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alphaZomega edited this page Nov 5, 2021 · 1 revision

RE RSZ Wiki

Welcome to the RE RSZ Wiki! The RSZ template now supports all RSZ-containing files in all RE Engine games. This wiki is in its infancy but it will be expanded into more pages and specific guides as I have time.

What is RSZ?

RSZ is a general format used by Capcom for RE Engine game files. They describe scenes, entities, states and parameters within the games, and have 90% of the configurable settings. If you know anything about programming, they could be described as a collection of class instances nested together -- classes of RE Engine.

RSZ Formats

SCN

RE Engine Scene files. They are populated by GameObjects and Folders, each of which can have other Folders and GameObjects as their children. Each GameObject has a via.Transform to tell its position in the game world, and can then have any number of other components. SCN files are used for everything, and by editing them you can do things like change enemy spawns, change sizes, change key item locations and keys needed to progress.

PFB

Prefab files. PFB is very similar to SCN, but smaller and more single-purposed. It also seems that PFB files can be embedded inside SCN files, and may still be referred to as though they have a file of their own.

USER

UserData files are parameters and configurations for the GameObjects that reference them in SCN and PFB. These often have the most interesting settings to change in them. In RE2 and DMC5, these files are embedded inside the PFB and SCN files.

RCOL

RCOL (RequestSet Collider) files describe hitboxes, damage values, stun, impact, damage type, special attack flags and other hitbox-related datas.

BHVT

BehaviorTree files. Usually used for AI, they have multiple levels of RSZ for actions, conditions, selectors etc, and are all connected together by an interlinking tree of "nodes".

MOTFSM2

Motion finite state machine files. These are BehaviorTree files specifically for motion-related things, such as a character's movesets or what actions they can do, and what actions transition into what other actions and under what conditions.

FSMV2

Finite state machine files. These are BehaviorTree files as well, and very similar to motfsm2, but they are used for things other than motion and animation (such as controlling scripted triggers for a story "gimmick")

Scripts

The RSZ template comes with several useful built-in scripts for editing the above file formats. Integrated writers are present in the major sections of each file, including adding new GameObjects or transferring them between files, adding new UserDatas to SCN and PFB files, adding new Nodes to BHVT type files, adding new RequestSets, Shapes and Groups to RCOL files, inserting new RSZ structs in the middle of existing files, and more. Chain together the "CombinedKey"s that represent RSZ structs, UserDatas and GameObjects to tell the template what structs you want to insert and in what order.

There is also RE_RSZ_ChangeValues.1sc, which is an invaluable tool for changing hundreds of values across many files in a short time

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