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Resident Evil 4,5,6 & REV PC Modding > RE5 Modding Tools > Arctool Available

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Title: Arctool Available
Description: with repacker!


echelon - September 28, 2009 01:28 AM (GMT)
UPDATE 10/10/09:
changes v095c:
- added new extensions: nck, oba, ccl, cdg for easier model changing.

ArcTool v095c from rapidshare
ArcTool v095c from mirror

Detailed INSTRUCTIONS on how to use.
Changelog
ArcTool v095c C# Source

Example workflow:
1) Extract uPl00ChrisNormal.arc to a directory of your choice. Textures will automatically be converted to dds. Just don't delete or rename the .header files. They will be ignored when you repack the archive anyway. So theres no need to move them around.

2) Edit a .dds file of your choice (e.g. using photoshop and nvidia`s DDS plugin.). Save as DXT1 or DXT5 depending on what the file was before. (NormalMaps DXT5).

3) When you're done editing just select "Repack Arc" and select the main Folder (e.g. C:\uPl00ChrisNormal\ or wherever you unpacked the files to). Conversion will be handled automatically for you.

4) Done! Copy your .arc to the Image\Archive directory and check your mod ingame.

Note: If you want to convert textures manually then use the corrosponding buttons.

Screenshot:
user posted image


===== Changelog =====
UPDATE 10/10/09:
changes v095c:
- added new extensions: nck, oba, ccl, cdg


UPDATE 07/10/09:
changes v095b:
- added support for texture scaling
Didn't test it much, but should work fine.


UPDATE 03/10/09:
v095 Released. Should be much more stable now. I completley changed the conversion algorithm. Works beautifully on my machine. I also added TEX to DDS. Please never remove or rename the *.header files from their corrosponding .dds files or you won`t be able to convert DDS to TEX.
Changes v095:
- Massively improved DDS to TEX Converter.
- Added TEX to DDS Converter.
See Instructions for more detail. Almost all texture files supported (despite cubemaps). Out of 60000 about 700 didn't compile.
- Improved Workflow thanks to auto conversion.
- Updated Instructions
Please make sure you read them before complaining that something doesn't work.


UPDATE 02/10/09:
v092 Released Featuring: DDS to TEX converter and enhanced extraction features.
Changes v092:
- Added DDS to TEX converter. In order for the conversion to work the .dds files you select for conversion
DDS to TEX buggy right now. Fix will arrive soon.
See Instructions for more detail. All textures of stage files (s100 etc) are currently NOT supported.
- Added many more extensions. Most extracted files are named with their correct extension now.
- Extracting arcs to their own folders is now supported.
- Extracting textures only is now supported.
- Added detailed Instructions on how to use the program
Please make sure you read them before complaining that something doesn't work.


UPDATE 28/09/09 v091:
I found a very very bad bug in the extractor. Large files basically wouldn't extract properly. This bug is now fixed.
Changes v091:
- fixed extractor (all files seem to extract and repack correctly now. Even stage files work ingame when extracted and repacked)
- When repacking .compressed files will be deleted automatically now.
- added support for more extensions. You can find a list of supported extensions here: List of extensions Do not use false or unsupported extensions.
- some other minor fixes

Please do not use the old version anymore.

-------------------------------------------------------------------------------------------
What can it do for me?
- extract any arc file
- repack any arc file from a folder
- extract your complete RE5 folder with one click
- convert TEX to DDS
- convert back DDS to TEX
- easy texture editing thanks to automatic conversion of textures
when extracting or repacking
- correct file extensions for most files


Download:
The app is written in C#, so you will need the Microsoft .NET Framework:
If you don't have it already: Download .NET Framework
ArcTool v095c from rapidshare
ArcTool v095c from mirror

Detailed INSTRUCTIONS on how to use.
Changelog

Have fun! (and report bugs in this thread :))

leon_me_kennedy1438 - September 28, 2009 01:29 AM (GMT)
DUDE

Ahem, well first: Mod releases.

Second: BAM awesomeness.

Do the arc work in game though?

EDIT: Visual Basic eh?

echelon - September 28, 2009 01:34 AM (GMT)
Yes I tested a lot of arcs ingame. I didn't modify the files though. I just extracted a lot of .arcs and repacked them. They worked ingame. Sometimes the new arc files are lower in size. For some reason there sometimes are unindexed (and hopefully unused) files in Capcoms .arc's. Those won't be repacked.

leon_me_kennedy1438 - September 28, 2009 01:35 AM (GMT)
QUOTE (echelon @ Sep 27 2009, 07:34 PM)
Yes I tested a lot of arcs ingame. I didn't modify the files though. I just extracted a lot of .arcs and repacked them. They worked ingame. Sometimes the new arc files are lower in size. For some reason there sometimes are unindexed (and hopefully unused) files in Capcoms .arc's. Those won't be repacked.

