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  1. For some context, Helldivers 2 is running on the Stingray/Bitsquid Engine, which Vermintide, Magicka, and the original Helldivers were all built in, with a pretty significant amount of modification. Being that Stingray was discontinued by Autodesk in 2018, my typical leads into proper asset extraction haven't gone very far. It appears the game's art content is stored in .stream and .gpu_resource files in its '.../data/' path. Samples can be provided if necessary for those who may not have access to the game. There are also a number of files with no file type, but still appear to contain data. I believe the .gpu_resources files may direct the game to which assets need to be streamed from the .stream files, but I could be wrong. ".../data/game/" contains fewer, smaller .dl_bin files, but I suspect these are just for the game's settings and logic, rather than its actual 3D assets. Back when Vermintide tools were being worked on, once the filetypes could be opened, a manual dictionary was created (but never completed) in order to rename individual assets into their correct, non-hash names. Something similar may have to be done for Helldivers 2. If anyone is familiar with Stingray in any form, or has a good method to still access the engine (Autodesk has made that kind of hard), let me know! Hopefully we can get some people smarter than I am to get the wheels turning, as the art in this game is absolutely stellar.
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