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Evil Dead Regeneration [PC] .PAK

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DJ Normality, posted Tue Dec 03, 2019 8:26 am (52374)


I chose to use Ninjaripper on the program seems to work with version 1.1.4.
I was able to capture everything in the first mission.
Image

As everyone knows ninja ripper does't capture bone/animation data.
Image

But luckly I know a thing or two about it. This is close to the structure I just need to center things better for vertex weights.
Image

Manually painting in the correct vertex weight size.

I would still like to find the algorithm to this data because creating a bone structure from a posed model would be a lot easier than this route.
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Allen, posted Thu Dec 05, 2019 2:21 pm (52398)


Code:
typedef struct
{
short   VertexID2;
short   VertexID1;
short   MatID;
short   VertexID3;
}Face;

Per vertexElement size: 8 bytes.
The face start:0x5be15 end:0x5f9ed size:15320 bytes numFace:15320/8=1915.
MR does not support such padding. So you can't view the model correctly with MR.

I think you should have missed the "short MatID".
This is a standard RenderWare engine file.
The PAK struct : TXD(Texture Native) CLUMP.
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DJ Normality, posted Fri Dec 06, 2019 12:03 am (52407)


ERRRR why is it that Model Researcher dosen't do that ? is it the padding ? i have the same problem in Parasite Eve. Like no matter what I try the data wont line up the way I need it to [padding]. So what can i do here ?
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Allen, posted Fri Dec 06, 2019 9:41 am (52412)


I see that you have purchased MR, right? I thought this script would be useful, but I didn't test it.
scripts usage http://mr.game-viewer.org/tutorial.php? ... mr_scripts
Code:
import mrp

f = mrp.get_bfile()

verts = []
faces = []
numVert=1419
numFace=1915
f.seek(0x5fa05)
for i in range(numVert):
    verts.append( f.read3Float() )

f.seek(0x5be15)
for i in range(numFace):
    f2 = f.readShort()
    f1 = f.readShort()
    matid = f.readShort()
    f3 = f.readShort()
    faces.append( (f1,f2,f3) )

mesh = mrp.get_mesh()
mesh.set_vertices(verts)
mesh.set_faces(faces)

mrp.render()

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DJ Normality, posted Sat Dec 07, 2019 1:52 am (52416)


Thanks man, that's awesome!!. I really appriacte you taking the time to look into that for me. Means a lot for real. Not to many people are willing to help anymore I feel like. So again thank you. You seem to know how to make scripts fairly easily. Do you you have a tutorial ? I could use a script on the 2012 models to Twisted metal instead of extracting each offest/mesh. If you could just explain the basics. Like i know where the Vertex,Face,and UV offsets but I don't know how to make a script that will look at the .NGP file and extract each time it sees the 00 00 00 01 for faces and the 80 ?? 80 ?? 80 ?? for the vertex. A simple script would help, I went through each offset manually and my data his ridiculous. Over 1,000,000 offsets in the one UI.NGP. But that is where I found all the models in order. They don't seem to have the damage mesh in the file, which is good because the main files were very hard to understand. If you could and I would greatly appreciate it if you could look into this for me. They are simple files I just don't know anything about scripts. Here is the .UI file along with my Research.txt.

Sample File
https://drive.google.com/file/d/1XhQfst ... sp=sharing

UI.txt Research
https://drive.google.com/file/d/1YpejOw ... sp=sharing

I beg you.
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Allen, posted Sat Dec 07, 2019 3:09 am (52420)


Usually you need to understand the structure of the file, and then write a general formula script to read the structure, you can automatically get the offset position of the model.
First, you need to understand the characteristics of the data of the vertices, faces, UVs, and normals and the starting offset of the data. Based on the offset address of these data, the index and format of the offset are searched up step by step.
This requires constant observation of data and accumulation of experience. You also need to learn to write a scripting language.
This is not short-term and requires a certain amount of experience.
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DJ Normality, posted Sat Dec 07, 2019 3:34 am (52421)


I see. I just don't understand the language is all. I wish there were instructional videos on how to do it. BTW that script produced a .bin? What do I do with that it doesn't load like yours does in noesis. Also tried that script in MR and no luck threw a syntax error.
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Allen, posted Sat Dec 07, 2019 4:07 am (52422)


DJ Normality wrote:
I see. I just don't understand the language is all. I wish there were instructional videos on how to do it. BTW that script produced a .bin? What do I do with that it doesn't load like yours does in noesis. Also tried that script in MR and no luck threw a syntax error.

