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A collection of 010 Editor binary templates for reading RE Engine file formats

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RE Engine 010 Templates

This is a repository of 010 Editor templates for parsing RE Engine game formats.

Many of the templates work arcross all game versions (with the exception of 2017 RE7), but your mileage may vary as I don't regularly update the lesser-used ones unless I need to. Check out my other templates REE Chain and RE_RSZ, which have their own repositories

Templates

Each template supports the fileformat in its name

RE_CLIP_TML.bt

By alphaZomega

RE_Engine_CFIL.bt

By alphaZomega

RE_Engine_GUI.bt

By alphaZomega

  • If you have crashes with this template, try disabling CLIP data parsing by setting DisplayCLIP = false at the top of the .bt file

RE8_GPUC.bt

By alphaZomega

RE_Engine_JMAP.bt

By alphaZomega

RE_Engine_LOD.bt

By alphaZomega

RE_Engine_MDF.bt

By alphaZomega, Che and Darkness

Includes 1 script:

  • RE_Engine_MDF_MakeUniqueTextures.1sc - Makes all pointers to textures have unique filepaths, so you can edit textures on individual materials without affecting other materials

RE_Engine_MESH.bt

By alphaZomega, Che and Darkness

RE_Engine_MOTBANK.bt

By alphaZomega

RE_Engine_MOTLIST.bt

By alphaZomega, Che and Jackal

Includes 2 scripts:

  • RE_engine_motlist_translationSetter.1sc - For multiplying the uncompressed translation coords of a bone across the length of a mot. Run the script and follow the prompts.
  • RE_Engine_Motlist_insertClipKey.1sc - For adding new keys to embedded motlist CLIP. Run the script while highlighting a CLIP property

RE_Engine_TEX.bt

By alphaZomega

RE_Engine_UVAR.bt

By alphaZomega

RE_Engine_UVS.bt

By alphaZomega

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A collection of 010 Editor binary templates for reading RE Engine file formats

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