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3D/2D models

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

  1. I extracted the files from the game Evil Genius 2 but now? How do I convert them to FBX or OBJ?

  2. I'm looking for a plugin to import Metal Gear Solid 4: Guns of the Patriots .mdn https://drive.google.com/file/d/1IGz4QoDGtphMKodrz0zXDeqh_qoZ9drC/view?usp=sharing According to the developers of Metal Gear Solid 4, they used Softimage XSI (RIP) to create 3D character models Source: https://web.archive.org/web/20090213132123/http://softimage.com/products/xsi/customer_stories/metal_gear_4/default.aspx

    • 0 replies
    • 135 views
  3. Hello I need help opening and extracting the 3d asset files from the SD Gundam G Generation Cross Rays PMDL Model Format, Here is what i have discovered so far with the format All PMDLs are Boost C++ containers as they possess a serialization::archive header however i have not been able to properly extract them with the tools available to me. The texture assets that go with them are raw .dds format files, usually in the format of (shipname)_uv(number) for the material. the model and textures are in a zip file container (model.zip) in the folder for the corrosponding ship located at data\battle\action_scene\target\ws A sample file has been p…

  4. Guys, if anyone has any working tools and instructions left over from the old site, please post here. I think it would be useful for many people. As far as I know this game used exact replicas of the cars and tracks. It would be nice to extract them. 1) How to extract and convert cars models from the game? 2) How to extract and convert track models from the game?

  5. I'm looking for tools to rip 3d models from .map and .main .mission and .playerdata from Total Overdose: A Gunslinger's Tale in Mexico (PC). https://github.com/Michael0ne/TOD_tools totaloverdose_3dmodels.rar

    • 0 replies
    • 89 views
  6. i think i need help with extracting model from the Ace Racer. -how do i use netease messiah tools (from fangfang1984 from Github) or whatever. please help

    • 4 replies
    • 450 views
  7. Body: Hi everyone, I am trying to extract 3D character models from Ben 10: Protector of Earth (PS2), developed by High Voltage Software (Omni Engine). I successfully unpacked the main GAME.WAD and GAME.DIR using the standard QuickBMS script. According to the extracted levels.txt, the main player models and animations are inside a file named 99_95.pss (~34.5 MB). The Problem: The .pss extension is fake. When opening the file in a hex editor, the header actually reads BIGB1 and mentions <Strat Wad>. This is a custom Omni Engine archive container. What I've tried: Standard ea_big4.bms: Fails with the error: the signature "BIGB" doesn't mat…

  8. Started by MichaelBFS,

    I found the files from the new simulator. It's Le Mans Ultimate. The structure is very similar to rFactor2. But they are slightly different. All the cars and tracks in the container are in .MAS format. I could not open them. Most likely they are also encrypted like the new add-on files for rFactor2. I unloaded all the cars and a couple of tracks. Probably the most valuable thing here is the detailed tracks. If someone can extract and convert to 3dsmax that would be great. https://modsfire.com/zw63HxVSBl30h3H https://modsfire.com/F9aU44I46FJ6lwG https://modsfire.com/HM8EN9UKa8GEfyX https://modsfire.com/741sV4i5IJGK6y8 https://mo…

  9. Started by DKDave,

    I've been doing a Noesis script for the beta of Once Human. Still got a few things to do on it, but it should work for most of the models so far: Edit: Read the notes at the start of the script regarding the various files needed. once_human_mesh.zip

  10. I wanna extract Asphalt 9 .jmodels file from the latest and recent version of the game e.g. v4.4.0k but the files manifest.map and BigChillGhost's Asphalt 9 dumping script only supports v3.6.3a. Any chance to update the script since I have it as backup and have no prior knowledge about dumping new manifest from A9 latest version? Here's the tool and necessary files that was made by BigChillGhost Also one file that is totally corrupted after using renaming script which was this sample link which has 46kb of fbx. idk how it causes it. A9Tool_v1.4.6.7z manifest.7z restoreFileHierarchy.py as for batch file on how to run the tool: Create a9.bat with t…

  11. Started by mrmaller1905,

    I'm looking for tools or plugins to edit and/or export custom car or building models for Crashday. Here are the mod development tools which features a ZModeler 1 plugin and a standalone tool called makep3d which converts 3DS Max .3ds files into .p3d (unrelated to ArmA games by Bohemia Interactive) crashday_p3d.rar crashday_dev_tool.zip

    • 0 replies
    • 102 views
  12. I'm looking for tools to extract 3D models from COLDC1.BIN / .OBJDC1.BIN / .POLDC1.BIN crazytaxi_dreamcast_3dmodels.rar

  13. I'm looking for alternatives to NFSCarToolkit for GEOMETRY.BIN file format specs and .BUN to import GEOMETRY.BIN into Blender. GEOMETRY.BIN has JDLZ compression. https://mega.nz/file/JTAQFZxT#p9B38uO8OQdITsCJiSUZjsCfG-0D3Qzf2NAWaR82qrY

    • 0 replies
    • 88 views
  14. guys i need your help with this i really need the toy story 3 psp & ps2 in real t-pose we need them for garry's mod half-life 2 or team fortress 2 so please rip the toy story 3 psp and ps2 in real t-pose or sent me a link for google drive or mediafire 🥺

