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  1. TxtMergeSplitter

    Merge all text files in a folder and it's subfolders to one text file, or split it to subfolders and files. It can be useful if you have a bunch (maybe hundred or more) text files. Attached a more detailed txt, but see a short example below.
    How it works? Let's assume we have this folder and file structure:
    TestFolder
    TestFolder\Cinematics.srt
    TestFolder\EmptyFile.txt
    TestFolder\Env.txt
    TestFolder\Innerfolder\Play_08.txt
    TestFolder\Innerfolder\Core.eng
    TestFolder\Innerfolder\Descriptions.txt
    Use
    TxtMergeSplitter.exe m "TestFolder"
    It will make TestFolder.txt within merged all txt. To separate them at every merged txt starts with [MergeSplitPath:path\filename], so at split the program will know where to put the merged content.
    TxtMergeSplitter.exe s "TestFolder.txt"
    It will create the above folder structure and within the files.
    If you just want to merge files with specific extensions just add them to the command line. Let's assume for some reason you do not want to merge the .srt in the above example, so the command will be:
    TxtMergeSplitter.exe m "TestFolder" "*.txt" "*.eng"
     
    (Idea came from DeathloopTextTool, created by Amr Shaheen, thanks!)

    61 downloads

       (0 reviews)

    Updated

  2. Battlefield 6 tools

    Tools for Battlefield 6. Currently supports dumping the game, export models/maps.
    Usage is similar to previous tools for frostbite engine.
    toc_bf6.exe - dump tool
    Change .ini file parameters:
    - game path
    - dump path
    - selection to dump "ebx", "res", "chunks" or "all"
    Then drop any .toc file onto .exe to dump assets. Or run from command line with 1 parameter - toc file name.

    Fb_bf6_mesh.exe - model tool
    Takes .MeshSet as parameter.
    ske_soldier_3p.ebx - main universal skeleton for soldiers. Must be in the same folder. If you need another skeleton, use its name as 2nd parameter. Or rename it to ske_soldier_3p.ebx.
    Tool will try to find chunks automatically. If not, it gives error message with chunk name.
    Map export
    1. Create database

    Run fb_maps_bf6_db.exe tool once, it will scan whole dump for meshsets and blueprints, so later maps can be converted fast, without the need to go into whole tree of assets. This will take a few minutes. After that, 2 files will be created: bp.db & meshnames.txt, which need to stay in the same folder with EXE for main tool to work.

    2. Export maps

    Use fb_maps_bf6.exe (main map tool) to convert maps. Drop any EBX on it, use in command line with 1 parameter, or create a batch.

    3. Terrain export

    Main terrain data is in .TerrainStreamingTree files for each level. For some levels, these files are small, which means the actual data is in chunks. Sometimes data is in the file itself, in this case it may be big, about 50mb in size.

    Drop .TerrainStreamingTree on fb_terrain_bf6.exe or use command line.

    739 downloads

       (19 reviews)

    Updated

  3. Ghost of Yotei tool [ps5]

    Tool can now export only skeletal models & textures.
    Works similar to previous tsushima tool, but there are some important differences. Main hero model has too many optional parts (outfits/armors) so i decided to make an optional filter to only output selected parts. Same for NPCs, enemies etc.
    All models in the game (at least from what i know) are described in XPPS files. Those with names starting from core_common_subcore...
    There are 12 such files for enemies/npcs/animals etc, and a separate hero.xpps file for main hero.
    Usage:
    1. change path in .ini file
    2. drag XPPS file with models onto yotei.exe (or run it from cmd)
    this will make a list of all skeletal meshes in that file
    3. copy new created .txt file and name it filter.txt
    then edit it (if needed) - delete some lines, so it only has the part you need
    4. repeat step 2
    this will now export models and material lists
    Texture export:
    run the tool from command line:
    yotei.exe tex This will export ALL textures. If you only need some, remove unwanted textures from cache_ps5\bitmaps folder
    Important notes:
    - some meshes (mostly heads) have double skins (two sets of weights/bone indices), which require to setup 2 skeleton modifiers to work properly. This feature will be described later in more details;
    - some meshes are borrowed from other xpps files, this is not yet supported;
    - alternate materials not yet supported.
    Double-skinned meshes:
    Those will be exported to ascii file with double count of bones in the skeleton, first starting with "b_" and second starting with "bx_". In this state, merged skeleton will work incorrecty, its only done this way to make 2 sets of vertex groups, one for each skin (armature modifier). For example, human heads have 2 skins: facial and body. Another example is seagull, using one for wing deformations, and another one for main body.
    To make it work, delete main skeleton, import one or both separate skeletons (named as  _skb.ascii & _skx.ascii) and apply them to the same mesh. Note that modifiers must be applied to work sequentially, not mixed. This way you can first apply facial impressions, and then move main body bones of a model. Checked to work in blender. If its too complicated, just apply only one skeleton whenever you need facial or body modifier.

