3D/2D models
Post questions about game models here, or help out others!
765 topics in this forum
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Here is experimental version of dump tool for full version of Battlefield 6. (attached in the end of this post) For almost a whole year now since beta versions it was possible to use my set of tools to get ANY files from it, be that beta or full version. The only problem was "update" folder that was not supported as it is. To get it dumped, you had to move files from update folder to data folder. Each subfolder inside "update" has "data" inside, and you have to move contents to main "data" folder. It does not overlap and work as intended. Now i made this new version which must scan update folder and add data from it. Important change of .INI file is th…
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I wanted to be able to modify the model, or convert it. I tried to get Noesis to read it, or Blender, but it doesn't work. It doesn't looks complex. If anyone can help, I would be grateful. PL01.zip
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I'm working on a set of tools for Dragon Age Veilguard. So far, i have dump tool to extract all files, all models can be converted. Also i have fixed the usual frostbite distorted faces. Now checking if something needs to be done with unified skeleton or textures, and then tools will be published here.
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Looking for tools that can recompile and reimport custom character models for Delta Force: Land Warrior (PC) .3di for custom mod development. Here is the file format specification if you want to analyze: https://github.com/Novahq-net/NovaResearch/blob/main/Shared/3DI File Format.md deltaforcelandwarrior3di.rar deltaforcelandwarriortextures2.zip
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Can anyone analyze these .mesh/.track/.animesh/.skeleton file formats and write a tool or new Blender plugin to import .mesh and .track? Thanks in advance. motogpurt_trackmodel.rar motogpurt_bikemeshes.rar motogpurt_charactermodelandskeleton.rar
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I want to open this 3D model from the PS2 game Digimon World Data Squad, but I haven't been able to open it with anything. Can anyone help me? chr131.rar
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With the Killzone crossover with Helldivers 2 being brought back, it reminded me of how I wanted to get the Killzone 2 (and maybe 3) models, getting access into the files isn't hard, typical PS3 stuff. One big PSARC file, and that's about it. Extracting it leads to getting the .core files that seem to contain everything (to my knowledge at least the models, and likely the textures, but the file sizes are a bit small), which later versions of the engine (Horizon Zero Dawn, Death Stranding, Until Dawn) seem to still use, although they've been certainly upgraded since this game. id-daemon did a tool for the PS4 Killzone game, Shadow Fall, but unfortunately th…
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What is .md3 and .bsp from Quake III Arena and is q3data.exe part of official modding tools and does anyone have an idea to explore 3D models and animations and develop custom character models .md3 and map models .bsp? Here is the MD3 file format specification written by TJHui: https://rewiki.miraheze.org/wiki/Md3 Here is the game's source code uploaded to GitHub by id Software: https://github.com/id-Software/Quake-III-Arena and here is the official modding tools (with source code) that allows authors to compile ASE or 3DS (used for old versions of 3ds Max) files into .md3 using Q3Data and Q3Radiant. quake3arena_md3bsp.rar quake3arena_tools.rar quake3a…
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im looking into extracting models from days gone and havent seen much on the internet of available tools or people uploading models. ive got fmodel and can extract the raw data but cant view models or anything like that, same for umodel it basically just doesnt work for days gone. i also did install a blender plugin for .uasset and that didnt work, now i saw something mentioned that days gone uses a custom unreal engine 4 system or something so thats why fmodel and umodel doesnt work. if there are any plugins or tools for this game id very much appreciate being pointed in the right direction.
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Do anyone knows how to open this tri-Ace game sorry could't download the files because of the long gb. Ok I extract the ISO the problem is it different went you do that I can try send you 4.28 gb file just ask. https://www.mediafire.com/folder/a51ks5v56c4y5/rs
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The character models I exported to Wavefront OBJ using the Noesis plugin have broken polygon normals. Are there ways to fix these? https://github.com/Jayveer/MGS-MDL-Noesis mgs3snakeeater_mdl.zip
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Does anyone know how to extract models from DriveClub (PS4)? I've seen mods for other games (AssettoCorsa) made from DriveClub. The quality of the cars is quite good with the correct topology. The models are extracted, but I couldn't find any information about tools and converters. I extracted 2 PKG archives with PKG PS4PKGViewer.v1.5-LMAN. (screenshots below). There are .dat files in them. I can't unpack them. I tried quickbms but it can't decompress, in the process some temp file is created and then it is deleted immediately.... Maybe someone has all the tools and can tell me how to do it or extract all the machines and post them as an archive here, please?
