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Zero Tolerance for Disrespect

3D/2D models

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

  1. 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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    • 1 reply
    • 294 views
  2. Now that it's been updated, I have a new understanding of the framework's structure.

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    • 10 replies
    • 673 views
  3. Started by marco1990,

    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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    • 18 replies
    • 1.1k views
  4. 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?

    • 1 reply
    • 399 views
  5. 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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    • 5 replies
    • 541 views
  6. 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…

  7. 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…

  8. 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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  9. Does anyone have an idea to start a new plugin that imports DCMs and world.dcw and export custom meshes? Tried team6tool by ermaccer but it doesn't work for Taxi 3: Extreme Rush. taxi3extremerush_dcm.zip taxi3extremerush_dcw.zip

    • 2 replies
    • 423 views
  10. Started by blacknight411,

    Do anyone know how to open these files.https://www.mediafire.com/folder/uv6yqlfn10p86/ef

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    • 177 views
  11. Are there fixed alternative tools or plugins that can import GEOMETRY.BIN and STREAML2RA.BUN from the console versions of Need for Speed: Most Wanted (2005)? NFS-CarToolkit by nfsu360 works for the PC version but doesn't work for console versions. Most Wanted shares the same format as other games including NFS Underground. Some files have JDLZ compression. https://mega.nz/folder/0PJA0byI#wBja-Wf_7F5grif-9WWpdQ

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    • 249 views
  12. What is GEOMETRY.BIN / STREAML5RA.BUN from Need for Speed: Carbon and does anyone have an idea to analyze this file format and start a new tool or plugin or map editor to import GEOMETRY.BIN and STREAML5RA.BUN or export custom car models? The files like GEOMETRY.BIN and TEXTURES.BIN have JDLZ compression. https://mega.nz/file/FeQwWbiK#MvZXwGNHFNY8iKne6IPN_Ormw59-5XGONGIv0jBpZro https://mega.nz/file/MThkyRqb#w1ANpJhdKDOAx74uHJYhIIcduhva_ouJ-2mBrFksyDU

    • 5 replies
    • 423 views
  13. Can someone pick up this project?: I want to know if you can get more models, textures from "Taz: Wanted".

  14. Getting these models has already been possible but I'm trying to look for a way to streamline it and finally manage to extract rigging, I would like to eventually make a Noesis script for these or something similar but I've got no scripting experience so I'll focus on rigs for now. Using Advanced Mesh Reaper - Extreme, I've recently been able to get blend weights and just automatically generating the rigs which leads to mixed results. Bones seem to be assigned to the verts correctly but are not parented to each other and are located incorrectly and leads to the mesh deforming weirdly. I have absolutely no prior knowledge of getting rigged mod…

  15. Hi there. Love & Deepspace is a Unity game made for Android, I've been able to locate AB files and exact them safely however they seem to present either compression or encryption but I am not familiar with Unity assets. You can find a sample here in the shared zip, if anybody has an idea how to open these AB files it would be very welcome. samples.zip

  16. Started by mrmaller1905,

    What is .3di from Delta Force and can someone make a new Blender or Noesis plugin? Tried SeeSharpCode's nova-3di-lab but it currently only supports Delta Force 2 https://mega.nz/file/dK5TgJba#O8fuRFLmVrrad-_0R56f7g1fx_BG0wx75AMMQvnKTdU

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    • 8 replies
    • 3.9k views
  17. Hi guys, I was wondering if anyone could help me process these models. The format isn’t documented, but I’ve been analysing the data from them for days. They don’t have a file extension, but internally they share certain similarities. I’ve included the details below, along with this link to some sample models: https://github.com/randalfcastro-tech/Spintires 1. General file structure The file is a hybrid format: 2. INITIAL HEADER First bytes: First 4 bytes: block size or pointer Endianness: Little-endian 3. XML BLOCK (Materials) Starts as embedded text: …

    • 16 replies
    • 1k views
  18. Is there going to be any tools to extract models from death stranding 2, I know there’s a tool for death standing 1 so don’t know if that’ll get updated

  19. I've seen this topic and it brought me a new approach: Basically I've been researching the PS3 beta builds from Until Dawn since 2016. Over the years several builds had been leaked and can be found in WebArchive. So basically these builds are running in the Killzone 3 engine (before being called Decima Engine). They're pretty much the same in almost every aspect. I've been trying to extract the character models for several years without much luck, until I found that Blender plugin. I've tweaked a little bit with my little knowledge and Claude AI. But I'm stuck with the faces being all over the place. Stream layouts are defined in VertexArrayResourc…

  20. Hi, there´s a way to extract the models from Enthusia Professional Racing game in .obj or .fbx format. I extracted the files using a tool from github developed by nenkai.Enthusia files.rar

  21. Started by mrmaller1905,

    Does anyone have an idea to start a new proper alternative plugin that imports Metal Gear Solid KMDs? I tried Jayveer's KMD plugin for Noesis but I get a lot of triangles split into many groups and has broken face windings. Here is the file format specification for KMDs: https://github.com/FoxdieTeam/mgs_reversing/blob/master/source/libdg/libdg.h metalgearsolid_ps1_kmd.rar

    • 8 replies
    • 560 views
  22. Can you try to analyze .d9m / .jsm / .zdf from Juiced 2: Hot Import Nights (PC) and start a new tool that converts into OBJs and Blender import script that imports file formats, and start new file format specification? https://mega.nz/file/ITxExRKZ#hPvn0bwUaTQxDeemipWcnORdSANojmQgZ3C5nz3MlOU https://mega.nz/file/keYWnL5D#LEFjqUWsjT7KP231hu71BWb-L1k4xf8uKCUaaNvs0sk https://mega.nz/file/oDwDmbQb#bxcjSFX071Krry0IxJlANOSSMyKtkoLynEmIF_83bKw

  23. Started by id-daemon,

    I'm going to do tools for it, and release it here on reshax. I plan to support characters and maps, like it was before with FF7 remake.

  24. Started by Grounder,

    The format is actually fairly well-documented. The problem is that none of the tools available for ripping them work quite right. None of them handle materials, the ones that handle UVs get them blown up to a ridiculous scale, and if there are vertex colors, the model is going to break entirely. The Noesis script linked is the closest to being correct, but it appears to be mistaking colors as a third UVW vector. I'm mostly hoping for it to be fixed so that the majority of models in this format can actually be properly ripped, even if the actual materials have to be manually created. In the following ZIP, I've included several examples from the Machi-Chara sof…

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