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southbeatz1169

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Character model swapping tutorial
« on: November 12, 2009, 03:36:34 PM »

Resident Evil 5 Character Model Swapping Tutorial

There are different methods that may work best for different people but I’ll use mine for a template in this tutorial.  To really simplify this process and make it go as quickly as it can and have the least amount of chance for error, I prefer to open two Windows Explorer windows or for most this may be known as My Computer or simply Computer.  I prefer to sit these side by side and on the right is the folders that are being modded and on the left are the folders of original content.  This tutorial will be based on a model swap of Chris BSAA wearing a melee vest and bulletproof vest being replacing with Wesker Midnight.

I create a folder roughly named for the model swap that I want to make.  An example could be “Chris BSAA MV+BPV – Wesker Midnight” but this is just an example of how I choose to do this.  I keep extracted arc folders ready for this sort of thing but for those that don’t, here are some extra steps.  Extract the arc file that you intend to replace to this folder, then extract the arc file for who you intend to replace with and last create a “Testing” folder.

Be sure to delete all DDS and Header files from these two extracted folders.  Now copy the folder that is being replaced into the Testing folder.  Inside the character’s folder which in this example is “uPl00ChrisArmorF” you will want to create a “nativePC” folder and move the other 3 folders to nativePC.  Now we’ll begin with the sound folder, so be sure the folder you want to replace with is on your left, for this example it will be Wesker Midnight and on the right Chris BSAA MV+BPV.

First, go to the bgm folder for each of these two and open your hex editor.  Drag the stq file for Chris (whom is being replaced) into the hex editor and then drag Wesker (whom is replacing with) into the hex editor.  Press CTRL A on Wesker’s tab to select all data and CTRL C to copy it, then on Chris’s tab press CTRL A and the CTRL V to paste Wesker’s over Chris’s and then save Chris’s file and close the editor.

Next is the se folder, so let’s begin with “pl” and this is going to be different from how some do this but I’ve found this to be the most reliable method to avoid any sound issues.  Copy Wesker’s 5 files over to Chris’s folder and then in Wesker’s folder rename his 5 files to match Chris’s and then move them to Chris’s folder and overwrite all 5 files and you will end up with 10 files.  This is because sometimes the game will look for Wesker’s file names even though they will be properly changed by the end of this tutorial but Capcom did a poor job of things in certain aspects.  Repeat this same method for the “wp” folder also.

Now let’s move to the “pawn” folder.  For Wesker model swaps copy the “em” folder but for Sheva swaps this won’t be needed.  Now let’s go to the “pl” folder and for this one you’ll see pl00, pl15 for Wesker and pl00 for Chris.  Sometimes there are multiple pl folders because Capcom just had to be different for no logical reason.  Sometimes the jex, chn, ccl, mtg and hit files are in different folders which is stupid but that is the way that it is.  These files always will go in the same folder that the tex files are for with your model swap final product, so keep this in mind when you do other model swaps.

In Wesker’s pl00 folder, in the model folder, you’ll see a jex file, the file name is the same as Chris’s but this is rarely the case so be sure to look at that and rename the jex file you are replacing with to match the one that is being replaced and then move the file to overwrite the one you want to replace.  Next is the motion folder, here you can just move Wesker’s motion over to overwrite Chris’s.  Now go to Chris’s motion folder and you’ll see 1 extra file and 2 action files, delete Chris’s action file but be sure to see that it is pl00 and then rename Wesker’s which is pl03 to pl00.  Skip the soft folder for now because this is different for Sheva swaps so I’ll cover that last to avoid any potential confusion.  Go to Wesker’s pl15 folder.

Move the face folder over Chris’s and overwrite, this file and folder will always match for model swaps.  Now go to Wesker’s model folder and Chris’s model folder.  Location in any order you prefer, Chris’s mtg, chn and mod files.  Sometimes chn will not be there and sometimes ccl will be with it but this isn’t important yet.  Every file that is not a tex file is model file related so rename all of Wesker’s to match Chris’s.  Notice that Wesker has a ccl file and Chris does not, open this ccl file in a hex editor and CTRL A delete all of its contents, save it and now you have a dummy file for the ccl file.  Move these model files to Chris and overwrite then all and then delete all of Chris’s tex files and move Wesker’s tex files to Chris’s folder.

