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RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak

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zombieali2, posted Sun Jan 27, 2019 4:33 am (42815)


Heres another log file that i got while beating the whole of claires campaign, And tofu Hunk survivior. So a good chunk of new names here :D
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Delutto, posted Sun Jan 27, 2019 5:54 am (42817)


zombieali2 wrote:
Heres another log file that i got while beating the whole of claires campaign, And tofu Hunk survivior. So a good chunk of new names here :D
List Updated.
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TSelman61, posted Sun Jan 27, 2019 6:33 am (42818)


DJ Normality wrote:
I just needed the textures.

I don't know if you still need it.
A Noesis script that can only export textures in * .tex format.
viewtopic.php?p=42625#p42625 It can convert files you share here.

Image

This script doesn't belong to me. I just made a little change to *.tex.

https://drive.google.com/file/d/1FfGtV2 ... HlIUJ/view
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DJ Normality, posted Sun Jan 27, 2019 2:51 pm (42836)


That script is garbage. I used it to extract about 100 textures and they were wrong. Half of the texture didn't even show. I load them in photoshop with the DDS plugin and it shows 100% of the file. Open with this script. Only about half of the image is there. A lot of wasted time using that. And pointless when it don't export the right thing. It's close but far from showing everything within the DDS.
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TSelman61, posted Sun Jan 27, 2019 2:57 pm (42837)


DJ Normality wrote:
That script is garbage. I used it to extract about 100 textures and they were wrong. Half of the texture didn't even show. I load them in photoshop with the DDS plugin and it shows 100% of the file. Open with this script. Only about half of the image is there. A lot of wasted time using that. And pointless when it don't export the right thing. It's close but far from showing everything within the DDS.


Very nice. I will evaluate your post. Believe me, I can feel my time wasting my time.
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DJ Normality, posted Sun Jan 27, 2019 3:42 pm (42838)


You should be able to see what I'm talking about, if not I will upload the 2 images so you can see the difference. Its pretty much 60% coverage of the file.
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george_sears, posted Sun Jan 27, 2019 4:00 pm (42840)


Thanks for updated lists!
But small suggestion: if anyone have completed the game on Claire route, please hook some hd stuff from Model Viewer. Current list aint covering hd textures for her aside of default costume and dlc.
Same goes for Sherry and probably for exclusive models to Claire route.
I mean that those textures supposed to be at \natives\x64\streaming\sectionroot\character\player\pl1000\pl1001 for example for additional outfits for Claire, and pl3000 for Sherry at streaming file path is just non-existant

Edit. Same goes for Leon's classic outfit (pl0003 and pl0006 for damaged)
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higus, posted Sun Jan 27, 2019 6:43 pm (42850)


For those interested in modding/model swapping-- with the latest filelists when you extract and delete "re_dlc_000.pak" in "920560", (Arklay Sherrif outfit) all files are named except for 5 pfb files. If we could find these missing pfb filenames, we could begin model swapping against the DLC outfits, rather than just waiting for a complete filelist to open up the full game. It already works without the pfb files, however only in the model viewer; in-game results in an invisible player.
https://i.gyazo.com/27fa27e17c0b81b8c8207ac28ea1a2b0.png
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zombieali2, posted Sun Jan 27, 2019 9:25 pm (42852)


Heres a new Log. I played around with all the DLC Costumes to hopefully help name those .PFB Files.
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iammhk128, posted Sun Jan 27, 2019 9:29 pm (42853)


Dear sirs:
We are an engineering team(group),active on various fields such as(like) gaming.
We'll be gratful if you help us with seprating game's texts(subtitle) from the game and changing ut with our own language
FOR FIRST GAME RE2 REM
PLZ HELP ME
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higus, posted Sun Jan 27, 2019 11:21 pm (42854)


zombieali2 wrote:
Heres a new Log. I played around with all the DLC Costumes to hopefully help name those .PFB Files.

