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3D/2D models

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

  1. Started by Arfanu,

    I triying to build readed skeleton to noesis but for some reason isnt working why? Can anyone check code and fix? fmt_fmlb (4) (1).py

  2. I went to try some games Artificial Mind & Movement made (AKA Behaviour Interactive) for the DS All of them contain a file named Rom_3D.bin (.urf in the Behaviour era), this contains the game's 3D models I've used the extract command with Apicula and got inconsistent results, mainly from their early DS games Most games extract almost all files contained in the bin, sometimes it can't get all of them, leaves out the textures/nsbtx files, and some games just don't work at all or only output animation files with no nsbmd files Here's a Google Drive link of a few samples from different games, some working, some not. https://drive.google.com/file/d/1jh5H1Ln…

  3. Hi, Guys, does anyone have any tools for extracting models from Driver SF? I found an old post on the forum xentax - sp extractor, maxscript import, but i can't download it without registration and the links are hidden. help please Perhaps there are archives unpacked from the game...?

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    • 796 views
  4. Started by MichaelBFS,

    Hello everyone, Is there a way to extract car models in 3dsmax or blender? I searched old archives and didn't find any tools. I tried to unpack .bndl archives. But when I unpack I only get .dat files.

  5. Started by blacknight411,

    do anyone have bms or plugins for lzs files of Saru! Get You! SaruSaru Big Mission. here a sample https://www.mediafire.com/folder/4x8yoelgoje82/SaruSaru

  6. Started by Cornalito,

    Hi, there´s a way to extract the 3D models from F1 2025, I tried with 3dsimed but closes after a pair of seconds. safety_car.rar williams.rar

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    • 12 replies
    • 3.6k views
  7. Looking to see if anyone would be able to help with extracting the models and/or audio from this game. From extracting the .PKG file i can see that all it's data is stored in one .bin file with the header DSK0 My strong point isn't modelling so this has become a challenge to figure out where to even start If anyone can look at this, it would be majorly appreciated! (Uploaded the Disk00.bin file below) https://gofile.io/d/QQ8rER

  8. Hi, everyone, I've been trying to rip a Level-5 game model skeleton file, which comes separate from the mesh files. The way these files work is quite simple. There are: G4MG: Mesh data G4MD: Model data (textures, materials, skeletons, etc.) G4TX: Textures G4SK: Skeleton G4MT: Animations So far, all files except the G4SK and G4MT have been successfully decrypted by other members of the Level-5 community, using this Noesis plugin code: https://github.com/AFGRocha/Inazuma-Eleven-Victory-Road-Noesis-Script/blob/main/inazuma_switch.py Any help would be greatly appreciated. The attached files include: level5.zip (co…

  9. Hi everyone! I'm zimex25 from Xentax/Zenhax and I looking tools to extract 3d models from this game. It's this same Graphic Engine from MotoGP, Ride, Rossi The Game. Here is samples: CARS.rar

  10. January 1, 2025. Thanks to Durik256, he made the .data py for noesis, and i did it, could extract. But... who are .vol files?

  11. Started by Frushan,

    Hey there, been wanting to port the main models for this game for ages, it is Unity based, and I can access the files, but the models meshes and skeletons are seperated into different bundles, I can find them but have no idea on how to make them work, I have included a model and its skeleton found within the files in unity. I don't know if the current Persona 5 X script needs updating or this is just how the files are dealt with in the game. Thank you for any help. Appreciate it. ^^ ModelFilesModStudio.zip

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    • 18 replies
    • 5k views
  12. Hi, i'm purchase the game, and how to extract .data file. What engine is used? Can Be extracted?

  13. Started by andreagtacj,

    Hello everyone, I luckily have the tools for WD1 Ripping including the 2.49 Blender xbg importer that I downloaded 2/3 years ago from Xentax. The importer is a little bit weird though, because whenever I load the xbg, it gives me an error and brings me to the error that is being shown with the red line, saying that the folder called "newGameLib" doesn't exist or anything, even though it is near to the py and the newGameLib folder. A reply would be appreciated.

