3D/2D models
Post questions about game models here, or help out others!
786 topics in this forum
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Hi, I'm trying to reverse engineer model files from Iron Sky: Invasion (Reality Pump / GRACE2 engine), and I’m stuck with .mod files that appear to contain mesh data. Standard tools do NOT work: *Game Extractor → fails *3D Object Converter → fails *Noesis (no plugin found that works) *Blender → no importer available File structure: The files start with: 46 4F 52 4D 00 00 E2 45 4D 45 53 48 48 41 53 48 49 4E 46 4F ... 52 50 45 78 70 56 65 72 3A 35 ASCII: FORM MESHHASH INFO RPExpVer:5 So this clearly looks like:-IFF-style chunk format (FORM)/ -internal mesh reference (MESHHASH) / -exporter tag from Reality Pump (RPExpVer:5) I’m trying to:…
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can anybody help me with reversing a skeleton file what to look for in hex and how to identify the values i should look for to understand structure of the rig file
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I wanted you to look at my texture list file for my tokyo project. Do you know how I could save time adding my 6000 lines of material addresses? . map doesn't have a file like an MTL for OBJ. So I used a coordinate list to create my own MTL file, it's not a big deal. I'll manage. I don't want to cozy and paste 6000 lines manually, it's demoralizing. I hope to know if you have a trick to fill them in automatically. I've already started filling in a few lines (in the untitled.mtl file), but the most frustrating part is the multiple textures with different material names, which are completely absurd in my opinion. So I'm wondering if you might have an…
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MESSIAH game support : +(Diablo Immortal, Ace Racing, Fantasy Westward Journey, 1 unk) \\\\\\\\\\\MeshToOBJ.exe Link on github: MeshToOBJ.exe \\\\\\\\\\\Noesis for Noesis for *.mesh/*.model link on github: fmt_mesh_diablo.py
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I'm digging more and more into figuring out how to extract these meshes from the game Medal of Honor: Frontline (and Rising Sun) for the PS2. I've already been able to get the sfx/music so I have a little experience in using a hex editor. I would really appreciate anyone able to help me make sense of what I am seeing for mesh data, or at least get a fresh set of eyes to explain things better. I've looked through a few of the tutorials and will continue to research but I'd like to get this out there in case someone wants to take a jab at it. I have manually extracted the asset below from the parent archive (which seems to be some sort of BIG file? 0xC0FB magic), and it is …
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monopoly plus archives, when opened in hex editor i can see this "v1.2000.77.18 - Asobo Studio - Internal Cross Technology" there are several tools online that i will link but they dont work. there are several files with the same name but different extention: dpc jpg npc and lpc this one doesnt work at all: https://github.com/widberg/dpc this one seems like it would work if "main_switch = 1" but i couldnt figure out how the code works since idk anything about coding https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/Asobo Studio DPC DPS Research/Asobo_DPC_DPS_Tool.py please, i need help, im trying to get models and textures for a map, id li…
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Hi! These files come from the xbox360 game Ever17, which has 3D models. The files themselves come from an archive called "Model.AFS" Once the .afs file is extracted, there's some .vpk files in there which I extracted using a BMS script the models themselves use .png files for textures and clearly stores both the mesh and animation data in the .vmx2 files can anyone help me view and possibly convert the .vmx2 files to a common format (like .fbx)? thanks. The vmx2 files have a file magic of VMX2 (56 4D 58 32) and the first few lines gives names of the model's animations ("TU02_motion_01", "YU_motion_01", etc) vmx2 Sample 1.zip vmx2 Sample 2.zip
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I know really early to ask for stuff from the same game but I really wanna get these models from the game also here are samples The character folders have 2 things mostly the Model container and animation files (DSQ) Characters.zip
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Hey everyone, I'm trying to extract 3D vehicle models (.xbg files) from The Crew Motorfest's gfx_vehicles_b.bfd archive file and I need some help with the encryption keys. I found Nenkai's TCMotorfest.Unpacker on GitHub which seems to be exactly what I need, but the repository states that no keys or binaries are included. The tool requires two key files to work: - KeyTable.txt (32 XTEA keys) - FileToKey.txt (file-to-key mapping) I have already done the following research: - The TOC file uses XTEA encryption with the magic header "ETOC" - The AES key/IV are visible in the source code (ZWdnSQmybpND6szV / hxE8MiHKgdOZjSPY) - The TOC entropy …
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I made couple of threads about these tools on Xentax, but they disappeared along with all of the other threads with the scattered download links. However, I'm pretty sure I have all of the tools on my HDD from Zenhax and Xentax, including ones about the 3D models and audio. This thread is about the 3D models from the original 2008 Dead Space, Dead Space 2 and Dead Space 3. I'm not sure if Dead Space: Extraction has any tools, but I recall I tried ripping some things out with NinjaRipper years ago but it couldn't even get the models in T-pose. Dead Space 2023 remake's tools will have another thread made, but I'm not sure if I want to bother with it. I reckon the …
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gamesite--yuledr.66y.com-- platform android sofile.7z f3d.zip
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I'm looking for any 2D/3D Rippers who can rip any model/map/texture from any of these consoles: PS1 PS2 PS3 PS4 XBOX of any kind Nintendo 64 Nintendo Gamecube Nintendo Wii/Wii U Nintendo Switch There are models/maps/textures of certain objects, scenery, stages, and backgrounds from certain games that I need. I will explain more on Discord. You can find me on there.
