA.tex
Texture Type: Rec_Injury_NormalMap Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_InjuryMap_NRM.tex
Texture Type: Rec_Mud_Map Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_Mad_Map_MSK4.tex
Texture Type: Rec_Dent_Map Name: systems/rendering/NullBlack.tex
Texture Type: BloodMask Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Material Name: [4]-pl2000_Watch_glass_Mat
Texture Type: BaseMetalMap Name: systems/rendering/NullWhite.tex
Texture Type: NormalRoughnessMap Name: systems/rendering/NullNormalRoughness.tex
Texture Type: AlphaTranslucentOcclusionSSSMap Name: systems/rendering/NullATOS.tex
Texture Type: SphereMap Name: systems/rendering/NullBlack.tex
Texture Type: CubeMap Name: systems/rendering/NullBlackCubemap.tex
Material Name: [5]-pl2000_Gun_Mat
Texture Type: BaseMetalMap Name: SectionRoot/Character/Weapon/wp0700/wp0700_HSC_ALBM.tex
Texture Type: NormalRoughnessMap Name: SectionRoot/Character/Weapon/wp0700/wp0700_HSC_NRMR.tex
Texture Type: AlphaTranslucentOcclusionSSSMap Name: systems/rendering/NullATOS.tex
Texture Type: Envmap_Texture2D Name: SectionRoot/UI/UI_Shader/tex/studio033_blur.tex
Material Name: [6]-pl2000_Leg_Mat
Texture Type: DetailMap Name: SectionRoot/Character/Textures/Detail_Niron_NRM.tex
Texture Type: DetailMaskMap Name: systems/rendering/NullWhite.tex
Texture Type: BaseMetalMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_ALBM.tex
Texture Type: NormalRoughnessMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_NRMR.tex
Texture Type: AlphaTranslucentOcclusionSSSMap Name: SectionRoot/Character/Player/pl2000/pl2000/Pl2000_Body_ATOS.tex
Texture Type: Rec_RTT Name: VFX/RecordSystem/RecordTexture/pl2000/pl2000_body.rtex
Texture Type: Rec_FIX Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Texture Type: Rec_Protect Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Texture Type: Rec_Rain_WaterRiple Name: RE_ENGINE_LIBRARY/VFX_Library/Texture/TEX_Vector/tex_capcom_vector_water_0011_Array_NRMR.tex
Texture Type: Rec_Rain_WetMask Name: SectionRoot/Character/Player/pl2000/pl2000/pl2000_wetMask_MSK1.tex
Texture Type: Rec_Injury_BaseMap Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_Injury_Map_ALBA.tex
Texture Type: Rec_Injury_NormalMap Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_InjuryMap_NRM.tex
Texture Type: Rec_Mud_Map Name: VFX/RecordSystem/RecordTexture/BaseTextures/Record_Mad_Map_MSK4.tex
Texture Type: Rec_Dent_Map Name: systems/rendering/NullBlack.tex
Texture Type: BloodMask Name: VFX/RecordSystem/RecordTexture/BaseTextures/null_black_MSK4.tex
Material Name: [7]-sm73_431_LListTagGeneral01A_A_Mat__Env_Default
Texture Type: BaseMetalMap Name: ObjectRoot/SetModel/textures/sm73_431_LListTagGeneral01A_A_ALBM.tex
Texture Type: NormalRoughnessMap Name: ObjectRoot/SetModel/textures/sm73_431_LListTagGeneral01A_A_NRMR.tex
Texture Type: AlphaTranslucentOcclusionSSSMap Name: systems/rendering/NullATOS.tex
Texture Type: RainRipples_AreaMap Name: systems/rendering/NullWhite.tex
Texture Type: RainRipples_Map Name: RE_ENGINE_LIBRARY/VFX_Library/Texture/TEX_Vector/tex_capcom_vector_water_0011_Array_NRMR.tex
Texture Type: RainWet_down_Map Name: RE_ENGINE_LIBRARY/MasterMaterial/SourceTexture/Lib_Container_RainWetWindow/Lib_Container_RainWetWindow_down_MSK4.tex
Texture Type: RainWet_drop_Map Name: RE_ENGINE_LIBRARY/MasterMaterial/SourceTexture/Lib_Container_RainWetWindow/Lib_Container_RainWetWindow_drop_MSK3.tex
Texture Type: RainFall_Map Name: RE_ENGINE_LIBRARY/MasterMaterial/SourceTexture/Lib_Container_RainFallOverWindow/Lib_Container_RainFallOverWindow_MSK1.tex
Texture Type: FakeSphereMap Name: VFX/Texture/TEX_Stage/TEX_Stage_Common/tex_0002_stage_common_lbl_0000_ALB.tex
Material Name: [8]-sm73_431_LListTagGeneral01A_A_Mat__Env_Emissive
Texture Type: BaseMetalMap Name: ObjectRoot/SetModel/textures/sm73_431_LListTagGeneral01A_B_ALB.tex
Texture Type: NormalRoughnessMap Name: ObjectRoot/SetModel/textures/sm73_431_LListTagGeneral01A_B_NRMR.tex
Texture Type: EmissiveMap Name: ObjectRoot/SetModel/textures/sm73_431_LListTagGeneral01A_B_ALBM.tex
Texture Type: RainFall_Map Name: RE_ENGINE_LIBRARY/MasterMaterial/SourceTexture/Lib_Container_RainFallOverWindow/Lib_Container_RainFallOverWindow_MSK1.tex
Texture Type: RainWet_drop_Map Name: RE_ENGINE_LIBRARY/MasterMaterial/SourceTexture/Lib_Container_RainWetWindow/Lib_Container_RainWetWindow_drop_MSK3.tex
Texture Type: RainWet_down_Map Name: RE_ENGINE_LIBRARY/MasterMaterial/SourceTexture/Lib_Container_RainWetWindow/Lib_Container_RainWetWindow_down_MSK4.tex
Texture Type: FakeSphereMap Name: VFX/Texture/TEX_Stage/TEX_Stage_Common/tex_0002_stage_common_lbl_0000_ALB.tex
Texture Type: FakeSphere_AreaMap Name: systems/rendering/NullWhite.tex

Gh0stBlade's script:https://forum.xentax.com/viewtopic.php?f=10&t=19304&start=120#p148651
ProGamer
Posts: 45
Joined: Wed Oct 02, 2019 10:01 am

Re: Resident Evil 3 / Resident Evil 2 / Resident Evil 7 / RE Engine

Post by ProGamer »

Can you share the script with me Because I can't import the models and convert the textures

You can tell me how to import the models and convert the textures please
peterzhenhh
Posts: 45
Joined: Wed Jan 17, 2018 5:15 pm

Re: Resident Evil 3 / Resident Evil 2 / Resident Evil 7 / RE Engine

Post by peterzhenhh »

ProGamer wrote:Can you share the script with me Because I can't import the models and convert the textures

You can tell me how to import the models and convert the textures please

https://zenhax.com/viewtopic.php?f=9&t=13319&p=54794#p54794
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Resident Evil 3 / Resident Evil 2 / Resident Evil 7 / RE Engine

Post by DJ Normality »

Image
Works fine, and has bone structure. I didnt see that in your screenshot.