3D/2D models
Post questions about game models here, or help out others!
765 topics in this forum
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What is jones_1.mef from IGI-2: Covert Strike (PC) and can anyone analyze this file format for bones? Here is the 010 Editor binary template with support for skinned character models. IGI 2 map editor: https://mega.nz/file/pG43QRCJ#ahCMqnZkhaIhzo7r6Ewjz52KGyiEAWj3G2cMFCtarb4 jones_1.rar igi2_mef.bt igi2covertstrike_characters.7z
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So I've managed to extract the textures and meshes but I couldn't extract the bones. I have a file that could contain the bones but is in .hgm (binary model) and idk if Blender supports that Any help is appreciated!
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I need a model from a Tower Unite mod but i have no idea how to open the .PLYMODEL file, any help would be appreciated. My bad, i pressed post by accident before including the files 2877012336.rar
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This game is not encrypted, so you can directly export models using umodel. However, this game uses virtual textures. Virtual textures are not supported in umodel. I think I need to obtain usmap files to extract files in fmodel. I tried Dumper-7, RE-UE4SS, and UnrealMappingsDumper, but none of them worked. When I use ue4ss and open the game, the console shows: [17:57:02] [PS] Failed to find FText::FText(FString&&): expected at least one value [17:57:02] [PS] You can supply your own AOB in 'UE4SS_Signatures/FText_Constructor.lua' [17:57:02] [PS] Scan failed The documentation of ue4ss explains how to fix AOB, but it’s a bit difficult for me to u…
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I'm gonna share my findings about spiderman 2, 3 and wolverine assets here. So far I made a few first tools for archives. I have a list of assets present and now comparing them. Here some examples: Heres what i found so far: Spiderman 2 (official release v1.05) has about 400k assets. And its the first game of theirs with no names in archive. But luckily we have a list of names in ... Spiderman 3 early build, which also has about 400k assets, with names, but a little different. It has about 300 new assets, and missing about 3000 old ones. So it looks like for some first tests of SM3 they removed most of the map or something, and started adding some…
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- 5 followers
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What is *.pak_hrd / *.stream2 from Project Gotham Racing 4 and can someone develop a tool that converts file formats to FBX? Tried hex2obj but it seems complex. https://drive.google.com/file/d/18beHeStWsLP2rttA57XAWwjCbS4qiyO4/view?usp=sharing https://drive.google.com/file/d/1vnQU7LFF39-W31lgy8WzuUuaSnMkWmdB/view?usp=sharing
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What is *.psdl / *.cpvs / *.inst from Midtown Madness 2 and can someone develop a map editor to import or export custom map models and races? https://drive.google.com/file/d/191zzfd7bebUGxsysN7bOVfHRzZhmAKHr/view?usp=sharing
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Hello everyone, sry if this isnt the appropriate place to ask for help. I am trying to get some models from army of two the devil's cartel. I was able to use the following script to dump the files without error as far as I can tell https://github.com/NicknineTheEagle/Frostbite-Scripts. Unfortunately, the ebxtoasset script is unable to help me get the models. Is there any tool that may work with this game's files, since it runs on frostbite 2, like battlefield 3? Nicknine told me that I should probably be looking for tools made by id-daemon, but I couldnt find them so far. Thanks in advance, have a nice day.
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I don't know if this is the right section or if the game engine section would be better, so someone could move it if necessary. Hi, I work on the Silent Hill series, and SH2, 3, and 4 use very similar file formats for skeletal models (there is no official name for them). With the help of these forums, @roocker666 find out that few other Konami games use very similar skeletal model formats. So I investigated more Konami games, and found even more games, and made a list here: https://github.com/Sparagas/Silent-Hill/blob/main/docs/Konami skeletal model games.md Of course, this could be an incomplete list, because it takes a lot of time to investigate ev…
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With noesis script, how to convert model with wrong bones location, rearrange each bone back to their vertex ? (but weight painting is correct)
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The Dreamcast version uses a format called BMD, which looking at a hex editor seems like a very simple format. Can I get some help writing a Noesis script, and maybe a breakdown of how the format works? Thanks. SWE1JPB MODEL.zip
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I've tried extracting the glob.bin file from some of Griptonite's DS games with apicula A lot of them worked but a few didn't such as their How to Train Your Dragon and Shrek Forever After games. I left one of them in the link below to see how I can go through the files Link
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Hi, I have seen a few models from Naraka Bladepoint on DA, but I was wondering if anyone knew how to successfully port models into 3DS Max or Blender? I've got NinjaRipper 2 but it doesn't like the anticheat system that it uses but the DA posts linked to the old forums which no longer exist, so I was hoping that someone here could assist either with the program, BMS file or python scripts so I could give it a crack. I know that Foobar works on audio, but I dunno bout the models. Was hoping to render my avatar in some kick ass poses 😛 Thanks in advance!