I see, so filesize doesn't matter? Good.

zaia - September 28, 2009 01:41 AM (GMT)
pretty cool - i'll have to try this out tomorrow ... hopefully the repacker works ;)


echelon - September 28, 2009 01:47 AM (GMT)
Well there are still some problems. That's why I named it 0.9. For example when repacking the stage files there seems to be trouble sometimes. That's mostly because dead files seem to be all over the stage .arcs. I will fix this soon, though. Repacking character models worked very well for me, so far.

Edit2: There are no dead files... only dead braincells in my head. Bug is now fixed.

Edit: Basically when the ArcController.log file says something like:
"Warning: No File was found @Offset: 32768 or 41330111" then you know there's trouble. Out of all arcs this happened to 5-6 files or something like that, so it shouldn't be too bad.

Kiwi - September 28, 2009 04:20 AM (GMT)
Yay! Now we can... ehh.... Well I suppose I don't know what kind of applications this tool would have, but I'm sure someone will do something awesome with it! :D

Good job!

Cerberus - September 28, 2009 08:10 AM (GMT)
QUOTE
extract your complete RE5 folder with one click

...yes! I was sooo tired of unpacking arc per arc that I haven't started it until now :D

but now - unpacking begins. big THX for sharing this.

timartinelli - September 28, 2009 05:41 PM (GMT)

Hello friend

Otma tool, in which file are the captions? and what kind of program do I bid? they are in txt?

Thank you very much.

evilive04 - September 28, 2009 06:15 PM (GMT)
how convert .tex to .dds ????

leon_me_kennedy1438 - September 28, 2009 07:53 PM (GMT)
QUOTE (evilive04 @ Sep 28 2009, 12:15 PM)
how convert .tex to .dds ????

Because he definitely knows that.

echelon - September 28, 2009 08:04 PM (GMT)
TEX to DDS and DDS to TEX is explained here:
http://www.youtube.com/watch?v=5_Mu_TwonaA&feature=related

Satyr - September 28, 2009 09:57 PM (GMT)
This is going to save me some time ,thanks for sharing this dude that's awesome.

carryhook - September 28, 2009 10:49 PM (GMT)
i've been really looking foward to release this tool. thanks friend~

evilive04 - September 28, 2009 11:18 PM (GMT)
yes i using this tool but donīt convert back to. dds i tried

Wizard - September 28, 2009 11:52 PM (GMT)
Fantastic!
*claps*

ForSaken_Tears - September 29, 2009 12:07 AM (GMT)
Great uh.. does this mean we can now put costom models in the game?

Wizard - September 29, 2009 12:09 AM (GMT)
QUOTE (ForSaken_Tears @ Sep 29 2009, 12:07 AM)
Great uh.. does this mean we can now put costom models in the game?

Nah, we still need a model converter

Wizard - September 29, 2009 12:36 AM (GMT)
I found an issue with the sounds.
The extractor doesn't properly extract sound file extensions

Found it in
uPl00ChrisNormal\sound\se\pl

All the files have a long number extension, for example :

se_pl00.1bcc4966
se_pl00.2d12e086

If this is possible to fix, please do =] It'd mean alot to me.

echelon - September 29, 2009 01:36 AM (GMT)
I will update all extensions according to this post by Surveyor.
http://forum.xentax.com/viewtopic.php?p=32005#p32005

I wouldn't say the sound extensions are incorrect though. I simply didn't know the extension and used it's hex value from the arcfile. So there is no problem if you repack it into an arc. (If there is please inform me because that would be a bug.)

However you cannot use the extension like that outside of an arc file. That's probably what you mean by incorrect extension I guess. Update will most likely come tomorrow. :)

leon_me_kennedy1438 - September 29, 2009 02:02 AM (GMT)
I keep getting this error message:

"Could not find any recognizable digits.: The extension .log is unknown!"

echelon - September 29, 2009 12:06 PM (GMT)
You are trying to repack a folder with unknown file types in it. You need to remove any files that don't belong into the arc from the folder before repacking it.

It seems that you put the Arc Tool into the folder that you are repacking. Don't do that.

