3D/2D models
Post questions about game models here, or help out others!
765 topics in this forum
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Info This mobile game uses a new engine that is made with C++ and it uses its own version of the .prefab bundle file format that contains function commands that load the data into the game, this thread is focused specifically on the files used for the character models and animations in the game. Inside the character prefab files when viewed with a hex viewing program has text related to names of the objects for the model (ex: CharRoot) and followed up by text like these: genki::engine::*FunctionName* These are functions that are used for loading the data of the prefab file. Sample files: sample files.zip Function Names Character model (.prefa…
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this possible opening this files in blender or 3ds max 2010 on texs aplicaded CARS.zip
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The game engine is Unity Engine, but AssetStudio shows that it is not supported and requires some assistance Game Link : https://www.taptap.cn/app/709650?os=android example.zip
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Hey everyone, I was wondering if someone here could take a look at a few game samples I have. I’m interested in using the models from them for modding purposes and would like to understand how they’re structured and whether they’re workable. Any insight or help would be appreciated. Thanks! Here are the 3D assets from the following games: 1. Fuel (2009) What sample is given: Vehicle file (assumed) Extension: .dpc Game engine used: Propriety Method used to obtain sample: straight from game files 2. Ridge Racer Vita What sample is given: Vehicle file Extension: None Game engine used: Propriety method used to obtain sample: RRUnpacker b…
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Do any one have script game from Arc System Works it might work but there to many games. https://www.mediafire.com/file/pzmcduif3i2wmh6/3DS0575_-_Seisou_no_Amazones.3ds/file
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i just found two bulids for wolfenstein the new order. the files two bulids are different
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Hello! I'm trying to extract HU2010 (Hunting Unlimited 2010) game models and other related things, with none to low success. I used this as a reference. I have also found some other similar things, but for a little different engine version, this uses SCS's Prisma engine that is different for 18WOS: https://forum.scssoft.com/viewtopic.php?t=329118 https://forum.scssoft.com/viewtopic.php?t=310390 https://forum.scssoft.com/viewtopic.php?t=184370 main game data file "base.scs" is actually just a regular archive! Nothing that i have tried really helps... . PMG files are the actual models by the way. I have uploaded…
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I really like the models in Samurai Maiden, so I decided to boot up AssetStudio and extract it. Extracting was easy, however when rendered, it's nothing like it's displayed in game. First: In blender, Second: In game, the texture files even hinted towards the same thing. I tried using NinjaRipper, too, but I also received the same results. I also thought I could have extracted the wrong files, but I double checked, and this is the only related model that I can extract. I think it's either underlying code, or special texturing techniques was used, but I cannot say for sure. Can anyone be kind enough to dig into this for me? The extracted models and…
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Is there anyone who can open "unity3d" files other than using this tool, or repair this tool. I don't know why I can't open all the files and the message appears like in the picture. https://github.com/Perfare/AssetStudio/releases unity.rar
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Does anyone have any idea how to extract/convert old Techland's Chrome Engine 1 files, namely .3DA and .TEX? but .MAP and .CMP and possibly others would be good to have too. This game is now abandonware and the download is at the bottom of the page (I did not link the url fragment directly) -> https://www.myabandonware.com/game/pet-racer-dxr The game was written in Java, it comes with bundled JRE and i also see that it has "ChromeEngine.dll" library (which i assume stores c++ data about the said formats and how to read/write them) I did decompile some java class files with online decompiler and i have found many interesting references for l…
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Hello, first of all, let me say I'm a complete ignorant when it comes to anything related to programming or related topics but lately I've bee trying to learn a thing or two that might help me in some sort of personal quest. Dabbling with the Nintendo Wii's PRO EVOLUTION SOCCER 2009 and 2010, I found a player face file that I was looking for ways to extract and convert it to another platforms. It is on a .bin format but I've been looking into ways to breach it in and understand at least what my first step should be, but, like I said, total noob. Is there a known way to extract model files from Wii games or any other method I might be forgeting?
