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3D/2D models

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

  1. 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…

  2. Started by duck,

    How can RIP this model ,plz helpme U001.rar

  3. 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…

  4. Started by blacknight411,

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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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…

  10. Hi, Im very new to all this but I was recently trying to rip the models from the Dexter Game from 2010. I downloaded off the abandonware website and nowhere in the files do I see anything player model related. I found a guy on discord who knows about some of this stuff and he told me that the 3d models might be in the large .isf file/data.isf. I was wondering if anyone has any knowledge on how to open that?

  11. Started by javasames,

    Hi all, Looking for some help with gran turismo models. Especially on GT7 models i am having issues with some of the geometry that they place over things like grilles, door handles, fuel caps etc. It appears they put a flat panel over an indented piece of geometry, again, such as a door handle. Its impossible to use a boole to properly cut these shapes out and where id presume that there is an opacity texture map to expose these elements properly ive never found one. Has anyone got a workaround for this or a solution?

    • 2 replies
    • 1.3k views
  12. Hello! This game has made me waste a ton of time on the web; I was wondering if anyone here might know more! The game is called Automodellista, a cartoon-style PS2 game with a racing theme. I'm interested in the track models because they look awesome! The main goal is to get the files into Blender. The tracks and cars are in binary format, they do not have any particular extension as you can see in the images. Inside the files it is possible to see traces of textures in TIM format. This is what the files extracted from the AFS container look like. I did this test extraction of the .ICO file (with imageHeat)

  13. Greetings. Before that one forum shutdown I was looking for help to open Justice Online, a NetEase game. To download the game you need an account, meaning a Chinese phone number which I have. I brought samples, if other files are needed I can of course look for them. The samples are including different *.wdf files: https://gofile.io/d/ctDe5v I've tried opening packages with RazTool, unfortunately, none of the game package could be read although everything got successfully loaded I believe. It's hard to find informations about this game online, so I'd be gladly welcoming any help.

  14. Hello, Newer Frostbite games have started using blendshapes more and more for faces through a system called MeshCompute In Battlefield 2042, this is done with an ebx asset of the type MeshComputeAsset referenced in different kinds of mesh assets, the compute asset has a few resources associated with it too for the different components, in this case there is... AttachmentJoints (The bones are on the main character rig, but i think this lets them offset them along with the geometry?) BlendShapes BlendShapesProceduralChannels FaceAdjacency IndexBuffer MeshDefinition The bulk of the data however is stored in the main mesh chunks after the main two buffers,…

  15. Hi Does anyone know how to convert ".dae.phyre" and ".dds.phyre" into ".fbx" or ".obj" ? I tried using "Phyre engine tools" but it seems that they don't work with this game files. The ".dae.phyre" files are models and ".dds.phyre" are textures After dragging files onto .exe files they came out 1kb here are those files; EDIT: I used "Noesis" software and I can only preview/export ".dds.phyre" files. ch10_02_body.rar

    • 7 replies
    • 1.1k views
  16. Started by testing4562145,

    i was able to extract the stm formats (exient streamed envirnoment) of the tracks with this scriptstm.zip, though the model is in a .dat file format, the rest of the models in the game uses .xgm, exient's properitary model format some of the files i was able to analyze inside: .mp1 - material file .tex - texture reference, game uses exient xgt .q02, .q03 - submesh references .pvs - scene file samples:stm extracted.zip extracted .stm https://mega.nz/file/4E8zHDJC#QczQ6FCOMqwbLZztg0rYsizyMPu7KCbPEHtTqrAHLUE original stm file (seedway track 1) https://mega.nz/file/EcNXHZgQ#L1iaxk8zRciJ0--D_le57zmMFVtSZmDdUUNtTeDGFNM blast off model …

      • Like
    • 14 replies
    • 3.7k views
  17. Guest
    Started by Guest,

    I need your help analyzing the track.stm file for Angry Birds Go! The file is located in apk/assets/data/environments/theme003 [models.pak and textures.pak are located here]/tracks/run006/track.stm (vfxlist.xml and track.xml are also located here). I have a QuickBms script (TrackSTM.bms) that unzips this track.stm file and contains several files, such as: 1. track1.pvs (Potential Visual Set). 2. .mp1, .tex (their references are not found in track1.pvs). 3. terrain0x.q0x (.q02 or .q03). 4. road0x.q0x (.q02 or .q03). 4. kd1_0_0.dat. 5. KDMetaData1.dat The script: https://raw.githubusercontent.com/LolHacksRule/GameFileFormatsRE/m…

    • 0 replies
    • 733 views
  18. What are *.map / *.chr / *.qob from Tom Clancy's Ghost Recon and can someone take a look at these file formats? Can't find a proper tool to handle these file formats. Thanks in advance. https://drive.google.com/drive/folders/1VwecNnNPwqu43Vz20Gv73ppM4JAnI8L7?usp=sharing

  19. Started by MichaelBFS,

    Hi guys are there any ways to get models from Prehistoric Kingdom? https://www.prehistorickingdom.com/animals This game with the latest update has a very large selection of dinosaurs in different stages of development.

    • 2 replies
    • 1.7k views
  20. Hello! I am searching for any method to extract The Legend of Spyro model files - Krome Studios game. I am trying to extract models from PS2 version of the game. I managed to extract RKV2 files and even see some data but it's not enough for me. I would like to extract a model of one of the characters from the game - Ignitus the Dragon - textured(UV maps) and animations that I can import for example in blender. So far I was able to use Noesis to read .tex files for textures and .mdg files for getting a model, but that .mdg file saved from Noesis has nothing on it, no UV maps, nothing, it's just a mesh so it's not really usable for me in that state. I am sending an…

      • Thanks
      • Like
    • 8 replies
    • 3.2k views
  21. hey any suggestions how to do that its phyre engine game aperently.

  22. Started by GM25,

    Hello everyone, I trying extract models from Need For Speed Underground Rivals (PSP game) and some tools working but tools for models - .o format - didn't work with this game. The graphic engine is this same in later PSP NFS games. Somebody can make tools to extract models? It's will be great for NFS community. corvette.rar

  23. Hello, all! I was looking into ripping the assets from a very old Xbox party game called "Whacked!", the game has a special charm to it and always wanted to get a closer look at the models. As far as I can tell - the models/animations/bitmaps/sounds are kept in either .PAK files or .STR files. Any clue how to export the bundles / get a hold of the models/anims/textures? Thank you so much for your time!! 🫣 Whacked File Samples.rar

  24. Does anyone have a Blender plugin to import Tom Clancy's Rainbow Six: Rogue Spear (PC) .crp / .map / .qob / .rob / .skl / .sob? Here are the file format specifications and 010 Editor binary templates made by @alexkimov https://github.com/AlexKimov/RSE-file-formats/tree/master/010Editor-templates Samples: https://mega.nz/folder/NCZ3GJSb#_-HLrQfsFTfzIcdAoOSrnw

      • Like
    • 7 replies
    • 1.9k views
  25. Hey everyone, I'm currently reverse engineering NCAA Football (PS2, developed by EA Tiburon) and have run into a proprietary 3D model format used throughout the game: .DMF. From initial inspection, this format appears to be used for player models, helmets, coaches, and possibly stadium objects. The files aren't standard formats like OBJ or MDL, and I haven't found any documentation on them. I'm trying to fully reverse the format to export/import geometry, UVs, materials, and possibly skeleton data. models.zip

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