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    • 20 replies
    • 4.5k views
  14. Hello! some weeks ago, i've diggin' for info about these 6 files formats, that belongs to ToCA Race Driver 3 from Codemasters, and they are: .AIL, .AIB, .RED, .AID, .COL & .PX The "AIL file" contains data about; Minimap, Track AI path, Start & Finish. The "AIB file" contains not much, but some data about the AI drivers behavior, as well. and the "RED file", despite of this funny name, seems contain some data related to Replay Paths (Like as Circuit Path) and cameras activation for some determinated area of Race track. About the AID, is same as AIL, but it is hard-codeded. and with help of chatGPT i could manage to view your geometry, that you'll see abov…

  15. Hello everyone, a little while ago the RexHax forum user (and absolute MVP) BloodRaynare helped me to crack the .WAD files of the Fear Effect Inferno prototype build. Since then, I have been busy analyzing and documenting all the different files that I have been able to pull from these WADs. The good thing is, a majority of the game’s assets, such as level geometry, character models, textures and animations are all importable into blender with the right plugins. Without getting ahead of myself, the .WAD files also contain quite a few assets that are not accessible through normal gameplay. And this brings me to today’s topic: It seems, there is secondary typ…

  16. Started by EggsDeep,

    I got the way to unpack the dirt 5 .dat files but I don't understand anything about the formats that the game uses the thing is that if someone could help me to extract models and textures, I share some assets if you want to take a look at them https://mega.nz/folder/js9VlCIB#09mgRLGkjJwqXXqcTqp96A

  17. Started by blacknight411,

    can,t open punch line mdl and I think this is the texture txp here is the file sample https://www.mediafire.com/folder/n0shu1n2d2emv/p

    • 1 reply
    • 659 views
  18. Hi someone please help decrypt kn5 files of encrypted track please feel free message me thank you

    • 3 replies
    • 1.7k views
  19. Started by Arfanu,

    Hello i defined kaitai struct parser for fmlb files by my self and i have good results,thanks to fmlb files and libFuelCore.so.h and libFuelCore.so.c dumped with ghidra to get some information. binary.zip

  20. Hello, I would like to Mod Track Collision files in ToCA Race Driver 3 as well as the Track Environment ZModeler2 allows me to view track mesh (.px files) although i need to rename them to .p3d as the filter in zmodeler2 was made for working with cars (.P3D) not tracks (the format is simillar, additionally cars require the export of the part.map file, tracks dont have it) so the texture mapping basically fucks off and its impossible to export correctly... aswell the filter does not support all game shaders on export (col.col collision files not supported in this program) Back in the days user Nenkai helped me to view them in Model Researcher Program ht…

  21. I am looking for tools or plugins to import Conflict: Desert Storm .EVO If someone should come across this file format, it would be great to write a file format specification for .EVO files and make a standalone Python script that converts into OBJs here. https://mega.nz/file/1HBQALiS#khXDJW3Be0USrKjVRvQ4d59emb_nHzjWPLcYbXaLW1w conflictdesertstorm_evo.rar

    • 0 replies
    • 741 views
  22. I finished my Iron Engine (Ironsight) *.MESH loader module and I released the following programs: - 3D Object Converter v11.304 (Windows) - 3D Object Converter v1.304 (AmigaOS) - i3DConverter v6.304 (macOS) - i3DConverter v4.304 (Linux) How to get the 3D Object Converter (Windows) v11.304: Download the 3D Object Converter from http://3doc.i3dconverter.com and install it or download and use the portable version (if you don’t have it yet). (Or just use the Help/Check for updates... function to get the v11.304.) How to get the 3D Object Converter (AmigaOS) v1.304: Download the 3D Object Converter from http://3doc.i…

    • 0 replies
    • 768 views
  23. I know the guys over at the RBR community are at least planning to work on the game's model formats so they can be edited in Blender, but I'd like to know if it's possible to rip them for the time being as I've tried ripping the character models from it using Ninja Ripper but ended up not getting a T-pose. SGS.7z Cars.7z

  24. can someone help me regarding something related to binary i correctly reverse engineer and found vertex buffer for head build a head i also found the face indices section as the format was very easy but the problem is i use model researcher and enter the starting offset for face indices it form the faces but in wrong direction as in the picture provided also the format is very easy so if any one wants to help me out the model is also provided as well Wei_Head.perm.zip

  25. Hello,i have done some resherch about the flie and written a noesis plugin to export it. But i have some problems with reading vertex and face,using rapi. The vertecies are stored by each model,but the faces are stored by the matial. So,i use rapi reading all vertex then read the face tristrips individually. When consturct model,it can`t get the right weight(For example:char3d_ta.MUA). May be the rapi ignore the vertecies that are not active in context. I upload a simple model file,a model with problem and noesis plugin. Seeking for some help,thanks. MUA.7z

    • 8 replies
    • 1.5k views

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