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Crazyracing KartRider is from 2006,I like this game very much,I have the files ripped but the models are in a 1s file type. Any way how this could get converted or put in straight in blender? I've seen people use hex editors to open 1s files from the game before, but that method appears to be very time-consuming and a bit inefficient, so any other alternatives would be nice. I got the .1s models using the RhoLoader tool. I have attached the file for one of the models, which includes the textures and .1s file and other. I hope to get a reply from those who know. I want a plugin that can import .1s files into blender. Gratitude cotton1.7z
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i was able to extract the .rho archives using rholoader, but all of the model files are this, this is also used in airrider, but you need to change the .arb file extension to open them, some people ripped the models via hex editing, but it's a quite hard task as you can't find a tutorial that easily, i have provided samples for the karts and the tracks since they were more promising, the tracks also link the textures to theme/envirnoment/textures as there are none in the folders there is also a post here karts track models track textures
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About To Get Started On Getting The Skeletons & Models From This Game, Its from 2007 its a wii game written in a custom game engine called Spigot. I have a download for the BDG's and a pvm for godzilla 2000 if anybody else would want to check it out. i have a bms script too if you'd want that. i would adore if anybody wants to check it out Godzilla2k GUwii.zip
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Scenes.zip I was trying to view these models. However, they use a proprietary format, and the .dll that describes them is completely obfuscated. Can you help me here? Thank you!!!
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Hi guys, I was curious about the models from this game so I analyzed some files. As we know, a lot of PS2 models don't have faces data so I decided to analyze Xbox models but for my surprise, the format is almost the same! so no faces data 😞 I don't remember an xbox model with no faces data but anyway.. This is my research: Meshes are something like this: Mesh group header unknow data Vertices count Vertices buffer Unknow buffer1 Unknow buffer2 Normals buffer UVs buffer Next Mesh gorup .. I don't know about those unknow buffers, maybe are for bone weights. Here are some pictures: Oh I forgot the sample, this is Zero(the dog), Textures are .p…
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What are *.ANI / *.EVO / *.SKL from Conflict: Global Storm (PC) and can anyone write a file format specification? Samples: https://mega.nz/folder/wbRj0Sab#6QSuxbT-dChsm2NsTTLFzQ
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Hey all, I have been looking tirelessly for a few days on how to achieve this. I’m trying to get the program Noesis to display D2R animations so I can play them (all Diablo games would be amazing too) but try as I might, I can’t get it to display the files I extracted with CASC View. I have all the .dCC and .cod files and I downloaded the Noesis from D2Rmodding that supposedly had the plugin to do just that but it won’t even display the files in the viewer. Has anyone had any luck with this? I have joined several discords including theirs, searched and posted on some forums, reached out to artists on deviant art, etc. I’m hoping to find a solution. this was ta…
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How can I extract models from tales of grace from the acf files. https://www.mediafire.com/file/6gsl16d50usbyh4/pbd003.acf/file
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Hello, all! I am writing regarding a file format I've been looking to rip for a while and have been unable to. (Specifically - These .geo files) An early dev build of one of my favorite games of all time, Oddworld Stranger's Wrath surfaced sometime last year and it has the source files for most of the content. This game was developed entirely within Maya. I have a VERY old Blender 2.49b script that uses Python v26 in order to import bundles and assets from the 2010 HD re-release of the game, however it has issues importing certain models even from that version, let alone models from the Xbox version or this dev version... I hope it helps so I'll u…
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Hey! I've been looking into the files for Apple's SceneKit used in the Animoji app, specifically the .scnz files. In the main.scnz file, at offset 1DC50, there seem to be repeating structures that might indicate 3D model data. However, I haven't had any success extracting anything meaningful with tools like Hex2Obj. The file also appears to have some kind of compression applied. If anyone has experience with these files or knows of tools or methods that could help, I'd greatly appreciate it! SCNZ files can be found in extracted IPSW firmware under the following directory: System\Library\PrivateFrameworks\AvatarKit.framework\memoji\assets\head\head.aa SCNZ…
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Here is another sample of a more standardized shape, the torus. Here I think the vertex butorus_1.zipffer is encapsulated entirely from 60 (3C) to 10031 (272F). Same pattern with the suspected index buffer as the original model post.
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Thought I'd ask if you guys could reverse this format as I need to get maps from the game intact without having to deal with occlusion culling when you rip using Melon Ripper. TEST_693 and TEST_1661 appear to be static building meshes while the rest are apparently skeletal characters as evidenced by the bone names. AGKMCmodels.zip
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