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Looking for a tool or plugin that imports GEOMETRY.BIN and STREAML1RA.BUN from console (PS2/GameCube/Xbox) versions of Need for Speed Underground. nfsu360's NFSCarToolkit doesn't work for console versions. Here is the file format specification for GEOMETRY.BIN (PC version): https://github.com/ExIfDev/NFSU_model_research/blob/main/Research/NFSU_format_documentation.md https://mega.nz/folder/cOAERBKY#BxHFNBVZlm6AgifxUnER5w
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Here are some sample files For the most part the format is similar to Ghost of Tsushima but I'm having a hard time finding the UVs the Noesis plugin for Tsushima also doesn't really work as it is for pc and ps5 so the resulting images are swizzled, any help would be greatly appreciated.
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- 7 replies
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What are .FML / .FMO / .FCL / .FMH / .FCL from WWE Raw (PC) and are there existing tools or plugins that can import FMLs into Blender? wweraw2002_pc_3dmodels_animations.zip
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I'd like to be able to modify the 3D models in this game, but to do that I need to be able to extract and import them. So far, what I've noticed is that their header is always (54 67 4D 44) [TgMD], the animations always seem to have the header (4B 4D 44 73 71) [KMDsq], while the textures are basically TM2 with the header (4B 32 54 78 80 00 00 00 80 00 01 00 80) [K2Tx€] located at the end of the model. It seems quite simple and organized, but so far no program I've tested has even been able to read it. What I also know about the game is that the models were made in Softimage, and the engine seems to be a custom Renderware engine; I imagine the mode…
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Hello! I tried to rip models from Spore Hero, and I was able to handle the vertices and UV coordinates, but I had problems with faces: I can't find their exact data at all. All I know about the rpm structure at the moment is that polygons have a "blocked" structure: a polygon that consists of faces(?), vertices, UV coordinates, and possibly some other information. Each such polygon has the following header: 50 48 01 96 01 34 00 31 01 46 20 11 00 00 07 00 00 00 07 20 00 00 0A C8 00 00 0E 34 00 00 00 00 All I can say about the header is that 01 34 indicates the number of faces. How can I understand this if I can't display them? Well, the game Spore has exactly th…
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The game maps use this format; each level has a map divided into sections. I'll also send the textures to help with visualization. If anyone knows a way to edit or convert them, I would be grateful. ST01-TEXTURE.zip ST01.zip
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Now that it's been updated, I have a new understanding of the framework's structure.
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I'm looking for a conversion of the Tokyo Extreme Zero map (2001 PS2 version). There was a project started on the Zenhax forum, but it wasn't finished. I want to extract a specific sector. Thanks for any information. old topic https://www.zenhax.com/viewtopic.php@t=3291.html
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ive decided to come here because lowk i want to rip a world boss model for personal use, since i like having models of my favorite characters and having them as a 3d model can be really helpful especially when i need to have a full reference of their design, however ive never actually ripped from an online game and im quite fearful of losing my account to my selfish needs how do i go about with this?
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Hello does anyone know how to import the models for "Lupin III: Lupin is dead, Zenigata is in Love" Thanks here are some samples 01NP6566.zip
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you can post the sample file related to any Ridge Racer games till Slipstream mobile, so I'm starting with my sample model file from Ridge Racer 7 PS3. Since I was importing it with this blender addon, it gave me different errors for wheel mdl and car mdl. car error: Python: Traceback (most recent call last): File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\Ridge-Racer-Blender-Addon-master\__init__.py", line 42, in execute return import_ridgeRacer.main(self.filepath, self.clear_scene) File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\Ridge-Racer-Blender-Addon-master\import_ridgeRacer.py", l…
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Writing an off-shoot of this thread since there's another version of the game built by a different studio on an entirely different game engine: This version of the game was created by SCEE London Studio sometime around 2008-2010(?) and is created on a heavily modified version of the singstar engine. There are also references to an EyetoySDK found inside the game assets. The .model format they used seems straightforward enough with there being close to no compression or encryption at all other than the entirety of game assets being stored in the usual London Studio .PKF package. The characters skeletons seems to be stored separately in the .sk…
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Hello, i've been trying to extract skeletal meshes from the games with this plugin made by the emergency community: https://em-hub.de/filebase/file/567-blender-4-2-v3o-plugin/ while it works smooth with static objects (cars, props, level parts), objects with armature are a nightmare. not sure if the emergency games use the format for characters. lula 3d characters get very distorted. The Character imports without armature and every bone basically set to location 0,0,0 which gives you this: The mesh isnt even seperated into submeshes that i could puzzle together. you get one solid object where every bone sets the mesh part to world origin. Good fe…
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