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3D/2D models

Post questions about game models here, or help out others!

  1. Started by lorak,

    In the attachment you will find two .cb files containing the 3D model (I guess) of the Arizona Diamondbacks stadium. In addition, there is another file called "Locator.bin". It maybe has the vertices and faces offsets and its counts. I am not sure about it as I cannot understand the file. You can see the model of this stadium in-game in the attached screenshots. Hopefully there is someone able to understand those .cb files to get the stadium model in Blender or Noesis. Thanks in advance. Arizona Diamondbacks Stadium.zip

      • Thanks
      • Like
    • 7 replies
    • 879 views
  2. Started by andreagtacj,

    Does anyone have a program that decrypts .blk files? I'm aware that there are some programs that got dmca banned by Hoyoverse themselves But i don't want to give up, i don't want to download the mmd versions of them.

  3. Started by GabryTheSniper,

    While digging into the game files, i extracted a raw file called "SWATMale", i've tried everything with model researcher/hex2obj and no success at all. Any help would be appreciated. Here's the file if you want to take a look at it: https://www.mediafire.com/file/6nwzsb7p9qu3bno/SWATMale/file (It's not .so, it's only a raw file and Mediafire thinks it's that type of file)

  4. Started by KuWuniss6,

    I used Mr to analyze the model, but each vertex block is extremely small, preventing the formation of a complete model. I also cannot locate the face indices. Here is a sample. Requesting assistance. TSMAN.7z

    • 5 replies
    • 705 views
  5. Started by Luciddvfx,

    I wondered if anyone knew how to decrypt car models from Assetto Corsa. They come in kn5 format, and I have not found a way to decrypt them. Thanks.

      • Like
    • 13 replies
    • 4.6k views
  6. Started by blacknight411,

    do anyone know how to fix texture color t_pc01_000_hair_color1.ddst_pc01_000_face_color2.ddst_pc01_000_face_color1.ddst_pc01_000_skin_color1.dds

  7. follow-up topic after I extracted Wangan Midnight PS3 archive using TXRExtractor, you can check the topic thread if you want: so I came across various files which are model/texture related. Is there any way to rip them to a readable form? Brake.7z cha_akio.7z tire.7z p964.7z p964_shima.7z

  8. What is *.diesel from the PC version of Ghost Recon Advanced Warfighter and can someone make a Noesis or Blender plugin? Samples: https://drive.google.com/file/d/1b-U5JtGeNE9-8vURoqghIntuloTD3I_7/view?usp=sharing

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    • 3 replies
    • 1.1k views
  9. Started by yui,

    I'm currently working on ripping asset from Naraka Bladepoint, I manage to load the resource in AssetStudio, but I cant locate the outfit and body, is there a naming list or some kinda stuff?

    • 11 replies
    • 3.3k views
  10. Started by mrmaller1905,

    I would like to request to analyze this file format and make tools or plugin to import GMFs and GMS (binary format type only) from Super Stunt Spectacular Thanks in advance. Samples: https://mega.nz/file/sfonnbRa#bbB_CXECvUTl4dgHYRWVxHPOci-jcNQx8S558EQbDq0

  11. This is a Unity (2021.3.9f1) game that has reached EOS (End of Service). The APK contains UI assets, which can be extracted using standard Unity tools. However, the cache files are different, and some require additional processing. What I Have Achieved So Far: Extracted Audio and Video Files These files have AFS2 and CRID headers. I found a decryption key inside the APK: "0048B2AB558A01B6". Using CRID-usm-Decrypter and HCA key generation tools, I successfully extracted these assets. The Problem: The final implemented files before service shutdown confirm that the necessary assets exist. All content up to the EOS update …

  12. Hello everyone, I hope this is the right place for an inquiry like this. I've been working on a project to remaster Peter Jackson's King Kong using RTX Remix. While the game works well with the setup so far, I've hit a significant wall with animated meshes. Specifically, I lack a clear way to extract, edit, and reinject them back into the game with their skeletons intact, as it doesn't seem like the toolset to do so currently exist. Since RTX Remix can't replace rigged meshes using CPU skinning, modding is my only option. This has led me deep into Jade Engine modding tools, such as BF Extractor, PersianRug, io_scene_pop Blender addon, JadePack, Bin repacker, etc. So …

  13. Who can save me? I really want the models from this game, but I've tried many methods and still can't extract the textures and models. Even after deleting the extra characters from the previous ones, I can only extract music and videos.