    17 downloads

       (0 reviews)

    Updated

  4. [PS3] SCEE London Studio PACKAGE tool

    A tool that extracts the SCEE London Studios PS3 PACKAGE (.PKF, .PKD, .PAK, .PKG, .THEMES) files.  It supports all of its known variants - plain, compressed, encrypted, 32/64-bit.
    Compiled for 64-bit Windows, Linux, and macOS (x86+ARM).  Usage is simple:
    scee_london "/path/to/pack.pkd" [options] Options are as follows.  DRM Key refers to your PS3's unique OpenPSID for decrypting SingStore DLC.
    -o | --output <str> "/path/to/out_dir" -k | --drmkey <str> "0123456789ABCDEF FEDCBA9876543210" -d | --dump Only decrypt or encrypt PACKAGE file Alternatively, on Windows it's also possible to just drag and drop the PACKAGE file onto the executable.

    201 downloads

       (2 reviews)

    Updated

  5. Death Stranding 2 mod tool [with custom model import]

    Work in progress, version 0.2
    For instructions and support join reshax discord: https://reshax.com/topic/138-reshax-discord-server
    Its features/usage are same as Horizon Forbidden West tool. Currently, we must be able to replace any mesh and texture in the game. Also can mod anything else (any asset or property) if you know where it is, and its not breaking existing asset layout.

    123 downloads

       (0 reviews)

    Updated

  6. Idolm@ster [PS4] Idolmaster (Platinum stars / Stella stage) tools

    Tools to decrypt any file from Idolmaster Platinum stars / Stella stage games
    Usage:
    1. decrypt header with twister.exe
    example:
    twister.exe chr_face_mik.jxk This will create a new file with additional .dec extension, in this example: chr_face_mik.jxk.dec
    2. decrypt and unpack file body with IdolMasterDec.exe
    example:
    IdolMasterDec.exe chr_face_mik.jxk.dec This will overwrite original chr_face_mik.jxk file with fully decrypted and unpacked file.
    You can use both tools with batch to decrypt all game files at once.

    13 downloads

       (0 reviews)

    Submitted

  7. Beyond Divinity Translation Tool

    Font and Divine Divinity tools: https://www.artembutusov.com/sormy.nm.ru/dd-lk.htm

    15 downloads

       (0 reviews)

    Updated

  8. World of Final Fantasy [animations]

    Tool for World of Final Fantasy animations. Supposedly can export any animation to .smd format.
    Usage:
    woff_anim <mpk> <mdl> .MPK is animation pack
    .MDL is model (needed for bone names)
    Also including bms script for archives and 3ds script for models made in 2017/2018 by Random T Bush

    17 downloads

       (0 reviews)

    Submitted

  9. [PC] [RF Online] Asset Tools for Blender (MSH, BN, ANI, Import/Export, (R3E, BSP Import-only))

    An addon for Blender 5.0.0 to import and export the .msh, .bn (.bbx goes together) and .ani files for RF Online. The entity (R3E) and map (BSP) formats are import only. Import operations work with drag and drop.

    There is code for exporting the BSP format inside the addon code but it is deactivated due to being incomplete. It only reaches so far as actually exporting walkable map geometry (with the BSP structure also built) and baking+exporting the light maps. Unfortunately, Blender proved to not be very suitable for the task of actually being a complete map editor for RF Online, mostly due to complexity issues with the .SPT particle format and other desirable features that would be hard to implement into it, such as mob spawn areas and portals. The R3M materials are also quite hard to simulate, since the original engine rendered the same mesh multiple times for each texture layer they had.
    It is possible to reactivate the feature by manually uncommenting the three commented lines in the bsp.py's menu_func_export, register and unregister functions. Expect no support for this feature, as the more proper solution would be writing a proper dedicated software.

