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3D/2D models

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

  1. Started by kurokozeref,

    Can't open with old tmd2 script Sample Files included chara.zip

  2. Hello all, I'm new to ResHax. And I'm opening up a new topic here because I would like to see if it's possible (if anybody wants to help me out) to rip the 3D models from this very strange and beautiful PlayStation 2 party game only released in Japan called Super Galdelic Hour. Me and a discord friend of mine managed to extract the game's data from the DATA.BIN/DATA.FAT files, and inside were a bunch of unique file formats that the game uses such as .EGG, .SEQ, .VUG, .VU1, .VU0, .MOT/BIN, and .BD/HD/SD. Each file format has a different purpose as explained down below. EGG: This is for graphics and textures. (Special thanks to BoringHexi for helping me extract …

  3. I'm looking for tools to extract 3D car and map models from Metropolis Street Racer .HRD / .NRM / .SFT / .DYP / .DYR / .DYT and other file formats. https://mega.nz/file/sKwjXaoT#1zSd2WtiOrPtS_XfU1h-pC4nQ7RsMaV0sULaSOFk6so According to the developers of Metropolis Street Racer, the car and map models are created and developed using MetGP which is not available for public.

    • 4 replies
    • 265 views
  4. Started by GabryTheSniper,

    A while ago you can easily open __data files with Asset Studio GUI just fine, they'll automatically store all downloaded Avatars and Worlds in the Cache-Windowsplayer folder and they weren't encrypted until in the mid 2020s, they now encrypted them by implementing AES-GCM encryption and it's now impossible to open them. Is there a workaround to decrypt the __data files for them to load normally? Any feedback would be appreciated! Here's an example of it in question: https://drive.google.com/file/d/1aEBdYAR9dPR2cw_Rgi-Mg9qmLgELpJvO/view?usp=sharing

  5. I'm trying to reverse engineer an old EA Bright Light game called Create. Inside the .big files, there were .ea3 and .ea3high files, which I know are uncompressed 3D models by the file structure. What I want to do is find the lengths/offsets of the mesh data so I can convert the files to .obj without having to guess where the data chunks start. The .ea3high files are largely irrelevant since all they seem to do is add a couple of vectors to each vertex (probably tangent data and whatnot). I did managed to figure out the stride of the main mesh data in some smaller .ea3 files.. The vertex data always begins with a small header that starts with PH and ends with 01 00 0…

  6. I'm looking for a plugin to import, edit and/or export custom character models for Crysis 2 mod development. The game is powered by CryEngine 3. https://mega.nz/file/kWAzkAbR#RYFz7B9C7nBh570trnlQCw1SvfKbb4XVQrWLIvLjUh8 https://mega.nz/file/ILgFUA7R#kVnv6Nu5CG__Wab9vHQl-utNEoxQe52P1L_V_F-pEdI Here is the official mod SDK which includes a level editor called Sandbox (64-bit only) and 3ds Max/Maya character model export plugins: https://archive.org/details/Crysis2ModSDK1.0 https://archive.org/details/Crysis2ModSDK1.11107 crysis2_modelexporters_3dsmax_maya.rar

    • 0 replies
    • 209 views
  7. Started by Sarah,

    This new .fdata format can be decoded with this script:

    • 0 replies
    • 383 views
  8. I'm looking for plugins to import, edit and/or export custom .pkmdl and .mpk File format spec .pkmdl: https://github.com/t3r6/pkmdlscripts/blob/main/pkmdldescription.txt And here are Alias Maya 5 and 6 plugins to export custom .pkmdl for mod development and convert 3ds Max ASEs to MPKs. painkiller_mpk.rar painkiller_pkmdl.rar painkiller_ani.rar painkillerexporters_3dsmaxmaya.rar

    • 0 replies
    • 199 views
  9. Hi, I'm currently porting characters over to XCOM 2 for customisation options and have been asked to obtain and port over some characters from Uncharted 2: Among Thieves. I have0 the .Psarc files for the PS3 game unpacked and have tried opening the .Pak files in Noesis but the only script I could find was for Uncharted: Legacy of Thieves and The Last of Us games. I was hoping somebody would be able to help me extract the meshes and textures or point me in the right direction if a compatible script is still around.

  10. Hi Here is some game file for Disney Speedstorm and some QuickBms files too. Hopefully, somebody can make a blender plugins or noesis plugins. https://store.steampowered.com/app/1537830/Disney_Speedstorm/ https://www.dropbox.com/scl/fi/4e6xioz4dgizdpqdjde1q/disney-file.rar?rlkey=81r67hynb9vels9itn89jvt45&st=g5ned6y0&dl=0 Thanks 🙂

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    • 11 replies
    • 700 views
  11. Hi everyone, I’d like to extract the CRP pack. Can you help me? It’s for private use. Thanks https://fileq.net/ydedghps8e4g.html

      • Like
    • 10 replies
    • 517 views
  12. Would it be possible to get the models from eeMemory? It appears like that the game has compressed files for its assets, which are in those .atp files (I also made a separate thread about those files, but no reply so far...) so I'm thinking of the possibility of getting the models from eeMemory instead. Can anybody take a look? eeMemory.rar I suspect that the data that starts from 0x1700000 is a model data, but I'm not too sure. I also pulled this data that I suspect to be a 3d model manually with a hex editor. Here is the file: Untitled.rar I can also find some interesting patterns, at around 0x155725a for example. These are p…

  13. I've been looking at the animation and skeleton files for Godzilla Unleashed ps2 version, specifically Godzilla 2k's files. I know the game uses the same engine-the Spigot engine-as Rampage, even though it's a different version of that engine, the file formats are similar. After viewing the thread on Rampage's files, I was wondering if there was a way for me to reverse engineer and import the skeleton and animation files form Godzilla Unleashed into the Amateur Skeleton Hunter and Animation Recipe Cracker programs, so I can then export them. I have taken a look at the files with a Hex editor and it looks like it's encrypted or compressed and the files don't hav…

  14. I'm looking for plugins or tools to import PES 4 .BIN 3D model files. These files have ZLIB compression. PC: https://mega.nz/file/8LoEiYRJ#bTKfA-sw-TYQBIZVAiiHXVrwyF1m0mWz-ZbqjNEES9U PS2: https://mega.nz/file/waQgybST#PmLgJO4jsGCiF7Z6NsvvNtCp4_EOCK8fAuP2i-5vryk

    • 0 replies
    • 164 views
  15. Started by KuWuniss6,

    This game is built with the Unity3D engine, and its assets appear to be compressed. Asset Studio cannot load them properly. PK markers are present inside the package, and the overall compression format is LZ4HC. I need assistance decompressing these files so they can be viewed normally in Asset Studio. characters-.7z LOOK LIKE

    • 0 replies
    • 184 views
  16. Hello I am trying to Rip the models from FFDD and I can import the archives but they can't be exported from the hierarchy so their materials aren't able to be extracted meaning his model has no materials set up any idea how to extract the mesh again but with the materianls included shoot I forgot the archives here is the file for Warrior Of Light EDIT UNITY NUMBER IS 6000.3.9f1 02f100f34075b967ef2bdb6c11f63576.zip

    • 0 replies
    • 216 views
  17. I extracted the files from the game Evil Genius 2 but now? How do I convert them to FBX or OBJ?

  18. 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
    • 207 views
  19. 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…

  20. 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?

  21. 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
    • 147 views
  22. 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
    • 586 views
  23. 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…

  24. 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…

  25. 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

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