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3D/2D models

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

  1. Hello I am trying to Rip the models from FFDD and I can import the archives but they can't be exported from the hierarchy so their materials aren't able to be extracted meaning his model has no materials set up any idea how to extract the mesh again but with the materianls included shoot I forgot the archives here is the file for Warrior Of Light EDIT UNITY NUMBER IS 6000.3.9f1 02f100f34075b967ef2bdb6c11f63576.zip

    • 0 replies
    • 740 views
  2. I extracted the files from the game Evil Genius 2 but now? How do I convert them to FBX or OBJ?

  3. I'm looking for tools to rip 3d models from .map and .main .mission and .playerdata from Total Overdose: A Gunslinger's Tale in Mexico (PC). https://github.com/Michael0ne/TOD_tools totaloverdose_3dmodels.rar

    • 0 replies
    • 369 views
  4. i think i need help with extracting model from the Ace Racer. -how do i use netease messiah tools (from fangfang1984 from Github) or whatever. please help

    • 4 replies
    • 1k views
  5. Body: Hi everyone, I am trying to extract 3D character models from Ben 10: Protector of Earth (PS2), developed by High Voltage Software (Omni Engine). I successfully unpacked the main GAME.WAD and GAME.DIR using the standard QuickBMS script. According to the extracted levels.txt, the main player models and animations are inside a file named 99_95.pss (~34.5 MB). The Problem: The .pss extension is fake. When opening the file in a hex editor, the header actually reads BIGB1 and mentions <Strat Wad>. This is a custom Omni Engine archive container. What I've tried: Standard ea_big4.bms: Fails with the error: the signature "BIGB" doesn't mat…

  6. Started by mrmaller1905,

    I'm looking for tools or plugins to edit and/or export custom car or building models for Crashday. Here are the mod development tools which features a ZModeler 1 plugin and a standalone tool called makep3d which converts 3DS Max .3ds files into .p3d (unrelated to ArmA games by Bohemia Interactive) crashday_p3d.rar crashday_dev_tool.zip

    • 0 replies
    • 470 views
  7. I'm looking for tools to extract 3D models from COLDC1.BIN / .OBJDC1.BIN / .POLDC1.BIN crazytaxi_dreamcast_3dmodels.rar

  8. I'm looking for alternatives to NFSCarToolkit for GEOMETRY.BIN file format specs and .BUN to import GEOMETRY.BIN into Blender. GEOMETRY.BIN has JDLZ compression. https://mega.nz/file/JTAQFZxT#p9B38uO8OQdITsCJiSUZjsCfG-0D3Qzf2NAWaR82qrY

    • 0 replies
    • 326 views
  9. I'm looking for a plugin to import NOLF 2 LTBs and DATs edit or export custom character models. Here are the official toolkit: https://www.moddb.com/games/no-one-lives-forever-2-a-spy-in-harm/downloads/no-one-lives-forever-2-toolkit https://www.moddb.com/games/no-one-lives-forever-2-a-spy-in-harm/tutorials/wikys-clean-building-tutorial https://www.moddb.com/games/no-one-lives-forever-2-a-spy-in-harm/tutorials/beginners-guide-to-basic-building-for-nolf2-and-contract-jack https://www.moddb.com/games/no-one-lives-forever-2-a-spy-in-harm/downloads/lithtech-jupiter-maya3dsmax-plugins The official toolkit includes a level editor called DEdit nolf2_…

    • 0 replies
    • 370 views
  10. Hello! Im wanting to make this post and set a bounty to find the location of the Nascar Thunder 04 car model location and be able to port in the Nascar 09: Trucks/Nationwide/COT, Thunder 03 cars, and 2006's Dodge Charger model. Our goal is to find the location of the car models of these games so we can port over the car models into Nascar Thunder 2004 PCSX2. EA's File Type is the same between all games on PS2 so if we find the model location in 09 and 04 we can in theory inject the 09 model into the 04 version with Madmodx. The Madden tools work with nascar games. In a perfect world if we can figure out how the models are formatted we can port over the NR2003 mo…

    • 1 reply
    • 986 views
  11. I'm looking for a way to import .w3d from Command & Conquer: Renegade into Blender. Here is the source code uploaded to GitHub: https://github.com/electronicarts/CnC_Renegade Original SDK: https://www.moddb.com/games/cc-renegade/downloads/cc-renegade-official-modding-tools The source code features a 3ds Max plugin source code which allows authors to export custom character or map models .w3d for mod development. and it needs to be ported into the totally free program Blender. The original SDK only features a GMax plugin called gmax2w3d.dle. commandandconquerrenegade_w3d.rar

      • Thanks
    • 1 reply
    • 538 views
  12. Need help with Marmalade SDK (.group.bin) 3D mesh extraction - Tone Sphere Hello everyone! I am trying to extract 3D meshes from the mobile game Tone Sphere (Marmalade SDK). I used a script to split the mono .group.bin file into separate assets. Now I have a 1.4 MB file (dc3c2177) which definitely contains a 3D mesh. Here is what I found out using HEX and Model Researcher: Faces / Indices Offset: starts exactly at 0x15C550 (Format: 16-bit Unsigned Short). Maximum Index: 60288 Vertices: Located right before the faces, but they seem to use fixed-point math (IwFixed / Short_Signed with scaling), which causes a huge mess and wrong scaling when re…

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    • 16 replies
    • 974 views
  13. Started by mrmaller1905,

    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

    • 0 replies
    • 378 views
  14. 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>

  15. 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. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------…

    • 1 reply
    • 848 views
  16. Started by Gcr27,

    hello its possible extracting this archives from wreckfest

  17. 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

    • 2 replies
    • 942 views
  18. 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…

  19. Started by mrmaller1905,

    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
    • 3.6k views
  20. Started by KuWuniss6,

    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

    • 2 replies
    • 519 views
  21. 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…

  22. 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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    • 14 replies
    • 1.5k views
  23. Started by KuWuniss6,

    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

    • 9 replies
    • 758 views
  24. 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

  25. 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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