    Current Features:
    MSH (Mesh) Import: Imports .msh static meshes (Standard and MESH08 formats). Automatically attempts to find and assign textures by looking for DDS files referenced in the mesh or by searching .RFS archives in expected relative paths (../Tex/).
    MSH (Mesh) Export: Exports selected Blender mesh(es) to .msh format (Standard or MESH08). Handles vertex data, UVs, weights, and bone assignments. The export ignores any collection with the name "bone shapes". Objects can have multiple materials in Blender, but only the first texture connected to the Base Color input of the BSDF Principled shader node will get its path exported.
    BN (Skeleton) Import: Imports .bn skeleton files. Reads bone hierarchy and rest poses. Automatically looks for the corresponding .bbx file (must be same name, same folder) to get the proper skeleton name. Creates Blender Armature objects. Also imports custom bone shape geometry if defined in the BN file and creates mesh objects for them, assigning them as custom shapes in Blender.
    BN (Skeleton) Export: Exports a selected Blender Armature to .bn format. Calculates and exports the corresponding .bbx file with skeleton name and bounding box. Exports custom bone shape geometry if assigned.
    ANI (Animation) Import: Imports .ani animation files. Applies animations to compatible Armatures and/or Objects based on names found in the ANI file. Creates Blender Actions. Option to target selected objects or objects within a collection matching the ANI's base name.
    ANI (Animation) Export: Exports Blender Actions to .ani format. Bakes complex animations (constraints, drivers, NLA) before export. This option currently exports ALL actions in the scene at once. Exported animations get their names from the action names inside Blender. One .ANI file is created for each action.
    BSP (Map) Import: Imports .bsp map geometry. Reads associated .r3m (materials), .r3t (textures), and .ebp (entities, collision) files (must be same base name, same folder). Locates entity assets by parsing .rpk archives found in ../Entity/ relative to the BSP's directory. Instantiates map geometry, materials (replicating many R3M effects), and R3E entities. Includes an option to import and display LDR lightmaps from Lgt.r3t files. There is also an option for creating a visualization of the actual BSP structure of the map by creating boxes with the nodes' dimensions and leaves with the appropriate geometry, however this will most certainly make the Blender scene run very slow (this option is not necessary to see the actual map at all if that's what you want).
    R3E (Entity) Import: Imports .r3e files together with their associated .r3m and .r3t files. Also imports animations, if present.
    Installation:
     
    Download the repository as a .zip file. Or simply download the embed file here.
    In Blender, go to Edit > Preferences > Add-ons.
    Click Install... and select the downloaded .zip file.
    Enable the "RF Online importer/exporter" addon by checking the box next to it.
    Dependencies (only necessary if you want to manually try the BSP export option)
     
    DDS Export (.bsp): Exporting BSPs requires ImageMagick to be installed and accessible in your system's PATH. The addon uses it to convert textures to DDS format.
    Download from: https://imagemagick.org/script/download.php
    Important: During installation, ensure you check the option to "Install legacy utilities (e.g., convert)" as the addon uses the magick convert command.
    How to Use:
     
    Import: Find the RF Online importers under File > Import > ... (MSH, BN Skeleton, ANI, BSP, R3E).
    Export: Find the RF Online exporters under File > Export > ... (MSH, BN Skeleton, ANI).
    Operator Options: Each operator has options. Pay attention to options like:
    MSH Export: Mesh Format to Export (Standard/MESH08), Collection Type to Export.
    ANI Import: Apply to Selected Objects, Ignore Not Found Objects.
    ANI Export: Action(s) to Export.
    BN Export: Export only selected.
    Debug options are available for troubleshooting. If turned on, open Blender's console to see the messages.
    Expected File Structure & Naming Conventions

    The addon relies on specific file names and relative folder locations to find associated assets:
     