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Hello! You were all extremely helpful pointing me to ModelFinder PC last time. I've tried everything I can think of to find the face indices for the models in the PS3 version of the game I'm currently working on REing with some other fans of its franchise. This low LOD penguin has basically acted like a Rosetta stone for me figuring out where the verts, UVs, etc. are in the different console versions of this Krome Studios game. However, for this PS3 version, the face indices are eluding me viciously! The Merkury engine tools available are all for older versions of the engine, so no luck there. I've included the following samples: A "pmc" file which is a combi…
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Can anyone analyze these file formats for bones and write .3da / .map file format specifications and make a new Blender import scripts? The game is powered by Techland's Chrome Engine. Samples: https://mega.nz/file/gKoQTZaS#CqSFgzhV9tVblbdStK_cL5G_EQzZIYVeA_sPo7cRf7M https://mega.nz/file/ECoQFIRR#UyRD2eyaH99HcvP8NWaDMiv2NWXZYDtPsnoYZfI4trE
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I extracted these files from my legitimate copy of Gravity Rush. I was wondering if there was a way to put these files into Blender. 3Dgfx.zip
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https://fallout-s2.amazonstudios.com/#/caswennan Guys how can I extract that ship? Engine: PlayCanvas 2.11.8
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Hello everyone, I wanted to ask if there is any kind of program or script to decrypt the kn5 files in Assetto Corsa? I tried a thousand different ways, but none of them worked. Thanks¡
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I'm looking for a conversion for the game Mighty Action X's models I have little to no experience with models but what I do know is that its in a MDL format and probably a TCP file. The game came as a bonus when buying All Kamen Rider: Rider Revolution in 2016 and is more of a demo than anything else. The zip file is the model folder in the game's files. Sample.zip
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If you thought my last post was about an old and uncared for game, here's another one! (With hopefully some responses this time, as this format has some research!) MGS:TTS (gamecube, uses .kmy for models and .mar for animations) presumably uses model and animation formats (that I assume are) similar to MGS2 (ps2, uses .kms/.evm for models and .mar for animations), and that format was investigated enough that there's a Noesis plug-in for the original PS2 MGS2, and the PC MGS2. Since the formats have such similar names, and even some models are shared or leftover in MGS2, I'm sure the format reading could be modified to read the TTS models and maybe animations if it's …
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What is LithExport.dll and is it possible to decompile this plugin to port to 3ds Max or Blender and is it part of AVP2 toolkit, and is there a way to export custom character meshes ABCs? Here is the AVP2 toolkit download link: https://www.moddb.com/games/aliens-vs-predator-2/downloads/avp2-official-tools Samples: https://drive.google.com/file/d/1ElgjCPgYsxZyCxAZOKbPsWNIZqZ2j_3w/view?usp=sharing https://drive.google.com/file/d/1-38_A_7s15zy63WzxA-8LSD822mkXicB/view?usp=sharing avp2modelexportplugins.zip pc_abc.bt
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What is LEVEL.DAT from Destruction Derby 2 and does anyone have an idea to start a new tool to extract car and track models into or edits maps or create and export custom car models? destructionderby2_leveldat.zip
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I'm a bit of a noob at this. I have a game I'm investigating the models on, where the models are divided between two or three files each. For the main mesh and textures, I've gotten all the way to texture and normals mapping and have a plan going forward for ambient occlusion and something called "colorset" on the one that's easiest to reverse. However, in the file I don't get raw mesh data from (though it points to offsets in other files) the XYZ coordinates of the bones are included, and I also can find their names among the files! I can outright see the bone verts in Model Researcher if I plug their offset and count in. Can I export these verts with Model Re…
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Trying to Rip From Kakuto Chojin: Back Alley Brutal idk the format for the game since it barely is documented anywhere here are some of the game's model samples o_act_1gir.zip
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This game seems to store meshes in the BIN files if im not mistaken. The game has a lot of tracks from Enthusia Professional Racing although repurposed. The BIN format should also store UV data, however im not too sure... Textures are present so if anyone wants to test out the uvs. touge.rar
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Ran into this game looking for games with higher detail models of the IS300/Altezza. With wanting that model, and seeing there were a few other interesting cars included, I decided to have a look. Game does not have any kind of archive format, files are just out there in the install folder. Included py file is for use with ModelResearcherPro, I plan to make a more featured Noesis script later down the line File format is simple, ill try to give a brief description. - 8 bytes file magic - integer vertex count - vertex positions, 3 float no padding, xyz - vertex normal directions, 3 float no padding, xyz - uv positions, 2 fl…
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A few moths ago, I took a break from the Front Mission games just to poke around the the PS2 entries of Armored Core and made a surprisingly rapid amount of progress on their model file formats. The last hurdle I've been experiencing for most of this time is face formation- meshes are composed of either a triangle list (for FX spawn points) or multiple triangle strips. The strips are a problem as it's not clear where one should end and another should begin. I've tried looking in the model file for a flag but found nothing that stood out, then shifted to studying the verts and UVs in hopes they they contain some sort of "rhythm" to no real success. using UVs or the distanc…
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