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3D/2D models

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

  1. Started by BrunoElias2024,

    I have decrypted these files from the Soul Sacrifice Delta video game and I need help putting them into Blender. Here are some samples. ๐Ÿ˜€ MDL.7z They should be completely decrypted.

  2. I initially wanted to make a topic for help with the animations, but I realized there wasn't a proper model importer either, and it's a bit hard to have one without the other. Game is built on the Dunia Engine, a heavily modified CryEngine. The archive files are extractable with this tool; https://downloads.fcmodding.com/others/fcbconverter/ Model files are .XBG, textures are .XBT, animations are .MAB, textures are extractable with xbt2dds by cra0 There was a 3DS Max script (direct download from a ResHax post) made for the meshes, but imports no weights, along with the bones being named "Dummy000" and so on, so this was a fail. There was a Noesis scrip…

  3. Started by mrmaller1905,

    I tried hex2obj but I'm getting broken meshes. What is *.xbg / *.hkx from Far Cry 2 and can someone make a Blender or Noesis plugin to import or export XBGs? Samples: https://drive.google.com/file/d/1jDBbAzoT__k6W9wePVBJY7DC3SxMz4n3/view?usp=sharing

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    • 9 replies
    • 2.4k views
  4. Started by KuWuniss6,

    The file size is quite small, so I reckon its format can be identified quickly. I havenโ€™t got home yet though; Iโ€™ll examine the structure thoroughly once Iโ€™m back. Fingers someone can work out the parsing in the meantime ๐Ÿ˜ bli.7z

    • 2 replies
    • 208 views
  5. I have been trying my hand on trying to properly extract models from Mafia 3: DE and Mafia 1: DE sds files. While the models can be extracted using Mafia Toolkit and the following tool provided, the quality of the model that tool exports is rather rough as there's a lot of shading artifacts upon importing the model into Blender. Plus, the model skeleton is practically unusable and the bones are unnamed. Based on what I have seen when I was working with Mafia II models, I have noticed that custom paint liveries are stored in a different uv map. My hunch is that the decals and liveries uvs in Mafia 3 and Mafia 1: DE are stored in a similarly manner as in Mafia II…

  6. I'm trying to export and edit the models from this game. From what I understand so far, the game uses a 3D model archive-like format called TgMD. A TgMD file can contain multiple model parts, such as the character body, accessories, hair, masks, and other optional/variant parts. The textures seem to be TIM2-based, but with a different/custom header named K2Tx. They do not seem to be too unusual otherwise. The format appears to store several things together: geometry, textures, UVs, possibly animations or animation-related data. Inside the TgMD, I have found a few different block types: KMDs = main geometry/model data KMDp = additional parts, details, varian…

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    • 14 replies
    • 711 views
  7. Hi there, been trying to find tools for extracting ufc fighter models but had no luck finding anything available. I came across someone who extracted all the head and body textures for ufc 3, but no 3d models of their body and heads. If anyone knows how to or can make a tool for it Iโ€™d appreciate that and probably sort some commission out for it.

  8. Hello guys, this is my first thread in this forum, I was recently digging some model resources from the PSP game yugioh tag force, I've managed to get the texture file, it's in .gim format. whereas the models, I assume, are stored in .tms, and .tmt will be animations, but that's the farthest I can go with these now... So here I am asking for pro's help~ ใƒฝ๏ผˆโ‰งโ–กโ‰ฆ๏ผ‰ใƒŽ I've uploaded the model files in case anyone needs to take a look sample files.rar

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    • 4 replies
    • 1.4k views
  9. I have managed to reverse the 3d files fairly well. I can get the vertices, normals, faces and (multiple) uvs out of the files, but there is still some mystery data in there. The files are in little endian order. This is a screenshot of the hex dump of a very minimal 3d model. It's a quad: 4 vertices, 2 faces, 4 uv coordinates. No normals, no skinning data. The first 2 things I've surrounded here are some kind of asset meta data, header and footer. The only field whose meaning I know is the first 4 bytes, which is the size of the payload. (320 in the screenshot, highlighted with a peach background) The first 120 bytes of the mesh file I have just igno…

  10. Started by KuWuniss6,

    It looks like this is a file container. Textures are stored at the beginning, mostly in DDS format with clear DXT tags that indicate resolution, bit depth and file size. You can use this information to calculate the number of textures and locate their offsets. GHG.zip

    • 9 replies
    • 384 views
  11. What is *.pak_hrd / *.pak_stream from Project Gotham Racing 2 and can someone take a look at these file formats? Samples: https://drive.google.com/file/d/1ElXoqrmgYtrr4kt7ZSWkrgelZJMNnQZt/view?usp=sharing https://drive.google.com/file/d/1d3vQ3HKn5kRs0--t5jjxhTej8U0fiitu/view?usp=sharing