    BSP Import (map.bsp):
    Needs map.r3m, map.r3t, mapLgt.r3t (optional), map.ebp in the same folder.
    Needs entity RPK archives (e.g., entity.rpk, monster.rpk) located in ../Entity/ relative to the map.bsp folder. The addon parses these RPKs to find the .r3e, .r3m, .r3t, etc., files for map entities.
    MSH Import (mesh.msh):
    Will look for texture paths defined within the MSH.
    If not found directly, it attempts to find textures in .rfs archives located in ../Tex/ relative to the .msh file's folder.
    BN Import (skeleton.bn):
    Needs skeleton.bbx in the same folder to read the proper skeleton name and overall bounding box.
    Export Naming:MSH Export:
    Selected Objects: Uses the filename you provide in the export dialog (e.g., my_export.msh).
    Active Collection / All Collections: Uses the collection name as the base filename in the selected directory (e.g., exporting a collection named "Props" to D:/Exports/ results in D:/Exports/Props.msh). Any collection named "bone shapes" is ignored and not exported when present. This is done to prevent the exportation of bone shapes as new .msh files.
    BN Export:
    Similar to MSH Export (uses selected armature name or collection name). Writes both .bn and .bbx files (e.g., skeleton.bn, skeleton.bbx).
    ANI Export:
    Uses the Blender Action name as the filename in the selected directory (e.g., an action named "Walk_Cycle" exports as Walk_Cycle.ani).
    Current Limitations / Disclaimer:
     
    BSP Export is DISABLED: While the addon includes the code for that, the operator to export a full .bsp map (including geometry, materials, entities, and baked lightmaps) is currently disabled in this release. BSP export is extremely complex, and this feature is incomplete.
    Performance: Importing very large maps or exporting complex scenes may take time due to Python processing. You can see the importing progress if you've opened Blender's console before importing a map.
    R3M Effects: While many material effects are replicated using shader nodes, perfect 1:1 visual parity with the original D3D8 fixed-function pipeline can be challenging.
    MSH exporter does not export effects currently.
    Download Link: https://github.com/Cardboard-box-a/cbb-rf-online-addon (download the repo as a zip), or the file embed here.
    Bug Reports/Suggestions: [The github's Issue page might be more suitable for keeping tracking of possible issues]
    Overall the import part of the addon expects that you are using it to import files from a real game client, with the original folder structure. Meshes, for example, can be imported without their associated textures if the original folder structure is not present.
    The .MSH exporter splits meshes that have more than 65k vertices automatically which has been tested by the .msh importer itself, but actual experience in the game is welcome to be known. Different materials in an object will also trigger a split.
    Uploaded in this post itself is a zip containing ImHex patterns for some of the file formats I've worked on.

    Hopefully this addon will prove useful for creating custom content for such an old game, or at least to satisfy the curiosity of what the game looks like behind the curtains.


    Patterns.zip

    29 downloads

       (0 reviews)

    Updated

  10. Konami FAD Unpacker/Repacker

    This tool is a dedicated utility designed for modifying Konami games on the PlayStation 1 (PSX). It specifically manages .FAD files, which are proprietary archives used by Konami to store game data.
    Key Features:
    Unpacker: It allows you to extract the contents of .FAD archives, giving access to internal game assets such as textures, models, and audio.
    Repacker: It enables you to rebuild valid .FAD files from extracted folders. This is crucial for inserting modified files back into the game ISO.
    Compatibility: The tool supports a variety of Konami titles on the PS1 that utilize this specific file structure.
     
    FadTool-Konami 1.01.zip

    9 downloads

       (0 reviews)

    Updated

  11. Shadow of Mordor Tools

    Collection of Python CLI utilities for extracting, inspecting, and rebuilding Shadow of Mordor asset formats.

    38 downloads

       (0 reviews)

    Submitted

  12. Trash

    Trash

    22 downloads

       (0 reviews)

    Updated

  13. Hitman 2 Silent Assassin Translation Tools

    There are files to be extracted from the ZIP files inside the folders in the Scenes directory of the game.
    -LOC: Contains subtitles, briefing texts, etc.
    -TEX: Contains textures and fonts.
    Use the texeditor39beta3 tool for TEX files.
    Use the loctool11beta tool to open LOC files. However, for the following files only, use the Hitman2Loc-edited tool:
    C0-2__MAIN
    C2-2_Briefing
    C2-2__MAIN
    C2-3_Briefing
    C2-3__MAIN
    C2-4_Briefing
    C2-4_CUT_Hitman_CheckSuitcase
    C2-4__MAIN
    C4-2__MAIN
    C4-3_Briefing
    C4-3__MAIN
    C5-2_Briefing
    C5-2__MAIN
    C5-3_Briefing
    C5-3__MAIN

    87 downloads

       (0 reviews)

    Submitted

  14. Syberia Remastered Localization Tool (2025)

    Syberia Remastered Localization Tool (2025)
    * Syberia Remastered Localization Tool.py
    Required:
    Python. When installing, make sure to check “Add python.exe to PATH.”
    Usage:
    * Copy the LocalizationModule file into the same folder as the .py file.
    * Run the .py file (double-click it).
    * In the window that opens, select the language you want to edit.
    * Export the text into a .tsv file.
    * Add your translation in the Translation column.
    * Run the .py file again and import your translation back in.
    * The new file will be created with the NEW_ suffix.