I’ll get the the ccl and chn files as to what they do but that is last.  Now open the mod file in a hex editor, in this example Chris’s is pl0a00.mod.  In the hex editor, to save time, search for “pawn” and this brings you to the first model file pointer.  This is where it will be different but here is how it works.  I prefer to make this mimic the original, which is Chris, so I will change each pl15 in this to pl00 but you can technically use any pl## you want, so long as you move the tex files to that folder but I find it’s most reliable and stable to use the original which is Chris.

So for this, you will change each 15 to 00 for the pl15 in each pointer file in this mod file.  They will all be just texture files with endings like BM MM and NM.  You may notice a em80 in here but leave that alone since you kept that one in its em folder.  Once you’ve changed each pl15 to pl00, save and close the editor.  Now you are almost done, let’s move to the “soft” folder for Chris and Wesker.  You’ll see Chris has several files and Wesker has pl15.hit.  The hit file controls skeletal movement which is for melee attacks mostly.  This has to match for melee attacks to work correctly so you will rename pl15.hit for Wesker to pl00.hit to match Chris’s and move it over to Chris’s and overwrite.

Now go to Wesker’s pl00\soft\ folder and move these files over Chris’s.  These are the same file name but for Sheva swaps these are almost always different and you will need to rename them to match Sheva’s before moving them and then overwrite them.  Now for the meaning of these files.  The ahc files control things like what side of the screen the character is on, so for model swaps replacing Sheva, you will want to keep all of these files 100% Sheva except for the hit file, this way they will be on the side of the screen that Sheva is on, since Capcom built the game to be this way, it’s best to leave it this way.

Now you are done with a character model swap for Resident Evil 5, the cut scene head model swaps are done the same way except they typically use 3 evf mod files.  This method also works for guns as well but they have slight differences like a pl00 and pl01 to control the motion and how a gun is held but that isn’t important.  Look over this and practice it and model swapping should become very easy for this game.

The last bit of information I wanted to share is some of the functions of these files.  The CCL files control mostly the transparency of the extended parts of hair, like Jill's pony tail or the extra hair on Wesker's head that moves and sways some.  The CHN files control how the hair moves, without this file the hair stays still and stiff.  I haven't seen what the JEX or MTG files do but they are important to have when model swapping and should never be emptied into a dummy file.  The CCL and CHN files can be made into dummy files if a model swap needs it to be this way.
« Last Edit: November 12, 2009, 03:50:04 PM by southbeatz1169 »
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mctagger

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Re: Character model swapping tutorial
« Reply #1 on: January 10, 2010, 02:45:06 PM »

hi there :)

there is a simple question .... which program i need to extract ARC files ?
i have try it with PowerArchiver2000 and WinZip + ARC.exe .. but all didn't works.

i hope you can help me :)

btw .. great mods on this homepage !!!


mc
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southbeatz1169

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Re: Character model swapping tutorial
« Reply #2 on: January 11, 2010, 02:19:57 AM »

Thanks, someone made a tool for RE5, the link for that can be found below.
http://z6.invisionfree.com/Resident_Evil_4_PC/index.php?showtopic=10046
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Devil_k3ng

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Re: Character model swapping tutorial
« Reply #3 on: February 18, 2010, 12:42:09 PM »

Can you explain please how did simplesim fix jill's head ?


« Last Edit: February 18, 2010, 12:45:34 PM by Devil_k3ng »
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southbeatz1169

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Re: Character model swapping tutorial
« Reply #4 on: February 21, 2010, 04:28:33 AM »

He used a hex editor to remove all traces of Sheva's head model but also that removes facial animations as well.  As to what part he used a hex editor for, you'll need to ask him, I can't remember offhand.
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Devil_k3ng

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Re: Character model swapping tutorial
« Reply #5 on: March 02, 2010, 11:57:44 AM »

i modded hx8 to px4 and it works well with sheva and jill but it has a lot of bugs with chris and wesker.Is there is a way to fix how the male characters hold that weapon ?


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southbeatz1169

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Re: Character model swapping tutorial
« Reply #6 on: March 02, 2010, 12:14:25 PM »

i modded hx8 to px4 and it works well with sheva and jill but it has a lot of bugs with chris and wesker.Is there is a way to fix how the male characters hold that weapon ?



