1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Resident Evil 6 modding guide by Maliwei777

Discussion in 'Tools & Guides' started by xellos49698, Apr 1, 2013.

  1. xellos49698

    xellos49698 Avid Affiliate Content Creator

    Joined:
    Apr 26, 2012
    Messages:
    226
    Likes Received:
    10
    3dsmax2011 can modify the model and replace function is relatively simple, and basically be able to modify. Supported model I did not add too much, such as the effects of the model, the model of the enemy, the model of the scene firearms model, which may import but export I have not tried.

    Preparation: 3dsmax2011 need to install the XNA GS the 3.1 max script to call this Microsoft.Xna.Framework.dll library, or else can not export, install xna gs 3.1 may want to install c # 2010. Do not forget to modify script "C: \ Program Files (x86) \ Common Files \ microsoft shared \ XNA \ DeployableRuntimes \ Zune \ 3.1.10527.0 \ Microsoft.Xna.Framework.dll "path
    Step
    1) solution package to modify the texture, these students are doing business 6 mod understand it. Skip ~

    2) run the script, script import model.

    3) in max, you can see the model classification LOD1 LOD2 LOD3 LOD252 LOD255 OtherMesh. Scene bounding box round these do not delete it. Once imported, you will see that the characters are lying, I did not establish the model, feeling no need to.

    4) Click on the model, you will see the name of the model, which is the basic information Do not modify it. Skin, you will see the weight after import specified amount of bone (Bone Effect Limit) do not modify it.

    5) ready to model after. Here to pay attention to a few points.
    1: The number of vertices of the model and UV vertices must be the same, it can export the model in 3ds format import models based uv slice model cut
    2: Material I did not study, because a lot of the original part of the model, the material is good enough. The model material is not changed after the replacement, and the material of the original model.
    3: Do not go replacing hand, those hands Morph with

    6) model is aligned to the original model, and after must Reset xForm the. Skin warp LOD 1 original model, this can quickly skin, then according to the model you want to replace, modify weights bone quantity (Bone Effect Limit) model as much as you want to replace. Are generally a few shoes 2.


    7) Since the model is cut, you can use Edit Normal vertex normals form a smooth effect, Edit Normal reserved not to collapse it. Can also use the Edit Normal. Reset xForm before skin warp must look Otherwise, the normal export problem, the model you want to to the world coordinates, this and max crawl normals.


    8) At this time, your model should have skin and Edit Normal. Your model was renamed to the name of the model you want to replace. Other models do not need to show you can delete the surface, leaving only a surface, and then put the weight on a bone, scaled to 0 then the model put far. To reach the hidden effect.


    9) Choose your model need to hide it (can be multiple choice) and modified model, script export ExportToMod, select the original mod file, the script will modify the operation (the original mod files will not be modified), get a new file of Newmod, this file is from the newly created mod files.


    10) new mod files generated, renamed after replacement solution package out, then pack it.

    Hopefully, this will help out people interested in modding Resident Evil 6.

    Here is a link to the original topic: [
     
  2. ciiidtux

    ciiidtux Guest

    Thanks i'm going to try my hands at it. Some parts are kinda cryptic but still it's very helpful !
     
  3. xellos49698

    xellos49698 Avid Affiliate Content Creator

    Joined:
    Apr 26, 2012
    Messages:
    226
    Likes Received:
    10
    I was hoping it would be, good luck.
     
  4. Darko

    Darko Guest

    Thanks.
     
  5. mostafa96

    mostafa96 Potential Patron

    Joined:
    Apr 8, 2013
    Messages:
    4
    Likes Received:
    0
    Thank you. Very good explaining.
     
  6. dane999

    dane999 Potential Patron

    Joined:
    Apr 21, 2013
    Messages:
    7
    Likes Received:
    0
    good tutorial, thanks

    i'll try
     
  7. newnews01

    newnews01 Potential Patron

    Joined:
    Apr 21, 2012
    Messages:
    4
    Likes Received:
    0
    thank you for the translation.... :)
     
  8. silentace

    silentace Potential Patron

    Joined:
    Apr 20, 2013
    Messages:
    4
    Likes Received:
    0
    Thank you for the tutorial. >10 years ago I leaned TrueSpace 3 (I think this software has been discontinued, correct me if I am wrong) and I found it bloody difficult to build or re-build 3D models. Guess using 3dmax won't be easy for me. I think I know how much time you Modders need to spend before publishing a mod for us. Thanks again!
     
  9. Calypso

    Calypso Potential Patron

    Joined:
    Mar 27, 2013
    Messages:
    9
    Likes Received:
    0
    Hi! Would 3ds max 2012 to modding?
     
  10. brazybear

    brazybear Potential Patron

    Joined:
    May 5, 2012
    Messages:
    3
    Likes Received:
    0
    Thanks for this, but is there any tutorial out there that explains the basics of RE6 model swapping? Like for example, replacing Sherry's default or alt costume in Mercenaries with the Monitor costume from the campaign? I know it involves some hex editing of the mrl files but I'm not sure exactly which ones or what to edit.
     
  11. Neonlite

    Neonlite Potential Patron

    Joined:
    Mar 15, 2013
    Messages:
    5
    Likes Received:
    0
    Very informative, thanks for the post.

    I'm not good at it but want to try it out. ^^
     
  12. sonnooson

    sonnooson Potential Patron

    Joined:
    Apr 27, 2013
    Messages:
    1
    Likes Received:
    0
    Thank you. It is good for me.
     
  13. Vergil

    Vergil Swell Supporter Content Creator

    Joined:
    Apr 17, 2012
    Messages:
    296
    Likes Received:
    72
    Did someone managed to export a mod? I don't know what I have to change in the dll.
     
  14. simplesim

    simplesim Avid Affiliate Content Creator

    Joined:
    Apr 14, 2012
    Messages:
    21
    Likes Received:
    0
    have you read xellos translation of that 3dsmax tutorial to import the mod
     
  15. Kargrinn

    Kargrinn Potential Patron

    Joined:
    Feb 9, 2013
    Messages:
    52
    Likes Received:
    0
  16. Vergil

    Vergil Swell Supporter Content Creator

    Joined:
    Apr 17, 2012
    Messages:
    296
    Likes Received:
    72
    I did read this translation, but some parts are unclear.
    Kargrinn I cannot download that script. It says "Unknown Paste ID!"
     
  17. Kargrinn

    Kargrinn Potential Patron

    Joined:
    Feb 9, 2013
    Messages:
    52
    Likes Received:
    0
    And news: Revelations (at least the demo) is using the same file system of RE6, and theres even a nude mod released!
     
  18. lemonsjeed

    lemonsjeed Guest

    Thank you. Very good
     
  19. nahmanjayson

    nahmanjayson Potential Patron

    Joined:
    May 7, 2012
    Messages:
    10
    Likes Received:
    0
    Will the script work with 3dsmax 2010?