    Tested with latest steam Build (20969727)

    FEARka

    19 downloads

       (0 reviews)

    Submitted

  15. Broken Sword - Shadow of the Templars (1996) .clu tools

    Broken Sword - Shadow of the Templars (1996)
    * bs1_1996_clu_export.py
    * bs1_1996_clu_import_and_patch.py
    Required:
    Python. When installing, make sure to check “Add python.exe to PATH.”
    Usage:
    * Copy the swordres.rif and text.clu files into the same folder as the .py files.
    * Run bs1_1996_clu_export.py: this will extract the texts into Text_exported.txt.
    * Translate it, then rename the finished file to Text_translated.txt.
    * Run bs1_1996_clu_import_and_patch.py: this will insert the translated texts back into text.clu and modify swordres.rif.
    * The new files will be created with the _new suffix.

    Tested with GoG (2.0.0.8) and Steam Reforged Free DLC

    FEARka

    28 downloads

       (0 reviews)

    Updated

  16. Fallout 1/2 .AAF Font Editor

    The Russian tool has been translated into English.

    13 downloads

       (0 reviews)

    Submitted

  17. Gorky 17 Modding Tools

    //    Gorky 17 Modding tools GUI
    .:: Introduction ::.
    Gorky 17 Modding Tools is a powerful utility that lets you extract and build .kdt and .dta archives. It supports both single-file (selected file) and full archive extraction. In addition, the program includes an SPR-to-image converter, file list generator, script reader, image inspector, and many other useful features!
    .:: Knowing issues ::.
    There's an unknown issue with the .spr files. They can be read, displayed, and converted to any image format, but I assume there’s a problem with the RLE compression. The investigation is in progress, and this issue will be fixed in the next update.
    .:: OS Support ::.
    Built and tested on Windows 11 64 bit. The native linux version of the tool will be released soon.
    .:: Special thanks to ::.
    Krisztian Kispeti,
    Lead Dev: K's Interactive.

    16 downloads

       (0 reviews)

    Updated

  18. Horizon Forbidden West [PC] Model import tool

    Work in progress, build 0.7
    For instructions and support join reshax discord: https://reshax.com/topic/138-reshax-discord-server
    Currently, we must be able to replace any mesh in the game, including Aloy and other characters, robots, or environment parts. Also possible to replace most textures.

    480 downloads

       (0 reviews)

    Updated

  19. ASCII Import-Export Blender Add-on (HFW)

    This is a customized XNALaraMesh add-on for Blender, designed to enable accurate import and export of ASCII models from Horizon Forbidden West.
    (It is intended for use alongside the Horizon Forbidden West [PC] Model import tool) 
    See related files:
    HFW Export-Import Tutorial
    XNALaraMesh_HFW_2.0.zip

    68 downloads

       (0 reviews)

    Updated

  20. Janitor (Alan Wake 2 Model Exporter)

    Extremely early version of tool, can export a good portion of models in game, some will fail due to version (investigating if this is due to them being old files, or if the game genuinely has a different code path for them, as I can only see 1 in the exe). Some will also fail due to WIP issues with mapping LOD indices (errors or corrupt mesh output)
    Drag and drop Alan Wake 2's folder onto the exe/pass it via CLI and it will export all binfbx files in the archives.
    Currently only exports models with material names/skeleton, references to textures and other data is a heavy work in progress, but I felt it was best to get an early version out that can at least export mesh info.
    Requires Cast plugin to import into Blender/Maya for now, more formats will be supported later: https://github.com/dtzxporter/cast
    Janitor.CLI.7z

    20 downloads

       (0 reviews)

    Updated

  21. Dying Light The Beast [PC] models/textures

    Dying Light [3] The Beast tool, can export models/textures, works same as Dying Light 2 tool:
    DyingLight3.exe <rpack_file> Or just drop rpack onto the tool.
    All main textures are in common_textures_0_pc.rpack, GUI images in gui_common_pc.rpack
    All models are in common_meshes_pc.rpack