00000023.pfb = natives/x64/objectroot/prefab/character/survivor/parts/pl0000/pl0000_body_costume_b.pfb.16
00000024.pfb = natives/x64/objectroot/prefab/character/survivor/parts/pl0000/pl0000_face_costume_b.pfb.16
00000025.pfb = natives/x64/objectroot/prefab/character/survivor/parts/pl0000/pl0000_hair_costume_b.pfb.16

These three pfbs are all you need to get Arklay Sherrif running outside it's PAK at this point.
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george_sears, posted Sun Jan 27, 2019 11:46 pm (42855)


I've been provided with log of session, when player just looked into modelviewer version of Sherry with max textures enabled, and log has some strings which are absent in current file list, like
natives/x64/streaming/sectionroot/character/player/pl3000/pl3000/pl3000_body_nrmr.tex.10

Here's the log itself
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Delutto, posted Mon Jan 28, 2019 7:03 am (42858)


zombieali2 wrote:
Heres a new Log. I played around with all the DLC Costumes to hopefully help name those .PFB Files.
george_sears wrote:
I've been provided with log of session, when player just looked into modelviewer version of Sherry with max textures enabled...

List Updated
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zombieali2, posted Mon Jan 28, 2019 2:58 pm (42873)


Yeah Modding the DLC costumes seems to be the best way to model swap at the minute.
Image
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GoodConduct, posted Mon Jan 28, 2019 10:25 pm (42893)


Ekey wrote:
Same format as in RE7, just added new compression flag for ZSTD. Filelist actually is empty for now.

Is there a way to use this with the filelist for the full game?
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Ekey, posted Mon Jan 28, 2019 11:32 pm (42895)


GoodConduct wrote:
Is there a way to use this with the filelist for the full game?

just change in script this line :

Code:
namecrc NAME NAME_CRC_L "re2_pak_names_demo.list" 32


to

Code:
namecrc NAME NAME_CRC_L "re2_pak_names_release.list" 32
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hqqttjiang, posted Tue Jan 29, 2019 1:18 am (42901)


george_sears wrote:
I've been provided with log of session, when player just looked into modelviewer version of Sherry with max textures enabled, and log has some strings which are absent in current file list, like
natives/x64/streaming/sectionroot/character/player/pl3000/pl3000/pl3000_body_nrmr.tex.10

Here's the log itself


my log file is too big(1.3GB) how is that? :shock:
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Delutto, posted Tue Jan 29, 2019 1:35 am (42902)


hqqttjiang wrote:
my log file is too big(1.3GB) how is that? :shock:
Compress with 7zip set to Ultra and upload.
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hqqttjiang, posted Tue Jan 29, 2019 3:23 am (42903)


Delutto wrote:
hqqttjiang wrote:
my log file is too big(1.3GB) how is that? :shock:
Compress with 7zip set to Ultra and upload.


is that normal? i just played for a short time.
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zero, posted Tue Jan 29, 2019 8:12 am (42910)


Quote:
Compress with 7zip set to Ultra and upload.


Hi mate how are you doing?

I did just that there are several log files the biggest is for claire and leon run with several costumes and almost every item. pretty sure it has 92% of the game inffo.

the rest are tofu and hunk.

If anyone is interested textures are in bc7 format no mip maps I just can't figure out where the header ends lol.

here is my log is 76 megs but 25 gig unpacked. Hook log List

I am working on something I hope it comes true lol. Here having fun too

Image

Image


Image

I think the forum update or something because my old account did not work lol. have fun
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hqqttjiang, posted Tue Jan 29, 2019 12:48 pm (42924)


hqqttjiang wrote:
george_sears wrote:
I've been provided with log of session, when player just looked into modelviewer version of Sherry with max textures enabled, and log has some strings which are absent in current file list, like
natives/x64/streaming/sectionroot/character/player/pl3000/pl3000/pl3000_body_nrmr.tex.10

Here's the log itself


my log file is too big(1.3GB) how is that? :shock:


my log file
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iammhk128, posted Wed Jan 30, 2019 8:06 pm (42966)


Ekey wrote:
GoodConduct wrote:
Is there a way to use this with the filelist for the full game?

just change in script this line :

Code:
namecrc NAME NAME_CRC_L "re2_pak_names_demo.list" 32


to

Code:
namecrc NAME NAME_CRC_L "re2_pak_names_release.list" 32



iam edit for full game but error plz help
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Ekey, posted Wed Jan 30, 2019 8:09 pm (42967)


copy the file "re2_pak_names_release.list" to the same directory as the script.
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