Yea, i made a mod before for re5 that changes how certain weapons were held but it's a pain in the ass to use because you have to install a version for males or females but can't use both at the same time.
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Devil_k3ng

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Re: Character model swapping tutorial
« Reply #7 on: March 02, 2010, 01:24:12 PM »

So,what file should i change,I only want to change the uwp10(after modding to px4)

« Last Edit: March 02, 2010, 01:30:25 PM by Devil_k3ng »
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southbeatz1169

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Re: Character model swapping tutorial
« Reply #8 on: March 02, 2010, 02:55:25 PM »

I almost can't remember lol, it's been a while but if you extract the files for that gun, there should be a I think it was pl00 and pl01 folders with one file in each.  Those are the ones that tells the game if the gun is for Sheva or Chris and pl00 is Chris and pl01 is Sheva.  Wesker needs to hold guns like Chris and Jill holds guns like Sheva.  It's as simple as renaming one and copying it over the other.  This gun, px4 was it?  That one was for Jill so it's intended to be held like Sheva does so you would want to copy the file for Sheva to a folder, rename the pl01 part to pl00 and for the px4, if I remember correctly, you'll need to create a pl00 folder, there probably will only be a pl01 folder.  Create the pl00 folder, copy the file for sheva there and rename the pl01 part to pl00 and package it up and that should be it, and of course remember to delete the dds and header files if those were extracted by the arctool.  This may not be exact but it should be close enough that you'll see what to do.  I haven't messed with re5 in months and don't have it installed right now nor the mod files so I can't look right now myself.
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Devil_k3ng

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Re: Character model swapping tutorial
« Reply #9 on: March 10, 2010, 02:06:31 PM »

I want to repack some xfs files but the arc tool says that the extention.xfs18 is unknown!
Is there is a way to apply this file format to the arc tool ?

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southbeatz1169

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Re: Character model swapping tutorial
« Reply #10 on: March 11, 2010, 05:53:06 PM »

I want to repack some xfs files but the arc tool says that the extention.xfs18 is unknown!
Is there is a way to apply this file format to the arc tool ?


You would need to contact the person that created the arctool on the re5 forum but I can't remember his name offhand.
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Devil_k3ng

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Re: Character model swapping tutorial
« Reply #11 on: March 13, 2010, 05:26:58 AM »

the business model requires every file to be in its original pl** folder but that may cause the model to conflict with another.Can i do a trick or something to load the files from pl21 only ?

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southbeatz1169

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Re: Character model swapping tutorial
« Reply #12 on: March 13, 2010, 01:35:15 PM »

the business model requires every file to be in its original pl** folder but that may cause the model to conflict with another.Can i do a trick or something to load the files from pl21 only ?


The trick is to replace files that you are not replacing with dummy files.  If you are replacing Sheva business and the one you are replacing it with does not have certain files that the business one has, depending on the file, I would just hex edit the file to be blank and that would work.  It just depends on what files though.  I can't look it up right now so if you tell me the file types, I can tell you which ones need to be blank dummy files and which ones need something else.
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Devil_k3ng

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Re: Character model swapping tutorial
« Reply #13 on: March 13, 2010, 04:43:49 PM »

That is not what i mean,for the business model i must put chn,ccl and mtg in pl01 but i want to put them in one folder only which is pl21 just like any other model but i can't do that because if the game didn't find these files in pl01 it will crash to desktop without any error message

« Last Edit: March 13, 2010, 04:55:28 PM by Devil_k3ng »
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southbeatz1169

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Re: Character model swapping tutorial
« Reply #14 on: March 16, 2010, 11:05:53 AM »

That is not what i mean,for the business model i must put chn,ccl and mtg in pl01 but i want to put them in one folder only which is pl21 just like any other model but i can't do that because if the game didn't find these files in pl01 it will crash to desktop without any error message

The files basically can go anywhere, so long as the .mod file is hex edited to give the directory paths for files but it is best for the chn, ccl and mtg to be in the same folder.  I can't remember what it was offhand but I do remember the business sheva had some issues, I know I had fixed them before but I just can't remember what it was offhand.  What exactly were you doing, a model swap?
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