Tools and Resources - flopityflips/DMC5-Modding GitHub Wiki

Extracting Files:

RE Tool(https://bit.ly/3Qd90Aa)

Used with a PAK name list to extract the files of an RE Engine Game.

DMC5 PAK Name List File(https://bit.ly/3Qe8ZMh)

Use with RE Tool to extract .pak files.

Tyrant Asset Extractor(https://bit.ly/3oOcSuV)

A tool to pick and choose which assets to extract from a .pak file. Exports assets into an editable format. Mainly useful for seeing animations in Blender without requiring 3DS Max. Extremely early WIP, so not all assets will extract correctly, if at all.

Noesis(https://bit.ly/39gF7hX)

Used in tandem with a plugin to view and export assets to and from the raw RE Engine .mesh format.

RE Engine Noesis Script & 3DS Max Wrapper(https://github.com/alphazolam/fmt_RE_MESH-Noesis-Plugin)

A Noesis plugin required to view and export raw RE Engine assets. The 3DS Max wrapper automates the process in 3DS Max.

Blender RE Engine Noesis Wrapper(https://bit.ly/3Qg1bd1)

A Blender plugin similar to the 3DS Max wrapper to streamline the Noesis import export process in Blender.

Installing Mods:

Fluffy's Mod Manager(https://bit.ly/3NIcNDS)

Used to install and manage mods for RE Engine games.

3D Modeling:

3DS Max:

3DS Max is a paid 3D modelling software by Autodesk. It is considered the industry standard and has a higher learning curve compared to other software such as Blender

3DS Max Script for .mesh Files(https://github.com/alphazolam/RevilMax)

A plugin to directly import and export RE Engine .mesh files.

3DS Max Script for .motlist (Animation) Files(https://www.mediafire.com/file/zwwwklm4ghjkfqz/motlist_tool_v0.85.rar/file)

Allows for importing, modification, and exporting of .motlist files.

3DS Max Script for .mcol (Collision) Files(https://bit.ly/3XiZxcR)

Required for editing level collision data to make custom or modified environments.

3DS Max .fbxskel Script(https://residentevilmodding.boards.net/thread/13450/fbxskel-tool-maxscript)

Used for editing .mesh skeletons in a variety of ways such as moving bone positions.


Blender:

Blender is a free, open-source 3D modelling software. It is very easy to learn and use thanks to a wide variety of tutorials available online.

Blender RE Mesh Toolbox(https://bit.ly/3AwftiF)

A plugin used to automate certain actions such as removing/adding bone numbers. Requires Blender 2.8 or later.

Blender Chain Tool(https://github.com/alphazolam/RE-Chain-Editor)

Requires Noesis, the RE Engine Noesis Script, and the RE Mesh Toolbox. Used to create or edit .chain physics files in Blender 2.8 or later.

Materials:

MDF Manager and Editor(https://bit.ly/3xpNJum)

Used to simply and easily edit Material Definition Files (.mdf) for RE Engine games.

Material Swapper(https://bit.ly/3mHWzyR)

Allows for simply swapping materials between RE Engine games. Not all .mmtr files are compatible with DMC5.

Visual Effects:

EFX Color Editor(https://infernalwarks.boards.net/thread/260/tool-efx-color-editor)

A tool to change the color of various effects.

EFX Swapper(https://bit.ly/3i8JEGV)

Swaps data between two .efx files.

Text:

Message Tool(https://bit.ly/3zwFQGh)

Can convert .msg files an editable .txt file that can be converted back into .msg and put in the game.

Font Tool(https://bit.ly/3Qfjqze)

Replaces the game fonts with an imported font.

Audio:

Ringing Bloom(https://bit.ly/3xjXScd)

Imports and exports the .pck and .bnk audio files to editable .wem files. Used for editing sound effects, voice lines.

Fusion Tools(https://bit.ly/3O8iHxR)

Functions similarly to Ringing Bloom but is more robust. Mainly useful for converting .wem files to .wav and for editing music & music loop points, music length, and music transitions/fades.

Hex Editor Templates:

010 Editor is an in depth hex editor. It is currently used to modify various proprietary files for more complex and robust mods.

MDF Template(https://bit.ly/3oKpuU1)

RSZ Template(https://bit.ly/3O8FppD)

Compatible with multiple file formats: .scn, .pfb, .rcol, .user, .bhvt, .motfsm, .fsmv2

MESH Template(https://bit.ly/3NPgB6n)

TML/CLIP Template(https://bit.ly/3OaOYnY)

CHAIN Template(https://bit.ly/3mCAyl1)

GUI Template(https://bit.ly/3mAUTqV)

MOTLIST Template(https://bit.ly/3tv0VNC)

EFX Template(https://bit.ly/3JoaNiG)

EFX Template(https://bit.ly/3JoaNiG)

Additional Tools and Resources:

RE Framework(https://bit.ly/3OvloLk)

Used to install and create a variety of .lua scripts to modify various aspects of the game.

EMV Engine(https://bit.ly/3BsWRlH)

Requires RE FRamework. Serves a variety of functions including but not limited to:

  • Viewing animations via the gallery, viewing and edited loaded files within any given area
  • Spawning enemies and game objects
  • Viewing chain physics in real time in the game
  • Viewing and editing .rsz files in the game, viewing and editing
  • Viewing, swapping, and editing material data in the game in real time.
  • Posing models
  • Viewing various actions & creating an executable sequence of actions (similar to a TAS)

_Backup Denuvo-less DMC5 .exe Files from Previous Updates(https://infernalwarks.boards.net/thread/127/backup-tutorial-devil-cry-exe)

Used for downpatching the game. Useful for using old mods that were never updated to work with newer game versions.

Backup Character, Voice, Weapon, and Enemy Files(https://infernalwarks.boards.net/thread/54/resources-character-voice-weapon-enemy)

.chain Files from Other RE Engine Games(https://infernalwarks.boards.net/thread/621/resources-chain-files-engine-games)

.mdf and .mmtr Files from other RE Engine Games That are Compatible with DMC5(https://infernalwarks.boards.net/thread/547/backup-files-resources-materials-engine)

Material with a Psuedo-Cel-Shaded Effect for Anime/Cartoon Models(https://bit.ly/3M8WmRi)

Models from Other Games(https://bit.ly/2H5DuRu)