  12. Hi guys, could anyone help me with some information on how to extract/convert these SPR files to TGA/DDS or another more modern image format? Iโ€™ve tried the most well-known tools like Dragon UnPACKer, QuickBMS, etc., but I havenโ€™t been able to figure it out, even with the help of AI tools. Iโ€™m attaching a RAR file with the SPR files included. Cursors.rar

  13. Started by mrmaller1905,

    Can someone take a look at *.pssg from all GRID and DiRT games? 3DSimED is a shareware release so it won't export. Samples: https://mega.nz/folder/AX5EUQhZ#kh6NSGPC5GUPO4JlecYC1A

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    • 19 replies
    • 4.5k views
  14. Looking to see if anyone is interested in this, 3D models/geometry isn't exactly my strongest skillset (which I'm sure you will soon notice). I was originally inspired by an old thread on Xentax for other Rareware games (primarily Grabbed by the Ghoulies) however Live and Reloaded seemed to get skipped over since no one could figure out the compression the game was using. Fast forward a few years and i learned that Xemu had a debugging feature with support for IDA which is a tool I'm fairly familiar with, using this i was able to extract the x86 assembly instructions the game uses to decompress the game assets and write a wrapper for it allowing me to unpack the…

  15. I have been trying to Rip Models and Maps from this game for a while now. The steam user "tchaek" seems to have figured out how to rip the models as they have made Gmod models of the Monsters and Ghosts, they used their own python scripts. Is there anybody who knows how to do so. I have used Game Extractor to get all of the Textures, from the NPCs to the Map Textures.

  16. Hi, wondering if I could get any help on this. SAO HF uses a variant of the established PSP GMO format that Noesis cannot parse. The chunk structure seems to be the same as standard GMO, each with a header consisting of a 2-byte LE chunk type ID, 2-byte LE chunk header size, and 4-byte LE chunk total data (header + data) size. However the developers seem to have customized the format, adding in custom parameters at the start, and possibly changing around some of the ID mappings. For now I've been able to track the tree structure and visualize it, but not sure how to figure out what data goes where and how to feed this to Noesis or similar program…

  17. I tried Hex2Obj and Noesis plugin but I got clumped characters. Can someone fix this? projectigi_characters.rar

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    • 19 replies
    • 2.8k views
  18. whenever i use a8tool to drag and drop these files, they do not parse properly, command line shows for a few seconds and instantly closes with no converted fbx file unlike the final builds, they do not appear to properly parse for some reason, i have analyzed it in the hex editor but it's probably the additional glass meshes (this happens on any model from this build, not just the vehicles) final working samples non functional beta assets for the textures themselves, they are encrypted dds files but even then there's a script for them so they are not shown bizarrely, they work vice versa when put into the final game

    • 0 replies
    • 167 views
  19. Started by KuWuniss6,

    This appears to be a regular archive marked with the PK signature, which you can extract easily. However, the internal files are rather scattered, and models as well as textures should be stored inside. NJR.zip

    • 3 replies
    • 218 views
  20. Started by mrmaller1905,

    Does anyone have an idea to start a new plugin that imports Street Legal .scx files and convert map models from RPKs into Wavefront OBJs? Here is InvictusExportV3.dle which is used to export custom car models SCXs using 3ds Max. And here is the resource manager that allows authors to compile RPKs. streetlegal_scx.rar streetlegal_scx_exporter_3dsmax.rar streetlegalresourcemanager.rar

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    • 13 replies
    • 695 views
  21. Started by KuWuniss6,

    This is a compressed file, but the actual data offset is unknown. The file only seems to record the length of the filename and the filename itself; the rest is unidentifiable. The internal file appears to be a model format used in the RW engine.fmb.7z

    • 6 replies
    • 511 views
  22. any idea how to rip the .mods from DMC4SE with the bones also? I've been wanting to get the models for Nero anyhoo Here is some samples (Of Dante) pl006_03.zip

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    • 3 replies
    • 235 views
  23. What are *.pcf / *.pdf / *.pmf / *.psf / *.xcf / *.xdf / *.xmf from 50 Cent: Bulletproof and can anyone take a look at these file formats? Samples: https://drive.google.com/drive/folders/1lfDOmr01UDwENHdkq2s3YMkdwQt7DLlR?usp=sharing

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    • 4 replies
    • 1.5k views
  24. Would it be possible to make a Blender Addon that can import uasset files from Life is Strange: Remastered, Life is Strange 2, Life is Strange: True Colors, Life is Strange: Double Exposure, and Life is Strange: Reunion? I tried using this uasset importer for Life is Strange Remastered but it didn't work and gave me an error. Link to addon: https://github.com/matyalatte/Blender-Uasset-Addon

  25. Started by valentin160683,

    Hi, I was able to extract the models from the Hajime no Ippo game on my PS3, but I don't know how to import them. The game freezes when I try to load a fight. Does anyone know about the .dae.phyre format?

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