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3D/2D models

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

  1. 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
    • 1.4k views
  2. 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

  3. 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…

  4. 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…

  5. 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
    • 1.2k views
  6. 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

  7. 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

  8. 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
    • 2.5k views
  9. 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…

  10. 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

  11. 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?

      • Thanks
    • 3 replies
    • 3.3k views
  12. 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…

  13. 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…

  14. 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
    • 1.9k views
  15. 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
    • 1.2k views
  16. Coming here to see if anyone may be able to help me with some files from the game Closers. I know already how to extract the files via this tool/method here to get the models that are in .x format and then convert the models using MeshConvertWindow.7z by selecting x binary so I can open them In PMX editor but they aren't paired with any bones. There are files within the game for each character ''Motion.XMD'' which I believe stores all the animations for the characters. Ive included a link for the raw files of one of the playable characters which is split in many parts and an NPC which is in one piece along with the XMD files for anyone who would be up for helping me to de…

  17. Hello guys! i wouldn't bother you with this request if it wasn't so necessary! i want to extract the game files from my favourite NSFW game so i can decensor it, but the game files are encrypted in .pac format and i wasn't able to unpack it even after using the most popular .pac unpacker tools..meaning that the archive is in a a proprietary file format. I really need an help here....Thanks in advance! https://drive.google.com/file/d/1moarE-qTOyYbkdKM9q--pmo-BO9mLMZy/view?usp=sharing

      • Like
    • 2 replies
    • 1.5k views
  18. Will anyone analyze this *.o and *.sim from the PC version of Need for Speed: Hot Pursuit 2 and find existing tools to import *.o? Samples: https://drive.google.com/file/d/1M3rJfyIXs3wz1dxwclvGC1xYv3PO7BVL/view?usp=sharing https://drive.google.com/file/d/1R5qV-mn2IZyAUscW0ULNvA9pgsVynPFQ/view?usp=sharing

  19. Hello Everyone! Im making this post to ask for some help in terms of trying to unpack or open and extract models from i presume a RenderWave file format that is from the Battle Gear 4 Tuned game. As far as i know from my research it stores just the models. Here is an example file of one of the cars: Car File.7z I would be grateful if someone takes a look at this and tells me exactly how to get the car models out of those files.

      • Like
    • 2 replies
    • 1.6k views
  20. So it turns out I actually managed to get files for assets from Cabela's Dangerous Hunts 2013 (which I believe also runs on a similar version of CloakNT like Jurassic: the Hunted) but I'm unsure as to what to export the models. The models are in .msh format and I can't find any tools to make much use of them. Here's a sample in case anyone has something on your that can extract them, and please do let me know if there is a tool for Blender or Noesis that can properly extract the models. Oh, and I should add that I used the QuickBMS script cabela_crs.bms (the files are encrypted in crf format but I guess it's the same as crs). Lion Sample.zip

  21. Started by black_racer,

    Spoiler Spoiler Screamer 4x4 (Pathfinder) Archive *.cod -data container Mesh data (cars, drivers, prizes) *.dat -mesh format (verticles.dat, faces.dat, norms.dat, fnorms.dat, mapcoord.dat, textures.dat) Maps data *.tre -terrain objects ??? *.height -max terrain height data ??? *.min -min terrain height data ??? *.rgb -terrain color data ??? *.spl -??? *.dat -??? Textures *.tga -standart TGA images format *.tex -texture format with Mip Maps data *.32 -UI textures format *.32a -UI textures format with alpha Sounds *.snd -soun…

      • Like
    • 24 replies
    • 14.7k views
  22. Started by mengxingchen,

    The Python script used by Heroes&Generals for Noesis is no longer valid. Can anyone improve it mesh.7z fmt_HeroesandGenerals_hgdata.py

      • Thanks
      • Like
    • 6 replies
    • 1.8k views
  23. Started by Yamato_Nagasaki,

    there was a xentax tool name GERExporter but i cant find it somewhere gxt textures just dds

  24. Started by mrmaller1905,

    What is .bin from Superstars V8 Racing (PC) and can anyone analyze this file format and make a custom 3ds Max plugin to import or export .bin and a 3D map editor developed with ImGui? Samples: https://drive.google.com/file/d/1EtUyx7Niqvd48eN30ZfJAaQcXBIuNP5y/view?usp=sharing https://drive.google.com/file/d/1qDK8FtNahZ544bY5uaPrLLmtqcP8iTm5/view?usp=sharing

  25. Started by fdtggf,

    I download this from emuline.org but I don't know how to extract model and bones on this file Anyone can help me? Sample https://mega.nz/file/0J4zHASD#QnKGMmjCOQuBKhZVNXogB52bgbEJJIN7K_EXvy8YKi8

    • 0 replies
    • 792 views

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