3D/2D models
Post questions about game models here, or help out others!
831 topics in this forum
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Way back in 2013. chrrox over on the XeNTaX forums posted a Noesis script for Imageepoch PSP games, with the strange quirk of being able to rip models with bones, but not vertex groups. Naturally, this meant that the armature was barely usable beyond a general reference point. A decade later, and I'd really like to be able to get the models out of the game in their entirety. Attached is the script, and a few sample .mdls brs.zip
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Before anyone suggests the 3DS Max plugin, yes, I know it exists but I do not have the time or hard drive space to find a way to get that working so I'm using my sometimes reliable Advanced Mesh Reaper. I've been at these just to get a few prop models and I've been stumped on one type of model, I was able to figure out the mesh for obj_cheesegorgonzola but other models like obj_autochefhead are stumping me (all the verts are strangely in a blocky formation without having a shape to it), I've tried changing the stride, data type and even switching from little to big endian and nothing seems to work. I've attached both example files so someone could possibly figure out w…
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As far as anything is known about PS Move Heroes, there isn't anything known about it due to how non-existent the ripping scene is for it. However, I do think that Nihilistic Software's in-house game engine—NOD—may have been used as Move Heroes' game engine as Nihilistic's first two PS3 titles—Conan and Zombie Apocalypse—are very identical in structure and files. Although for what it's worth, there was an SDK that had managed to leak online but it's for their very first game, Vampire: The Masquerade - Redemption. Alongside that, there's also this research paper on the engine as it was during the development of their unofficial second game, Starcraft. Other than those, tha…
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There are at least two types of i3d file formats, used within the .i3d files used in ape escape 3 and Rule of Rose uses .i3d files in .mdl files. I3D_BIN: Mesh ✔️ Bones ✔️ Skin ❌ I3D_I3M: Animation ❌ Tools: https://github.com/Durik256/Noesis-Plugins/blob/master/fmt_i3dg.py - Supports meshes. fmt_RuleOfRose_PS2__i3d.zip - Supports bones (made by Bigchillghost from xentax, reuploaded into reshax for quicker accessibility)
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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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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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okay so Knuckle Sandwich has gmls that hold models from some scenes I checked a few and saw they have text that says d3d anyway how to make it a model again thanks! here are the samples! samples.zip
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Hi, My name is Mustafa. I`ve been looking for long time for 3d tracks models from Gran Turismo 4 but without luck to find any or respond from members. May I ask if someone could help to to get these 3d file tracks? especially (Assisi / Città di Aria). I want to export it to 3dsMax (for rendering). I don`t want to be banned if I`m posting in the wrong place. Thank you in advance and I appreciate any help. Regards,
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Is there any tool or plugin that can import .kf2 and .ldb from Max Payne 2: The Fall of Max Payne? Files share the same format as the first game. https://mega.nz/file/JTgUlK7L#xQALBTbSEZOpSssz0C49g72qpvoT50mVAylzfehZMM8 https://mega.nz/file/QeBDlRIB#mSjB7eTQARruCSYT1AyoY9UcVZ6y6gRRMW53U1DDf1s Fixed macroscripts: https://mega.nz/file/Uf4DzJ4K#JzEnZ7zI5nNB1F9OylxJJTah5TU0D8OWDw8_N-rxOLE Here is the 3ds Max v5.1 plugin named KFExport.dle which allows authors to export custom character models. Here is MaxED v2.0 which allows authors to create custom level models (LDBs). And here is the file format specification for Max Payne KF2: https://github.c…
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I'm looking for tools to import .c3d from Colin McRae Rally (1998). This file format has compression/encryption/obfuscation. colinmcraerally1998_c3d.rar
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I saw that there was already a thread for this, but it didn't seem to go anywhere so I hope that by making a new one, I'm not breaking any forum rules. So I'm trying to extract the 3D models found in the game which I find to be located in a .tms file and using Model Researcher, I'm able to find out that the model is in fact in this file as evident by the vertices I was able to get giving a general outline of a model in T pose, but I'm also pulling in a bunch of other objects that appear to also be packaged in this file. I copied the vertices out into an excel sheet to see if I can try and parce my way through them to see what is/isn't the model, but I have the feelin…
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I'm looking for existing plugins or tools to import London Racer: Police Madness .nif / .opt with support for map models. The game is powered by NetImmerse/GameBryo. I tried NifSkope for OPTs but it failed. londonracerpolicemadness_nifopt.rar
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After unpacking the .NKP files with an existing quickbms script, i got to a dead end trying to convert these .NKM model files to any conventional format. I wonder if any of you could help me out with this, i just want the model with their UVs, rigs are unnecessary. Samples in the .RAR file. Thanks for reading. sample.rar
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hey guys i need help to extract pak files from the bee movie game to pak file python for noesis i want to see the characters and the models from the pak file will somebody make a pak.file python plugin to noesis please heres the bee movie pak filespak files.zip
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I'm looking for tools or plugins to import, edit and/or export custom .p3d files https://mega.nz/file/sO4hXaSJ#qsKSJze15FBaB6MY_G2er9TEH2Caj_EjyeyIZlQWgOI https://mega.nz/file/hSIDESCR#XRQ9gkpp3A9subOKbT-iHgQVYOJsrDzR9cQ-NbXCCuQ https://mega.nz/file/IbwCRBLb#-1SHl1qrKQ1dVHxDv85kZ5CV5WIeCkWfLBTvcBBPwNs Here are the file format specs written by Bohemia Interactive: https://community.bistudio.com/wiki/P3D_File_Format_-_ODOLV4x https://community.bistudio.com/wiki/Rtm_(Animation)_File_Format https://community.bistudio.com/wiki/Wrp_File_Format_-_OPRWv17_to_24 And here is the download link for the official mod development tools: htt…
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I'm looking for tools that can import or export custom DFFs from GTA: Vice City which is powered by RenderWare. Here is the file format specification: https://gtamods.com/wiki/RenderWare_binary_stream_file gtavicecity_dff.rar
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Can't open with old tmd2 script Sample Files included chara.zip
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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.
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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
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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…
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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
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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
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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.
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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
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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…
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