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How to mod RE3


renovatio324

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I have a RE2 model for Claire that i want to put into RE3 for Jill, i was able to rename the mesh model to the RE3 format and it shows up in the game with all moving joints, but the texture becomes checkered/non-existing. I tried renaming the texture files to RE3 format, but still no success. I reckon it's not as simple as what im doing, could some one offer some pointers? thanks!

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The checkering happens because the model is meant for a specific materials file from RE2 - called an MDF file - and you are trying to use it with the MDF file of Jill from RE3. Each Capcom "Mesh" file is created to be used with one MDF file that was made for it. Swapping in MDF files from RE2 will cause RE3 to crash, and vice versa.

 

To make your RE2 model work in RE3, you will need to use 3D Studio Max to import your model and Jill's model together. Then, you will need to export your model over Jill's, so that it becomes based on Jill instead of RE2 Claire. You will need to rename the submesh objects that comprise your Claire model so that they correspond to similar objects that make up Jill's model, grouping your textures by how Jill's submeshes get their textures (which you will replace with yours). Further, you will need to give your Claire model Jill's skeleton, which does not match Claire's. You can do this quickly and crudely by simply skin-wrapping it to Jill, or you can do a perfect transfer of the original RE2 rigging by using SkinUtilities to transfer the original bone weights back manually after you skin-wrap, matching up the bones yourself by name.

Also, you will probably need to use the head from my Jill Bikini mod to put Jill's head on your RE2 mod. Jill Bikini has a special version of Jill's head that has the base of Claire's neck, allowing it to be put on Claire bodies with her larger neck-seam.

Edited by alphaZomega
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