The Basics - flopityflips/DMC5-Modding GitHub Wiki

How to Extract the Files

  1. Extract the RE Tool archive to a folder where you can easily find it. Delete the file re2_pak_names_release.list and replace it with dmc5_pak_names_release.list
  2. Right click extract-pak.bat and select the Open With option. From there, select Notepad.
  3. By default, the third line should read .\REtool.exe -h re2_pak_names_release.list -x -skipUnknowns %1. Change the re2_pak_names_release.list to dmc5_pak_names_release.list. Save the file.
  4. Locate the directory where DMC5 is installed.
  • If you use Steam, you can do so by navigating to your library, right clicking DMC5, selecting Properties, navigating to Local Files, and clicking the Browse... button.
  1. Drag and drop re_chunk_000.pak from your DMC5 install folder to extract-pak.bat in your folder with RE Tool. From there, wait for all the files to finish extracting. There will be a message at the end of the command line window stating it is done. A folder called re_chunk_000 will be created in the RE Tool directory with the extracted files.
  • This will extract around 30 gigabytes of data from the pak. Be sure to have enough space on your drive to extract these files.
  • If you wish to extract the files for the Vergil DLC, drag and drop re_chunk_000.pak.patch.005.pak onto extract-pak.bat. This will create a folder of extracted assets called re_chunk_000.pak.patch_005. To replace the old files with the updated files, cut the natives folder from the re_chunk_000.pak.patch_005 and paste it into the re_chunk_000 folder.

File Formats

  • .pak: Proprietary archives containing all of the assets used in the game.

  • .tex: 2D image files of textures. The 3 main types of textures are ALBM, NRMR, and ATOS.

  • .mesh: 3D models of characters, enemies, weapons, stages, etc., etc.

  • .mdf: Material Dictionary Files. Contains information to tell the game how 3D models should be displayed (if the model can glow, if the model has transparency, etc.).

  • .motlist: Archives containing and listing a collection of animations for characters, weapons, and objects.

  • .fbxskel: Contains information relating to armatures in a .mesh file such as bone positions and angles.

  • .chain: Physics files that dictate which bones on an armature should use real time physics & contains data regarding which bones are connected to each other & how the physics should look (weight of the physics, if wind affects the physics, the minimum and maximum angle for movement, etc.).

  • .pck: Sound packs. Contains WWise .wem audio files (music, sound effects, voice lines).

  • .bnk: Sound banks. Contains data that tells the game information about the .wem files in the .pck such as the length, volume, when to fade in/out, etc.

  • .scn: Scene file. Tells the game what objects to load within a scene (meshes, textures, materials, audio, animations, etc.) and where the objects are places.

  • .tml: Timeline files used for cutscenes. Similarly to a .scn, it tells a cutscene what files to load and where to position them as well as dictating when an asset should be visible and how long it should be visible. Also contains data for spotlights including color, position, and intensity.

  • .gui:

  • .pfb:

  • .rcol:

  • .bhvt:

  • .motfsm:

  • .user:

  • .fsmv2:

  • .msg: Message files containing text used in menus and subtitles.

  • .efx: Contains data regarding visual effects such as colors, brightness, and textures or models loaded for the efx.