Nesrovlah26 Posted October 26 Posted October 26 51 minutes ago, South Village said: Can you tell us more about your project? Is it a remake of a mobile game or something? Do you need any help (not with models)? Let's just say Im remaking a certain game. But in VR 2
Members DreamingOxxy Posted October 26 Author Members Posted October 26 On 10/21/2025 at 2:18 AM, Nesrovlah26 said: 1) How did people get the "dead space ios.ms" script running? 2) How did people import the textures as well? 3) And is it possible to get the models of the map models like env_gov.m3g 1) That script was made as a test for animations or something I believe, if I read what they said correctly, but it never went far. 2) Textures are grabbed through noesis, but I ripped them via Ninja Ripper on an emulator (I use Nox), I just replaced a bunch of textures in the starting level with textures I wanted to rip, the format is interchangeable, it seems, so simply renaming files and putting them back into the APK over another texture worked fine. 3) I haven't tested map models myself, but it might be too different of a format for this script, but I might have another tool that can get them out, I'll come back with more on that if I make any progress.
Members DreamingOxxy Posted October 26 Author Members Posted October 26 Okay, I can get out the maps, but all the models are imported at 0 0 0 it seems, you'd have to manually re-orientate the corridors, but it seems exportable.
Members DreamingOxxy Posted October 26 Author Members Posted October 26 models.zip Here's the map FBX files I got. 1 1
Nesrovlah26 Posted October 26 Posted October 26 3 hours ago, DreamingOxxy said: models.zip 4.29 MB · 1 download Here's the map FBX files I got. Thank you so much! These are great! I can recreate the layouts of the maps pretty easily so everything being at 0,0,0 is no issue for me. This solves the biggest problem I have had when making maps. I can now have a sense of scale. Previously I had to eyeball everything and take wonky measurements. Here was my attempt at mapping chapter six by timing Vandals pace across rooms. I seriously cannot thank you enough!
Members DreamingOxxy Posted October 26 Author Members Posted October 26 6 minutes ago, Nesrovlah26 said: Thank you so much! These are great! I can recreate the layouts of the maps pretty easily so everything being at 0,0,0 is no issue for me. This solves the biggest problem I have had when making maps. I can now have a sense of scale. Previously I had to eyeball everything and take wonky measurements. Here was my attempt at mapping chapter six by timing Vandals pace across rooms. I seriously cannot thank you enough! Awesome man, glad to have helped! If there's any other static meshes you need let me know 1
Nesrovlah26 Posted October 27 Posted October 27 Im no expert on these but I think the reason that the models are all at 0,0,0 is because these files seem to be asset libraries used by the .scene.sb files in the maps folder. There seems to be only one of any type of object unless that object has a different uv or texture. For example, there was only one of these curved walkways on the mines file, so I had to duplicate it in order to try and piece together the walkway in chapter 4.
Members DreamingOxxy Posted October 27 Author Members Posted October 27 Yeah, I believe you're right, I suspected the same thing. If I get the opportunity I might see if I can figure out how they function, but I'm no expert on data like that.
Nasrallah Posted October 30 Posted October 30 (edited) ignore this post (idk how to delete it) Edited October 30 by Nasrallah unnecery post
mrghost Posted Monday at 08:45 AM Posted Monday at 08:45 AM On 10/22/2025 at 2:14 AM, Nesrovlah26 said: I downloaded Noesis and used the python script. This is great. could you please tell me which python script you used for noesis. I'm not sure what you are referring to
Nesrovlah26 Posted 7 hours ago Posted 7 hours ago On 11/17/2025 at 2:45 AM, mrghost said: could you please tell me which python script you used for noesis. I'm not sure what you are referring to I used the file "tex_DeadSpaceMobile.py" from this GitHub link provided by Sleepyzay Here is the link On 10/1/2025 at 12:16 AM, sleepyzay said: I wrote a couple maxscripts for this a few years ago. There are two versions, one for animations which doesn't work and the other for meshes. I never added support for non skinned meshes so most if not all weapons won't load. Maybe you can use this for your studies on how to properly rip the format or you can just use it with max to rip the models. I only wanted Vandal's model so I never really tested it beyond that and a couple other models. https://github.com/sleepyzay/Maxscript-Projects/tree/main/Dead Space Mobile Sleepyzay mentioned adding the script to the repository in a later post. On 10/1/2025 at 12:57 PM, sleepyzay said: I wrote this in max 2015 but I don't think matters. I think I either found a tool online to convert the textures or wrote a noesis script to do so but I can't find it so it'll have to be rewritten. EDIT: I just found the script and added it to my github but it does need some more work as some textures come out corrupted. When you have the file, just add it to the folder "noesisv4474\plugins\python" and you should be good to extract the textures after restarting Noesis or pressing "Reload Plugins" in the "Tools" category on the hotbar.
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