1 Put the arcTool in it's own folder.
2 Start the arc tool from there
3 Extract an .arc archive to a new directory
4 do your changes to the extracted files
5 Repack the folder into a new arc

Further explanation: The ArcTool will try to repack any file within the repack folder. If it finds a file that doesn't belong into an .arc archive (e.g. it has an unknown extension), then it will throw this error at you. It is your duty to make sure there are only repackable files in the arc Folder. Also do not put the arc tool into the repack folder because it will generate it's own log files in there (LastExtract.log and so on) and those will then count as unknown files within the repack folder. Run the arcTool from it's own folder.


EDIT: Surveyor released a ModToObj converter at http://forum.xentax.com/viewtopic.php?p=32027#p32027

Satyr - September 29, 2009 01:28 PM (GMT)
QUOTE (echelon @ Sep 29 2009, 12:06 PM)
EDIT: Surveyor released a ModToObj converter at http://forum.xentax.com/viewtopic.php?p=32027#p32027

For a moment there, i misread what you wrote and thought it was a model importer/editor :lol:.But still it's a pretty cool tool.Thanks for sharing the info with us.

echelon - October 1, 2009 10:35 PM (GMT)
Updated Version released, featuring dds to tex. Check first post for Infos.
I also added detailed instructions on how to use the program properly.

Satyr - October 1, 2009 10:40 PM (GMT)
QUOTE (echelon @ Oct 1 2009, 10:35 PM)
Updated Version released, featuring dds to tex. Check first post for Infos.

I LOVE YOU !

Maybe a Tex to DDS converter next?

leon_me_kennedy1438 - October 1, 2009 10:41 PM (GMT)
QUOTE (Satyr @ Oct 1 2009, 04:40 PM)
QUOTE (echelon @ Oct 1 2009, 10:35 PM)
Updated Version released, featuring dds to tex. Check first post for Infos.

I LOVE YOU !

What about a Tex to DDS converter?

First, we got one, second, In the newest version, it has the option to, but is blanked out. (Meaning it's gonna be made)

echelon - October 1, 2009 10:42 PM (GMT)
Yeah will be in the next version. Meanwhile use Surveyor's excellent converter.

Satyr - October 1, 2009 10:44 PM (GMT)
QUOTE (leon_me_kennedy1438 @ Oct 1 2009, 10:41 PM)
QUOTE (Satyr @ Oct 1 2009, 04:40 PM)
QUOTE (echelon @ Oct 1 2009, 10:35 PM)
Updated Version released, featuring dds to tex. Check first post for Infos.

I LOVE YOU !

What about a Tex to DDS converter?

First, we got one

Which one ? i haven't seen it you mean the one incorporated in Chroxx Arc extractor?
Edit
Surveyor's converter :blink: i missed this one where can i get it?
Edit again:Never mind i found it :lol:

leon_me_kennedy1438 - October 1, 2009 10:44 PM (GMT)
QUOTE (echelon @ Oct 1 2009, 04:42 PM)
Yeah will be in the next version. Meanwhile use Surveyor's excellent converter.

Oh, dude. Has surveyor mentioned anything about an OBJ2MOD tool yet? Or is there anyway I can try and reverse engineer his tool, even if it was private until permission was granted?

EDIT: Okay, dude. Another problem. I haven't been able to successfully get this to do squat. I just tried to convert some DDS to TEX, and, I get an error saying it needs to have the original file name, which it does.

CODE
Converting C:\Program Files\CAPCOM\RESIDENT EVIL 5\Mods\pl00Leg_BM.DDS... Error: Make sure pl00Leg_BM.DDS is a valid game tex File. The name MUST be exactly like the original game file!

No Value for File: pl00Leg_BM.DDS with Key: 2034872295 found in bmTable.


  at RE5ArcLib.TexConverter.getHeader(String inDDS)
  at RE5ArcLib.TexConverter.convertDDSTex(String inDDS, String outTEX)
  at RE5ArcTool.Form2.backgroundWorker1_DoWork(Object sender, DoWorkEventArgs e)

echelon - October 1, 2009 11:03 PM (GMT)
They are working on completing stable mod to obj and obj to mod. However I don't know when it will be done. Game hasn't been out for long. Give the people some time ;). Reverse engineering applications won't get you very far (if you aren't an assembly ace). You could ask him if he releases the source code over at Xentax.

This is Surveyor's tex 2 dds tool:
http://rapidshare.com/files/287518960/Re5Tex.zip
or http://forum.xentax.com/viewtopic.php?p=31943#p31943
Put it in the same directory with the tex files and run it. Tex files will be overridden to dds.