    340 downloads

       (0 reviews)

    Submitted

  22. Far Cry 3/4 custom model tool

    Tool to convert custom models into Far Cry 3/4 XBG format. Similar to previously released tool for Far Cry 5.
    fc3mod.exe - for skeletal models (characters or NPCs)
    fc3mod_static.exe - for static models
    fc3mod_weapon.exe - for weapons
    Usage:

    1. Import or make your custom model in UE4.22.3, build it and save (you must get .uasset & .uexp)
    2. run corresponding tool for static, skeletal models or weapons (fc3mod your.uasset original.xbg) - this will make XBG file
    Example:
    fc3mod.exe newvaas.uasset vaas.xbg 3. Import XBG file into the game
    Important notes:
    - in Far Cry 3/4 unlike Far Cry 5, models must be split into submeshes with no more than 48 bone influences.
    - weapons can only be converted if custom model has same number of animated parts as original model, and each weapon part has only one material.

    39 downloads

       (1 review)

    Updated

  23. Dragon Age Veilguard dump/model tools

    Dragon Age The Veilguard tools.
    Work same as my previous frostbite tools.
    toc_dav.exe - dump tool
    Change .ini file parameters:
    - game path
    - dump path
    - selection to dump "ebx", "res", "chunks" or "all"
    Place oo2core_9_win64.dll from the game next to the tool.
    Then drop any .toc file onto .exe to dump assets. Or run from command line with 1 parameter - toc file name. Main file is default.toc, voice files are inside subfolders - en.toc and other languages

    Fb_dav.exe - model tool
    Takes .MeshSet as parameter.
    rgz_skeleton.ebx - main universal skeleton for all humanoids. Must be in the same folder. Game has 2 skeletons with this name, you need the one from "techanim" folder, which is bigger. If you need another skeleton, use its name as 2nd parameter. Or rename it to rgz_skeleton.ebx.
    Tool will try to find chunks automatically. If not, it gives error message with chunk name.
    Set of smd files - to fix distorted faces
    They are 2-frame animation files to transform head model to its normal state.
    fb_strands.exe & fb_strands_c.exe - hair tools
    Each hair model has .StrandHairResource and .StrandHairSet files, and also a small EBX file (about 5kb in size) next to it which has its parameters, including the initial position. This EBX file is usually called the same, with _strand_model.ebx or _model.ebx in the end of its name.
    Tool takes 2 or 3 parameters:
    fb_strands.exe <StrandHairResource> <StrandHairSet> [EBX]
    First 2 parameters are required, but if you add EBX in the end, it will try to place static part correctly. fb_strands_c.exe is experimental version for curly strands. It looks more or less fine, but not 100% proper, so i'm calling this tool experimental. Later it may be improved.
    Hairs will be exported as 2 OBJ files (one for flowing, one for static part) with curves, which can be later converted to meshes or particle systems in blender or other editor. OBJ files will have hair groups marked, which can be useful for rendering.

    533 downloads

       (0 reviews)

    Updated

  24. EA Font Manager

    Program for handling FFN, PFN, XFN, MFN and SFN fonts from EA games
    List of functionalities:
    - Parsing EA Font files
    - Preview for font images
    - Decoding and viewing font flags
    - Viewing/Editing character table
    - Exporting font images as DDS, PNG or BMP
    - Importing font images from DDS, PNG or BMP

    39 downloads

       (0 reviews)

    Submitted

  25. Backyard Wrestling 1/2 - extract skeletal Mesh

    This python script (Blender 2.49b) will let you import skeletal meshes (wrestlers and npcs) from Backyard Wrestling 1 & 2 (PS2 Version - XBOX not fully tested).

    Theres two Blender Projects: "Blender249" is the original one from Xentax made by Szkaradek123 (Works on Backyard Wrestling 1). "Blender249_2" is an improved version that helps you locate the "newGameLib" library (change path in blender python script) and also lets you import Backyard Wrestling 2 Characters. Edit the Offset at "g.seek(xxx)" according to the skeletal .MESH you want to import.
    Open your .MESH in Hexeditor and search for "pelvis". Subtract 36 from the resulting offset and you got the value you need for "g.seek(xxx)". Now run the script in blender and open your .MESH files.
    This method is only required for Backyard Wrestling 2.
    Python 2.6.6 is required (All versions of the game).

    8 downloads

       (0 reviews)

    Updated

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