    • 2 replies
    • 256 views
  15. I'm looking for a plugin to import NOLF 2 LTBs and DATs edit or export custom character models. Here are the official toolkit: https://www.moddb.com/games/no-one-lives-forever-2-a-spy-in-harm/downloads/no-one-lives-forever-2-toolkit https://www.moddb.com/games/no-one-lives-forever-2-a-spy-in-harm/tutorials/wikys-clean-building-tutorial https://www.moddb.com/games/no-one-lives-forever-2-a-spy-in-harm/tutorials/beginners-guide-to-basic-building-for-nolf2-and-contract-jack https://www.moddb.com/games/no-one-lives-forever-2-a-spy-in-harm/downloads/lithtech-jupiter-maya3dsmax-plugins The official toolkit includes a level editor called DEdit nolf2_…

    • 0 replies
    • 138 views
  16. Hello! Im wanting to make this post and set a bounty to find the location of the Nascar Thunder 04 car model location and be able to port in the Nascar 09: Trucks/Nationwide/COT, Thunder 03 cars, and 2006's Dodge Charger model. Our goal is to find the location of the car models of these games so we can port over the car models into Nascar Thunder 2004 PCSX2. EA's File Type is the same between all games on PS2 so if we find the model location in 09 and 04 we can in theory inject the 09 model into the 04 version with Madmodx. The Madden tools work with nascar games. In a perfect world if we can figure out how the models are formatted we can port over the NR2003 mo…

    • 1 reply
    • 618 views
  17. I'm looking for a way to import .w3d from Command & Conquer: Renegade into Blender. Here is the source code uploaded to GitHub: https://github.com/electronicarts/CnC_Renegade Original SDK: https://www.moddb.com/games/cc-renegade/downloads/cc-renegade-official-modding-tools The source code features a 3ds Max plugin source code which allows authors to export custom character or map models .w3d for mod development. and it needs to be ported into the totally free program Blender. The original SDK only features a GMax plugin called gmax2w3d.dle. commandandconquerrenegade_w3d.rar

      • Thanks
    • 1 reply
    • 166 views
  18. Need help with Marmalade SDK (.group.bin) 3D mesh extraction - Tone Sphere Hello everyone! I am trying to extract 3D meshes from the mobile game Tone Sphere (Marmalade SDK). I used a script to split the mono .group.bin file into separate assets. Now I have a 1.4 MB file (dc3c2177) which definitely contains a 3D mesh. Here is what I found out using HEX and Model Researcher: Faces / Indices Offset: starts exactly at 0x15C550 (Format: 16-bit Unsigned Short). Maximum Index: 60288 Vertices: Located right before the faces, but they seem to use fixed-point math (IwFixed / Short_Signed with scaling), which causes a huge mess and wrong scaling when re…

      • Thanks
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    • 16 replies
    • 531 views
  19. Started by mrmaller1905,

    I'm looking for tools to extract 3d models and bones from Spider-Man 3 .PCPACK. The game is powered by Treyarch NGL. .PCPACK shares the same format as Ultimate Spider-Man (2005). https://mega.nz/file/0DABQAzJ#-RjvNvEnCufUA5sx--UQyqgRXM_113QurL5Pn-7r-SI

    • 0 replies
    • 114 views
  20. Started by HORIZON6,

    MER E63SAMG 18 zip.zip

      • Like
    • 2 replies
    • 156 views
  21. Here are all the files for: Models, Textures, and Animations from the game. They are in the following: .tga.TTexture.Bin for Textures, GR2 for Animations, and GR2 & COL for Geometry. <Attachments removed>

  22. Few days ago, the official announced EOS of this game. Before everyone leaves for good, I decided to save them just in time. However, once extracted those files, I found that they're all encrypted; hence, cannot be read by AS. I saw there is someone has already sucessfully untied those tricks and transplanted onto other games, so that must be a way to undo. 've tried to search any deteils on the Net, but no positive results, so I wonder if I can seek help here. Online and waiting. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------…

    • 1 reply
    • 272 views
  23. Started by Gcr27,

    hello its possible extracting this archives from wreckfest

  24. What is *..ABC / *.DAT from Shogo: Mobile Armor Division? ABC: https://mega.nz/file/xfQmCLBb#8g4riXJde9SGeasvYQien4rpjMvi9igLd_QpYC1XG8k DAT: https://mega.nz/file/ZOg00LpC#ex0TKYJIyf0Lyq1xNKZBUdvYCZBflyUUT9pVmklq48M Here is the toolkit which includes a 3D Studio Max v2.5 plugin that exports ABCs and DEdit to export custom map models: https://www.moddb.com/games/shogo-mobile-armor-division/downloads/shogo-mobile-armor-division-modding-tools Here is the tutorial uploaded by LithTechGuru. pc_abc_v6.bt

    • 2 replies
    • 674 views
  25. Is there any tool or plugin that can import .kf2 and .ldb from Max Payne 2: The Fall of Max Payne? Files share the same format as the first game. https://mega.nz/file/JTgUlK7L#xQALBTbSEZOpSssz0C49g72qpvoT50mVAylzfehZMM8 https://mega.nz/file/QeBDlRIB#mSjB7eTQARruCSYT1AyoY9UcVZ6y6gRRMW53U1DDf1s Fixed macroscripts: https://mega.nz/file/Uf4DzJ4K#JzEnZ7zI5nNB1F9OylxJJTah5TU0D8OWDw8_N-rxOLE Here is the 3ds Max v5.1 plugin named KFExport.dle which allows authors to export custom character models. Here is MaxED v2.0 which allows authors to create custom level models (LDBs). And here is the file format specification for Max Payne KF2: https://github.c…

    • 11 replies
    • 508 views

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