Members birdytsc Posted yesterday at 12:15 PM Author Members Posted yesterday at 12:15 PM (edited) On 12/13/2025 at 9:09 AM, IWantConkerLiveModelsNow said: Have You Guys Tried Iso Buster??? I Was Digging In the Conker .ISO File, And Found .RBM Files In The Zpackage. I Can See In Über Winfrey July 10th post, I can See, It Says, "Load RBM" So, Doesn't That Mean I Can Extract The Iso Buster .rbm Conker File And Import It In Blender? I Have Not Been Through Collage, But I Am Pretty Good At Ripping Games, But Have Never Experienced Rare Wares Game Engine Software And Weird Formats. You Guys Could Try Iso Buster So You Can Import The Rbm's And Rba's blender by default cannot load RBM files, its a custom script he has written. On 12/14/2025 at 10:41 AM, IWantConkerLiveModelsNow said: Have You Guys Ever Tried Render Doc On Xemu??? Experiencing A Shader Problem Right Now While Running Render Doc + Xemu On OpenGL Backend, Here Is The Photo. I Did A Strategy, (Which Requires Very Good Capture Timing) I Did Grab Character Textures, But This Strategy Feels Hard During Switching Vulkan To OpenGL And Capturing A Very good Time Before It Crashes, Is There Anything I Can Do To Fix This??? No Character Models Yet Though... Note: Some Of The Textures Are Transparent For Some Reason... Like Bugger Lugs Texture (MAIN PROBLEM IMAGE WITH AN X) most of the work has been around reverse engineering the actual structures of the data but i have used renderdoc to better understand some of the drawcalls. Xemu actually has some renderdoc support, but its only available if you compile it with the right flags: https://github.com/abaire/nxdk_pgraph_tests/wiki/xemu-debugging-with-RenderDoc doing this you will actually be able to step through the NV2A draw calls/Guest frames instead of the Host frames/completed frames: Edited yesterday at 12:28 PM by birdytsc
Kritzkrig Posted yesterday at 12:34 PM Posted yesterday at 12:34 PM (edited) 36 minutes ago, birdytsc said: there is a lot of overlap, in fact the Kameo alpha uses the exact same CAFF version as the Conker Demo. the lvl files are just an archive/container of sorts while the assets themselves are packaged inside individual "CAFF" containers. for example: the file struct is fairly basic for the LVL container itself(for imhex): struct LVL_ENTRY { u32 unk_00; u32* address : u32; }; struct LVL_FILE_TABLE { u32 count; LVL_ENTRY array[count]; }; LVL_FILE_TABLE table @ 0x00; they're similar in a sense that Conker stores the assets inside a "ZPackage" CAFF container instead of using an external container(.LVL) to store the individual CAFF assets. unlike the earlier games like GBTG kameo also stores a lot of data inside pushbuffer commands including things like the triangles/shaders/shaderparams. but as far as models go theyre very similar (as thats what i've spent the most time on) not sure about the other assets tho. That's very cool! I'm mostly interested into extracting the models and textures too, since there are unreleased models and maybe even ones that were not shown at all even in the prototype build. Since my knowledge in reverse engineering iso data is close to zero I was looking for someone to help with this, even if it means paying for it lol. How far are you in the development of your tool ? As far as I can see it seems to do a great job so far! Edited yesterday at 12:35 PM by Kritzkrig
Members birdytsc Posted yesterday at 01:21 PM Author Members Posted yesterday at 01:21 PM (edited) 48 minutes ago, Kritzkrig said: That's very cool! I'm mostly interested into extracting the models and textures too, since there are unreleased models and maybe even ones that were not shown at all even in the prototype build. Since my knowledge in reverse engineering iso data is close to zero I was looking for someone to help with this, even if it means paying for it lol. How far are you in the development of your tool ? As far as I can see it seems to do a great job so far! if there are any unreleased models they should be pretty easy to find, afaik most(probably all?) of the package files have the same checksums as the retail game (dvddata\aid\zpackage) - i cant say ive tested every single one but of the ones i have that has been the case. there are some other assets that are in the file system but i dont know if any are different, eg dvddata\aid\bfdmodel\characters\SinglePlayerVehicles\MachineGunTurret is actually the model shown in my original post, theyre not compressed so you can easily use a texture viewer to see if anything looks interesting (almost all textures are DXT1/DXT5) sometimes theyre just the same model as the original but with a larger texture, eg 512x512 instead of 128x128, the demo version of conker is an example of this as well, his texture on the demo is higher res than the retail game. if anything most of the "easter eggs" are probably buried in the original/actual game and just go un noticed, for example in one of my chats with Uber Winfrey he pointed out Berrys dresser has this ontop of it: or the gargoyle statues: safe to say the rareware guys had an interesting sense of humor. ------------------------------------------ as for any tool, the closest thing to it would be Uber Winfrey's blender script. Most of my work has just been around documenting the structs/data, and while extracting some of the raw data is easy enough there is still a ton of stuff that needs to be figured out like for example Animation data is still WIP and would probably need to translate the shaders for the model to look right eg Fur, Cloth, Shine etc since it uses old VSH/PSH shaders instead of HLSL, they're pre compiled so they need to be decompiled from binary data, figuring out the shader params and what/how they're used for etc. these aren't unsolvable problems but its definitely outside of my skillset which means even if i find time for it its going to be slow. Edited yesterday at 01:22 PM by birdytsc 1
Kritzkrig Posted 11 hours ago Posted 11 hours ago (edited) 21 hours ago, birdytsc said: if there are any unreleased models they should be pretty easy to find, afaik most(probably all?) of the package files have the same checksums as the retail game (dvddata\aid\zpackage) - i cant say ive tested every single one but of the ones i have that has been the case. there are some other assets that are in the file system but i dont know if any are different, eg dvddata\aid\bfdmodel\characters\SinglePlayerVehicles\MachineGunTurret is actually the model shown in my original post, theyre not compressed so you can easily use a texture viewer to see if anything looks interesting (almost all textures are DXT1/DXT5) sometimes theyre just the same model as the original but with a larger texture, eg 512x512 instead of 128x128, the demo version of conker is an example of this as well, his texture on the demo is higher res than the retail game. if anything most of the "easter eggs" are probably buried in the original/actual game and just go un noticed, for example in one of my chats with Uber Winfrey he pointed out Berrys dresser has this ontop of it: or the gargoyle statues: safe to say the rareware guys had an interesting sense of humor. ------------------------------------------ as for any tool, the closest thing to it would be Uber Winfrey's blender script. Most of my work has just been around documenting the structs/data, and while extracting some of the raw data is easy enough there is still a ton of stuff that needs to be figured out like for example Animation data is still WIP and would probably need to translate the shaders for the model to look right eg Fur, Cloth, Shine etc since it uses old VSH/PSH shaders instead of HLSL, they're pre compiled so they need to be decompiled from binary data, figuring out the shader params and what/how they're used for etc. these aren't unsolvable problems but its definitely outside of my skillset which means even if i find time for it its going to be slow. I assume the plugin will only work for RBM files at the moment, so it would require some work for the Kameo files right ? I'd like to try the plugin at some point though, if there is some guide for using it I'm all in since I'm a big noob lol. Edited 11 hours ago by Kritzkrig
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