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Zero Tolerance for Disrespect

3D/2D models

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

  1. Started by purupeou,

    With noesis script, how to convert model with wrong bones location, rearrange each bone back to their vertex ? (but weight painting is correct)

    • 0 replies
    • 765 views
  2. 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

  3. Started by BillyBnMOfficial,

    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

  4. Started by cobaltbluebengal,

    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!

      • Like
    • 13 replies
    • 11.2k views
  5. 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

      • Like
    • 10 replies
    • 2.3k views
  6. Started by testing4562145,

    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

    • 12 replies
    • 3.4k views
  7. 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

  8. Started by p4ka,

    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!!!

  9. 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…

      • Like
    • 10 replies
    • 3.2k views
  10. 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

  11. Started by Whiskey,

    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…

    • 0 replies
    • 1.2k views
  12. Started by blacknight411,

    How can I extract models from tales of grace from the acf files. https://www.mediafire.com/file/6gsl16d50usbyh4/pbd003.acf/file

  13. 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…

  14. 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…

  15. Started by utopiadeferred,

    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.

    • 3 replies
    • 1.1k views
  16. 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

  17. Started by blacknight411,

    Do anyone find out how to get the texture from the g4tx I try the yokai watch 4 script work with the c04704020.g4mg but not the c04704020.g4tx here the sample with script use lastest ver noesis. oh use noesis for the cpk https://www.mediafire.com/folder/8f1njlfgs0m4v/Ni+No+Kuni+II

  18. Started by 毓甄智铭,

    Naraka:Bladepoint更新换加密了 请问大家有新的QuickBMS脚本吗

    • 2 replies
    • 2.3k views
  19. Hello! Please forgive my previous rudeness, Because I really want this game's model, I have decided to seek help again. I'm wondering if anyone has ever managed to pull any models from the mobile game Super Mecha Champions? It also have Steam version. I think the models are stored inside .npk files, when I use the QucikBMS scripts provided by TeaEffTeu, but it doesn't seem to be effective. By crash report, It seems the script's offsets is wrong, but I don't know how to do. The game's resources are all too large that I can't upload to the website. But I have a sample file. https://mega.nz/file/46MT1I7L#M4ATkgCfrzIkjPEfLz7800uK3x-YSFUQkysmDu…

  20. I know I keep opening new topics like that, sorry for that. But anyways, I know there's a Japanese and US version of Wangan Midnight Maximum Tune 3 arcade game so I'm curious about the 3d model formats of this game. Is there anyone to look into these .igb sample model files? I can handle the texture as it can be opened in a readable tga form with paint.net gem_997_AVA.7z

  21. I used QuickBMS to extract the .g1t file. (use this script) Using Noesis, I was able to see the textures. The purpose is to hack the textures of this game. I want to change the texture color etc. But, I've just started using Quick BMS and don't know much about this tool. Is it possible to modify the .g1t files in the extracted folder, and then use this tool to convert them back to .fdata format?

  22. Hey, so ages ago on xentax people were able to crack the .rax format for the xbox 360 build of Battlefront 3 making a UU3D plugin and a blender 2.49 plugin, but it seems like Free Radical changed the file formats for both models and animations for the Wii version as it's a much later version of the game then the xbox 360 build that was released. The wii version does hold more updated assets compared to the leaked x360 build, that's why i've come here to see if anyone can help crack the format. I was hoping someone could take a look at them and see if there is some way to get them converted with rigging, Some of the people that have looked into it on the FRD Arch…

  23. I've tried to look into it yesterday but there isn't as much information, and the only working and still available tool to extract ModNation Racers models works extremely bad (http://zenhax.com/viewtopic.php@t=14618.html, https://www.vg-resource.com/thread-39129.html), textures don't export properly nor do the models. There is another tool that could also extract the models from LBP Karting (https://github.com/ennuo/ufg, used to work with models from games developed by United Front Games, mainly MRN and LBPK) but the only working build for this tool can only be found in the actions tab, and it has been long since it expired. I heard that with Model Researcher, y…

  24. Hello everyone, I would like to ask for help in extracting the 3D models (*.mcms) into any other format. The game was created using the Mascot Capsule EruptionST Engine. I’ve included a *.mcts file, which is the texture file, in case anyone wants to take a look. I would be very grateful if you could help me. sample files.zip

      • Thanks
    • 6 replies
    • 1.8k views
  25. Started by kynoreum,

    Would anyone be able to help? I'm trying to rip models and textures from the arcade game The Simpsons Bowling. Interestingly it seems to use files similar to ones used in PS1 games, or at the very least, PSXPrev can pick up corrupted versions of the textures. The archive is split into 16 512kb files but I think when ripping they would need to be combined into one file, as each archive has data immediately following the previous one. I've edited the archives together and uploaded them here. Any help would be appreciated. FL_SUB.zip

      • Confused
    • 1 reply
    • 1.1k views

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