Resident Evil 2 / 3 Remake modding tutorial I RE2R I RE3R
This also works for RE2 Remake and Restistance
Requested by a few peps, so here it is.
No bot was hurt in the process of making this tutorial.
Tools used below:
my pack - dds plugin for photoshop not included but download is below
https://mega.nz/file/rN5j2K4T#LMRn1FnTCb14cEJuojZE2fPyxdM_Nvy1Plqv7teWjK8
fluffy mod manager RE3R
https://www.nexusmods.com/residentevil32020/mods/8
3ds max script NEW (ignore the script in my pack)
https://mega.nz/file/yVJlBQYI#jM9IUCkfsoFyMZ5OLGaz-pkYBqY80I21sM7jg0Dl7x4
Youtube decided to remove the links to the tools so you will have to find these for yourself:
REtool
File List: (not used but here anyway cause its usefull... something something)
extract pak file but use my REtools upload since it allready has all correct files
dds plugin for photoshop: (not included in my pak)
https://mega.nz/file/GBoQ0ZTB#5RDnhqxYy8OrTkfKqW_pM-qnQL37ulZ-e05TQM-2nUU
ALBM:
- This is an Albedo-Map (Diffuse-Map/Base-Color-Map) with a Metallic-Map.
- In the Albedo-Map the colors of the texture are defined.
- The Metallic-Map defines the ability of the texture surface to reflect the images around it. The Metallic-Map is the alpha channel of ALBM-file.
- White means metallic
- Black means not metallic
NRMR:
- This is a Normal-Map with a Roughness-Map.
- The Normal-Map essentially determines the illusion of depth.
- The Roughness-Map determines the ability of the texture surface to reflect or absorb light. The Roughness-Map ist the alpha channel of NRMR-file.
- More White: Less light will be thrown back and more light will be absorbing. (White means rough)
- More Black: More light will be reflecting and less light will be taking in. (Black means smooth)
ATOS:
- Several things can be influenced in this file, which seems to be related to the choice of colors.
- R = Alpha (Transparency - Light passes through the material, but is not scatterd, like normal glass.)
- G = Transluceny - Light passes through the material, but is scatterd, like frosted glass.
- B = Occlusion, with Subsurface scattering (SSS) in the alpha channel.
- The RGB work area is processed with the color yellow. (At least for the Atos files that I've opened so far.)
(I still haven't really understood how that works. Yellow does not appear to have any influence on transparency and transluceny. Green apparently affects transparency and red translucency. All colors appear to have an impact on Occlusion with SSS)
.atos.10 files need to be saved using BC3 and not BC7
_______
create atos texture in photoshop
- Go to the channels panel.
- Delete the Alpha channel.
- White-out the Red and Green channels.
- Invert the Blue Channel (CTRL+i)
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