  14. Started by LooneyTunerIan,

    I'm looking for anyone who can rip 3D Models/Textures from video games. I want to see a bunch of Looney Tunes models involving characters, props, maps, backgrounds and textures that I can use to help me create stuff with. Here is a list of Looney Tunes games that I want to see get ripped: Bugs Bunny: Lost in Time Duck Dodgers 64 (Nintendo 64) Looney Tunes Racing Looney Tunes Space Race Looney Tunes: Sheep Raider Taz Express (Nintendo 64) Taz: Wanted Looney Tunes: Acme Arsenal Looney Tunes: Wacky World of Sports Looney Tunes: Back in Action If anyone is interested, please contact me through Discord.

  15. Started by NocturnalRhys,

    I need help understanding the model format in Play 3. I need to see what this part of the modelModel part.rar looks like. AWG is a container for model parts. Currently, it is one part

  16. I'm creating this thread as a response to a previous thread posted here about this game. OP was struggling to help people who commented, but if there's anybody out there willing to help still, I believe I can be of better assistance. This is not an insult to the original poster of the previous thread, as I'm sure they just had less experience and experience to help those who did comment. Persona 5: The Phantom X is a spin off title to the Persona series and the game Persona 5 as a whole. It was made in version 2022.3.49f1 of Unity. The only real successful attempt to extract these models with their rigging and vertex groups intact was to export the Animator named 'wo…

  17. Started by duck,

    How can RIP this model ,plz helpme U001.rar

  18. I extracted the Gran Turismo 6 PKG file. I don't know if that was the right method or another, but I have this folder that's 14 gigabytes in size and has a lot of subfolders. In image 1 you can see the main content, what came out of the PKG file. In the second, the folder, which I think is the most important, where all the files are. In the third, what is inside the folder in image 2. I tried a tool I found on GitHub (GTToolsSharp, by Nenkai), but besides only extracting the cars folder, it crashes with an error as soon as it starts: Unhandled exception. System.IO.EndOfStreamException: Unable to read beyond the end of the stream. at Sys…

  19. Started by blacknight411,

    Do anyone have the valkyrie profile 2 akderebur-tools to share.

  20. Started by 09williamsad,

    Space Marine 2 uses Saber Interactive's Swarm Engine. For its tpl models the QCVIewer tool that worked for Quake Champions and World World War Z is not compatible. I have not found any other tools for this specific engine format. Samples https://drive.google.com/drive/folders/19dmtmLcdLUzA7Z8Y-IkJVZUrB7OQetbQ?usp=sharing

  21. Started by marco1990,

    Hello everyone, I would like some help to convert the 4 map PGR1 full freeroam .tokyo/san francisco/london/new york. decrypt would be the best solution. I am trying to rip it via the xemu emulator. with ninja ripper but it is not easy I think because of the deformation of the models. I would like to learn, I know nothing about hexadecimal or programming code, I apologize

  22. What are .BMS / .BNG / .CELLS / .FCD / .PTL from Midtown Madness and does anyone have an idea to analyze these file formats and make new tools to parse them? The car models are compiled into .BMS with Vehicle Creation Kit. Samples: https://mega.nz/folder/8fATDRYJ#Zhh49O5eLyDAt6sW59_nnw

  23. Started by JeanxPereira,

    Hey guys, I'm working on these formats and progressing with the meshes, some files don't work properly, the uvs Jxm have submehs and lods, I will post all the progress here

  24. There are at least two types of i3d file formats, used within the .i3d files used in ape escape 3 and Rule of Rose uses .i3d files in .mdl files. I3D_BIN: Mesh ✔️ Bones ✔️ Skin ❌ I3D_I3M: Animation ❌ Tools: https://github.com/Durik256/Noesis-Plugins/blob/master/fmt_i3dg.py - Supports meshes. fmt_RuleOfRose_PS2__i3d.zip - Supports bones (made by Bigchillghost from xentax, reuploaded into reshax for quicker accessibility)

  25. Started by Grounder,

    Prefacing by saying that I've tried using the EGO PSSG editor (has to be converted to XML with the Greedfall community PSSG Python script and then have its shader program removed to load and save, still doesn't export to GLB properly), 3DSimED (doesn't load in regardless of what I do), Totori.exe (nothing), the Maxscript (loads, seemingly without bones and what I assume is a second UV map for certain meshes), and the Blender 2.49 import script (definitely the closest in terms of results, but still missing that second UV map). Okay, with that out of the way, some PSSG files for this game, used for models that move around, seem to use just enough of a custom formatting…

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