Sorry, I entered a wrong character, and you try the MR script again. I have edited it.
Noesis script you need put it to Noesis\plugins\python folder.
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DJ Normality, posted Sat Dec 07, 2019 2:01 pm (52435)


Ok your Noesis script don't work. It gives me a .bin file that i can do nothing with. It holds the same information as my file. So not too sure what this is.
Image
And the script for MR don't work. Here is the error.
Image
Sorry but I have been looking into what you have posted for a few hours now and it just don't seem to work. Instead of making a script that just does one file can you make one that does any .PAK? If not ill just reverse them manually.
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Allen, posted Sat Dec 07, 2019 2:33 pm (52437)


You try again MR script.
Since I do not have a paid version of MR, I have just started to contact python these days, so I have not tested it, and I have made some syntax errors.

The noesis script works fine on my computer. When I put the script in the plugin directory, I just need to double-click the ash.pak file.

I can help you write a script only for the model, you need to upload a few more files.
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DJ Normality, posted Sat Dec 07, 2019 11:21 pm (52447)


Never mind man. Your talking in circles.
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Allen, posted Sun Dec 08, 2019 12:35 am (52450)


DJ Normality wrote:
Never mind man. Your talking in circles.

I seem to feel malicious, a pak file cannot confirm the structure, so ok, I won't help with this. My original intention was just to provide some small tips and help. People always want to get more. Do you think I'm playing with you?
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DJ Normality, posted Sun Dec 08, 2019 7:50 pm (52466)


No its alright I just don't understand coding. I deal with byte and file structures nothing more. So writing a program for me is next to impossible. I have tried in the past using C# and other programs like visual studio, still don't understand. I can look at data and extract it. An along side of desiging model assets and textures i just have no desire to learn how to script or build programs. I would just pay someone to do that for me if it ever come down to it. Right now I just use what tools I have now to try and get a 3D asset. Back to its original state.
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Allen, posted Sun Dec 15, 2019 4:32 pm (52597)


If you can upload more samples, this script will be more complete. :)
The purpose of more samples is to confirm the structure of the header file.
The models and textures are standard Renderware engine files, but the header files are customized.

Edited:
Updated support all models.

Noesis script support:

Model (skin,bones)
Texture export

Image
Image
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Allen, posted Mon Dec 23, 2019 3:12 pm (52753)


Please recheck the attachment above, I have uploaded it again.

All models are currently supported by the script. Supports bones and skin. Support picture export.
However, not all skinning is supported.
Because the skinned bone index of some models is not aligned correctly.
In addition, for native mesh skins, the bone index exceeds the number of bones, so there is no support.
There are also some problems with the bone position of the native mesh, but there is no problem in the maxscript test import. Maybe I need to know more about noesis.
Pictures only support DXT1, and 4BPP.
8BPP and 32BPP seem to be extracted incorrectly.

The script runs without problems on my computer test. I think you need to update noesis.
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DJ Normality, posted Tue Dec 24, 2019 4:56 am (52762)


Thanks man I'll check it out.
Image
Seem to be working with other .paks now. Thanks again man.
You are a lifesaver when it comes to scripts.
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Allen, posted Wed Sep 02, 2020 4:44 pm (58503)


Recently I looked at this format again. Solve all previous problems.
Fixed the mapping problem that the ID of the mesh skinned bones did not match.
Fixed the issue that the "Bone Index" of the Native mesh skin was out of range.
Fixed the problem of bone position error.
Solved the problem that the texture cannot read 8BPP and 32BPP because the texture uses Morton algorithm.

Image

fmt_EvilDeadRegeneration_PC_pak.zip

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DJ Normality, posted Wed Sep 02, 2020 9:22 pm (58511)


Wow thanks Allen. I dont even have the raw files anymore for this game. Ill def have to export again using this new script.
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bashlet, posted Sat Apr 17, 2021 3:09 pm (63413)


Hey, I was wondering if someone could help me figure out how to get all the textures out of this and back in after I have upscaled them in gigapixel. Is it even possible or am I wasting my time?
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