3D/2D models
Post questions about game models here, or help out others!
810 topics in this forum
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I'm looking for tools to extract 3d models and bones from Spider-Man 3 .PCPACK. The game is powered by Treyarch NGL. .PCPACK shares the same format as Ultimate Spider-Man (2005). https://mega.nz/file/0DABQAzJ#-RjvNvEnCufUA5sx--UQyqgRXM_113QurL5Pn-7r-SI
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- 0 replies
- 317 views
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Here are all the files for: Models, Textures, and Animations from the game. They are in the following: .tga.TTexture.Bin for Textures, GR2 for Animations, and GR2 & COL for Geometry. <Attachments removed>
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- 7 replies
- 641 views
- 1 follower
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Few days ago, the official announced EOS of this game. Before everyone leaves for good, I decided to save them just in time. However, once extracted those files, I found that they're all encrypted; hence, cannot be read by AS. I saw there is someone has already sucessfully untied those tricks and transplanted onto other games, so that must be a way to undo. 've tried to search any deteils on the Net, but no positive results, so I wonder if I can seek help here. Online and waiting. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------…
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- 1 reply
- 716 views
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hello its possible extracting this archives from wreckfest
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- 2 replies
- 469 views
- 1 follower
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What is *..ABC / *.DAT from Shogo: Mobile Armor Division? ABC: https://mega.nz/file/xfQmCLBb#8g4riXJde9SGeasvYQien4rpjMvi9igLd_QpYC1XG8k DAT: https://mega.nz/file/ZOg00LpC#ex0TKYJIyf0Lyq1xNKZBUdvYCZBflyUUT9pVmklq48M Here is the toolkit which includes a 3D Studio Max v2.5 plugin that exports ABCs and DEdit to export custom map models: https://www.moddb.com/games/shogo-mobile-armor-division/downloads/shogo-mobile-armor-division-modding-tools Here is the tutorial uploaded by LithTechGuru. pc_abc_v6.bt
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- 2 replies
- 888 views
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I initially wanted to make a topic for help with the animations, but I realized there wasn't a proper model importer either, and it's a bit hard to have one without the other. Game is built on the Dunia Engine, a heavily modified CryEngine. The archive files are extractable with this tool; https://downloads.fcmodding.com/others/fcbconverter/ Model files are .XBG, textures are .XBT, animations are .MAB, textures are extractable with xbt2dds by cra0 There was a 3DS Max script (direct download from a ResHax post) made for the meshes, but imports no weights, along with the bones being named "Dummy000" and so on, so this was a fail. There was a Noesis scrip…
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- 937 views
- 1 follower
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I tried hex2obj but I'm getting broken meshes. What is *.xbg / *.hkx from Far Cry 2 and can someone make a Blender or Noesis plugin to import or export XBGs? Samples: https://drive.google.com/file/d/1jDBbAzoT__k6W9wePVBJY7DC3SxMz4n3/view?usp=sharing
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- 9 replies
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The file size is quite small, so I reckon its format can be identified quickly. I haven’t got home yet though; I’ll examine the structure thoroughly once I’m back. Fingers someone can work out the parsing in the meantime 😏 bli.7z
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- 2 replies
- 456 views
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I have been trying my hand on trying to properly extract models from Mafia 3: DE and Mafia 1: DE sds files. While the models can be extracted using Mafia Toolkit and the following tool provided, the quality of the model that tool exports is rather rough as there's a lot of shading artifacts upon importing the model into Blender. Plus, the model skeleton is practically unusable and the bones are unnamed. Based on what I have seen when I was working with Mafia II models, I have noticed that custom paint liveries are stored in a different uv map. My hunch is that the decals and liveries uvs in Mafia 3 and Mafia 1: DE are stored in a similarly manner as in Mafia II…
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- 9 replies
- 3.5k views
- 1 follower
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I'm trying to export and edit the models from this game. From what I understand so far, the game uses a 3D model archive-like format called TgMD. A TgMD file can contain multiple model parts, such as the character body, accessories, hair, masks, and other optional/variant parts. The textures seem to be TIM2-based, but with a different/custom header named K2Tx. They do not seem to be too unusual otherwise. The format appears to store several things together: geometry, textures, UVs, possibly animations or animation-related data. Inside the TgMD, I have found a few different block types: KMDs = main geometry/model data KMDp = additional parts, details, varian…
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Hi there, been trying to find tools for extracting ufc fighter models but had no luck finding anything available. I came across someone who extracted all the head and body textures for ufc 3, but no 3d models of their body and heads. If anyone knows how to or can make a tool for it I’d appreciate that and probably sort some commission out for it.
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- 113 replies
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- 3 followers
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It looks like this is a file container. Textures are stored at the beginning, mostly in DDS format with clear DXT tags that indicate resolution, bit depth and file size. You can use this information to calculate the number of textures and locate their offsets. GHG.zip
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- 9 replies
- 704 views
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What is *.pak_hrd / *.pak_stream from Project Gotham Racing 2 and can someone take a look at these file formats? Samples: https://drive.google.com/file/d/1ElXoqrmgYtrr4kt7ZSWkrgelZJMNnQZt/view?usp=sharing https://drive.google.com/file/d/1d3vQ3HKn5kRs0--t5jjxhTej8U0fiitu/view?usp=sharing
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- 13 replies
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Hi guys, could anyone help me with some information on how to extract/convert these SPR files to TGA/DDS or another more modern image format? I’ve tried the most well-known tools like Dragon UnPACKer, QuickBMS, etc., but I haven’t been able to figure it out, even with the help of AI tools. I’m attaching a RAR file with the SPR files included. Cursors.rar
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- 13 replies
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Can someone take a look at *.pssg from all GRID and DiRT games? 3DSimED is a shareware release so it won't export. Samples: https://mega.nz/folder/AX5EUQhZ#kh6NSGPC5GUPO4JlecYC1A
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- 19 replies
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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.
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- 2 followers
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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…
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- 7 replies
- 639 views
- 1 follower
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I tried Hex2Obj and Noesis plugin but I got clumped characters. Can someone fix this? projectigi_characters.rar
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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
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- 0 replies
- 331 views
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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
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- 3 replies
- 429 views
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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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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
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- 6 replies
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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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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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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
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- 0 replies
- 505 views
- 1 follower
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