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3D/2D models

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

  1. 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.

  2. 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…

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

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    • 19 replies
    • 3.2k views
  4. 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
    • 224 views
  5. 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
    • 286 views
  6. 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
    • 766 views
  7. 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
    • 692 views
  8. 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
    • 300 views
  9. 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
    • 1.6k views
  10. 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

  11. 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?

  12. Started by id-daemon,

    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…

  13. 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

  14. 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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    • 181 views
  15. 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

    • 1 reply
    • 877 views
  16. 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

  17. 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…

  18. 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.

    • 1 reply
    • 363 views
  19. Started by blacknight411,

    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

    • 1 reply
    • 310 views
  20. 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

    • 6 replies
    • 894 views
  21. 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

    • 0 replies
    • 186 views
  22. Started by saygo,

    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.

  23. 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

    • 1 reply
    • 205 views
  24. 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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    • 12 replies
    • 1.6k views
  25. Started by HaoMao,

    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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