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Hello, I have recently been trying to rip both models and textures of character models in BLACK by criterion games. Textures I have acquired already through the burnout Noesis plugin, since both the .DB and .BIN are compatible for texture access. The retail models themselves are easy enough to rip through the xbox version, (followed steps from an old thread for ripping BLACK models). The prototype however, is PS2 only, which looking back at the old thread appears to be much more difficult to rip from. From what I understand, the .DB and .BIN files store both texture and model data. AFAIK Character models+textures in the CHARDATA.DB files, the other .BIN fi…
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What is *.d8g / *.d8m / *.boh from Juiced and can someone take a look at these file formats? Samples: https://drive.google.com/file/d/1Uw06P8PXYygPVczuKmJftD79jdf1LQON/view?usp=sharing https://drive.google.com/file/d/1Hzp1EH--m3ljsceBSBAaCGPoWfjeezEY/view?usp=sharing
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Hi, I'm trying to replace the mesh data inside IE Victory Road game in order to enable players to upload and port custom models into the engine, however, this is proving rather difficult. I managed to port a custom model, but for some reason, the game plainly denies to load some parts of the model, mainly the face. (I left a summary of more detailed explanations inside the .zip file, which includes the tests and proceedments carried out to port the model) (part of the code was AI assisted as well as the docs to explain everything better). Some recommended tools are the Noesis script (https://github.com/AFGRocha/Inazuma-Eleven-Victory-Road-Noesis-Script/blob/main/inazuma_s…
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3D model filenames don't have extensions but they are included in folders xmodel and xmodelsurfs. Bones are included in xmodelparts. Does anyone have an idea to start a new plugin that imports XModel files from Call of Duty (2003) with support for animations? The game is powered by id Tech 3. I'm trying to develop mods.. Tried the 010 Editor template but it says: *ERROR Line 86: Template passed end of file at variable 'v'. https://mega.nz/file/BXJEgYTS#2IIOUZwevh-KiW5jvJf62TacB0vvk3CsLtgxE1qqep0 https://mega.nz/file/EewiFQKA#HIWrtnECe4L8AD8LT7rEn-RFOmUSNyr7npDkEp5ofAc mapping tools that includes a 3ds max plugin named skelout.dle and asset manager that is …
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Need help exporting models and animations from One Piece Fighting Path game. I tried using a tool called "Assetstudio" but only a few files could be exported and many errors appeared in the cmd window. The files below are all the game files for the latest version now. https://www.mediafire.com/file/37zfsdgwy81xi04/com.hermes.h1game.x7sy.rar/file
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Hello I am trying to view the models for FOTNS LP and it extracts normally but gmd uses a different thing since no other Dragon Engine GMD importer doesn't load it samples https://drive.google.com/drive/folders/1HjstmsXSn1O-sE2Cr6EdZ7vpDV1mpJed?usp=sharing https://drive.google.com/drive/folders/1V3VoUwkhsk9qXPgl9MBkibirDif3e2bK?usp=sharing Update! Blender 4.1 loaded it thankfully!
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I managed to extract the game files for Cosmic Break and discovered that the 3d model files are stored in .kmd format and I've been trying to figure it out for hours but still not much progress this is my first time that I have tackled this so I'm very new to this and I will probably need some help someone also documented the .kmd file format on https://onigiri.fandom.com/wiki/Kmd_file_format for Onigiri(game by the same dev) but it look incomplete also Cosmic Break was made in Java. Thanks in advance Priestess.zip
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Hello, I need Help extracting the Files for this game it uses are called (.MVGL), any help would be appreciated
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So i found a new target to rip models and that is Google's Playground/AR Stickers and there's already a Noesis plugin for it (fmt_AvengerAR_lullmodel_std) but it can't rip with rigging, can somebody make a new version of that? Here are some samples: lullmodel_samples.zip I converted the .ktx files to .png and put it into the samples, only kept the diffuse ones and scaled them down to 256x256 because most of them are originally 2048x2048. (It would take a lot of space) Also these files have a different header (20 00 00 00) make them not readable with the plugin: foodmoji-beer.lullmodel foodmoji-icecream.lullmodel foodmoji-lemon.lullmodel …
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What is *.p3d / *.wrp / *.rtm from Operation Flashpoint: Cold War Crisis and can someone make a Noesis or Blender plugin? These files have LZSS compression Samples: https://mega.nz/file/tHJ3jKhB#LPBr7Y6Z9eL68gjQVtE3Z9q-Rd0gc2qI7LItjsIRuK8 https://mega.nz/file/NSZnEBKa#pvmo9cTRFumB74EQV8GEnL-iYiZ4kI3ADcBe6hl4Fnw https://mega.nz/file/dLwQzbCK#3KgVEdR3d9tDC3yvfmd767W79zcAQT-Y1EAKgYyWNm0
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Tools for Spider-Man 2 PC port will be released here. Right now main priority is model export/import. Usage will be very similar to Spider-Man 1 import tool. Tool already works, but has some restrictions. And these restrictions are different from SM1. For example, there is no more limit for number of bones, which means any model can be imported, including any head model, or spiderman mask. Another example is that lookgroups now have more complex layout, which is not supported yet. Second UV channel not supported now, but will be added soon.
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need help getting the models, assets studio doesn't even loads files with the correct Unity version Sample files: https://wormhole.app/jEWyY0#HaZdyh1RsGlYavbS-jnB8w
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Looking for old video game 3D model file format specifications as well as 010 Editor binary templates.
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- 6 replies
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