@Leon: Strange.. I'll check this out in a moment. Which Chris file did you use? The file also needs to be the same size as the original dds.
Edit: Maybe upload that .dds file somewhere so I can take a look at it and reproduce it myself. I've extracted, edited, converted and repacked quite a few charactres and they all worked ingame.

leon_me_kennedy1438 - October 1, 2009 11:06 PM (GMT)
QUOTE (echelon @ Oct 1 2009, 05:03 PM)
They are working on completing stable mod to obj and obj to mod. However I don't know when it will be done. Game hasn't been out for long. Give the people some time ;). Reverse engineering applications won't get you very far (if you aren't an assembly ace). You could ask him if he releases the source code over at Xentax.

This is Surveyor's tex 2 dds tool:
http://rapidshare.com/files/287518960/Re5Tex.zip
or http://forum.xentax.com/viewtopic.php?p=31943#p31943
Put it in the same directory with the tex files and run it. Tex files will be overridden to dds.

@Leon: Strange.. I'll check this out in a moment. Which Chris file did you use? The file also needs to be the same size as the original dds.

I added the .log file in CODE. Maybe it's a different size.

echelon - October 1, 2009 11:08 PM (GMT)
If you upload the file I can check it out. Can't reproduce that error right now.

leon_me_kennedy1438 - October 1, 2009 11:11 PM (GMT)
QUOTE (echelon @ Oct 1 2009, 05:08 PM)
If you upload the file I can check it out. Can't reproduce that error right now.

Meh, no big deal atm. tis not even my texture. I'd really like that model converter though... hope it comes soon.

echelon - October 2, 2009 12:45 AM (GMT)
I made a little youtube video that shows how to get a texture mod ingame in under 3 minutes.

Here's the how to video:
http://www.youtube.com/watch?v=AumB8BG4SpE

And here's the texture ingame.. for all you non believers. :D
http://www.youtube.com/watch?v=e8hD42AHdks

southbeatz1169 - October 2, 2009 01:05 AM (GMT)
This will be a great tool, i've messed around with it some but when I go to convert modified dds files back to tex files i get the same type of error that LMK said he got. The filenames are exact, i've extracted the arc i wanted to use, converted the files to dds, modified them but the filenames are still exact aside from them being .dds and not .tex currently.

As a last test with it, i extracted an arc with your tool, used re5tex to convert them to dds then used your tool to convert the dds back to tex and still got the error message. I'm not complaining because other than this, the tool is great. If you can correct this then there would be many happy people around here lol. I know i'd be one of them because i've been holding off on doing a lot of skins for re5 because of the limitations quickbms has for converting dds back to tex.

Quickbms involves too much clicking of different files but this re5 arc tool should be able to quicken the process of creating a mod considerably.

echelon - October 2, 2009 01:17 AM (GMT)
If you guys could provide me with the original .dds you used and the edited .dds texture file then that would be very helpful. It might help if I remove the size check, but that could have other implications. I've got to be sure that you didn't mess up with the files. So next time you get an error send me the original extracted and converted .dds and the modified .dds, please.

Satyr - October 2, 2009 01:55 AM (GMT)
So basically i can't increase a Texture size, say from 1024x1024 to 2048x2048,and get it in game.I tried earlier and and the dds to tex converter didn't convert it.I'm really impressed with that tool it cut my overall work time by half.

cmg1693 - October 2, 2009 02:18 AM (GMT)
Whenever i try to extract the arcs i always get a message saying " Sorry, unhandled error while extracting ARC. Access to CAPCOM/Resident Evil 5/............is denied.

Can anyone help?????

echelon - October 2, 2009 03:08 AM (GMT)
@Satyr: So does converting dds to tex work on your machine? I think people are having problems converting because their .tex files aren't exactly the same size as mine. Since I hash the headers by name and filesize (and some other stuff) this is a problem. I have another Idea on how to fix this. But it would be nice to know what the problem is. Do you have the Steam version of the game by any chance?

@cmg1693: What OS are you using? Do you have an administrator account on your computer? Try to run arcTool as Administrator (right click -> run as administrator). Also do not have the files opened in another program when extracting or repacking. If you are using windows 7 and you have the game installed on the C:\ drive (or are in anyway trying to do anything on the C:\ drive) you need to run arcTool as administrator.

Cerberus - October 2, 2009 08:28 AM (GMT)
F*CKING AMAZING!!!

great job mate .. downloading

EDIT:

@ echelon:

gotta problem here: I overworked a texture of chri 1024x1024, saved it as .psd, saved it then as .dds with option DXT1

with or without the use of the comtressionator, I get this message:

user posted image

can you tell me what went wrong or where my mistake was (the filenames are exactly identical btw)




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