Members birdytsc Posted December 15, 2025 Author Members Posted December 15, 2025 (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 December 15, 2025 by birdytsc
Kritzkrig Posted December 15, 2025 Posted December 15, 2025 (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 December 15, 2025 by Kritzkrig
Members birdytsc Posted December 15, 2025 Author Members Posted December 15, 2025 (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 December 15, 2025 by birdytsc 1
Kritzkrig Posted December 16, 2025 Posted December 16, 2025 (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 December 16, 2025 by Kritzkrig
IWantConkerLiveModelsNow Posted December 17, 2025 Posted December 17, 2025 Here is a update on my render doc process, i was able to locate to the shader cache list, AND DELETED THE FILE, and my openGL works, in the process of ripping guys 🙂
Members birdytsc Posted December 17, 2025 Author Members Posted December 17, 2025 20 hours ago, Kritzkrig said: 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. the lvl file is essentially like a zip/container file containing a bunch of .rbm/.rba (CAFF) files and the .rbm/.rba files are basically containers with the data for any given asset, eg models will include a model(header), scenegraph, textures and may additional things like hits/animation data packed inside too if its relevant to the model and/or not shared between a bunch of other models in which case they are usually packed inside the zpackage rbm files. 1
Kritzkrig Posted December 17, 2025 Posted December 17, 2025 1 hour ago, birdytsc said: the lvl file is essentially like a zip/container file containing a bunch of .rbm/.rba (CAFF) files and the .rbm/.rba files are basically containers with the data for any given asset, eg models will include a model(header), scenegraph, textures and may additional things like hits/animation data packed inside too if its relevant to the model and/or not shared between a bunch of other models in which case they are usually packed inside the zpackage rbm files. So basically I would have to "unzip" the .lvl and feed the Blender plugin with the rbm files right ?
Members birdytsc Posted December 19, 2025 Author Members Posted December 19, 2025 On 12/17/2025 at 8:08 PM, Kritzkrig said: So basically I would have to "unzip" the .lvl and feed the Blender plugin with the rbm files right ? i suspect the tool would require some minor modification but yes more or less. 1
IWantConkerLiveModelsNow Posted December 22, 2025 Posted December 22, 2025 On 12/15/2025 at 7:15 AM, birdytsc said: blender by default cannot load RBM files, its a custom script he has written. Would it be possible if I could try Über Winfrey's custom script, and import some rbm's? Can't upload RBM's though...
Members MilesMontana Posted December 22, 2025 Members Posted December 22, 2025 41 minutes ago, IWantConkerLiveModelsNow said: Would it be possible if I could try Über Winfrey's custom script, and import some rbm's? Can't upload RBM's though... Only if Über ever uploads it. That's totally his decision though.
IWantConkerLiveModelsNow Posted December 22, 2025 Posted December 22, 2025 (edited) I opened up a .rbm file through notepad and found LOTS AND LOTS LOTS AND LOTS LOTS AND LOTS LOTS AND LOTS LOTS AND LOTS LOTS AND LOTS LOTS AND LOTS LOTS AND LOTS LOTS AND LOTS LOTS AND LOTS LOTS AND LOTS LOTS AND LOTS LOTS AND LOTS OF BINARY TEXT, using the throne room .rbm file, the CAFF is: CAFF28.01.05.0031. Does this mean something? Edited December 22, 2025 by IWantConkerLiveModelsNow
IWantConkerLiveModelsNow Posted December 22, 2025 Posted December 22, 2025 (edited) BIG NEWS: I Use ChatGPT, Asked It "Make A Uber Winfrey Like Importer Script" Gave It All The Details, AND GOT SOMETHING! Can't Choose Contents Though, Need To Update That. UPDATE: ONE MORE SCRIPT, MADE IT CLICKABLE, BUT NEEDS TO BE IMPORTABLE! SO, Got It Working, But Needs A Little Fixes Edited December 22, 2025 by IWantConkerLiveModelsNow
IWantConkerLiveModelsNow Posted December 23, 2025 Posted December 23, 2025 Hi @Uber_Winfrey, I hope you’re doing well! I wanted to reach out because I’m extremely interested in testing your Conker RBM Importer. I’ve been following the project and I’m really impressed by the work you’ve done to make importing Conker RBM, RBM.unpacked, and RBM.unpacked.mapped files possible in Blender. This is exactly the kind of tool I’ve been looking for to dive deeper into the models and geometry from Conker: Live & Reloaded. I want to test your importer thoroughly because I’m working on exploring and understanding all the meshes and animations from the game. My goal is to see how accurately your importer can unpack the RBM files, handle complex geometry, and preserve the original model data. I’m especially curious about testing it with multiple RBM files at once and seeing if it can dump and unpack everything consistently. I’ve also encountered a lot of other importers or scripts that either scramble the meshes or don’t fully capture all the data, so I’m excited to see how yours handles these cases. I’m planning to provide detailed feedback as I test, including any edge cases I encounter, upside-down meshes, or unusual formatting issues. I think this could help you improve the importer even further, and I’d love to contribute to making it as robust and reliable as possible. Also, I’m genuinely excited just to explore the Conker models in Blender with your tool—it’s a huge part of what makes working with this game so interesting and fun! Basically, I’d be honored to help test and stress-test your Conker RBM Importer. I can run through a variety of files, check different model orientations, and report any quirks I find. I hope this message conveys how eager I am to try it out and give you thorough, constructive feedback. Thanks so much for your time and for creating this amazing tool! I really look forward to getting a chance to test it and help in any way I can.
Members Über Winfrey Posted December 28, 2025 Members Posted December 28, 2025 On 10/25/2025 at 11:19 AM, uyaetaite77 said: forgot to ask but, where's Conker's tail? Skin weight limitations, the mesh can only have up to 25 weighted bones per mesh, the tail is separate to bypass the limitation somewhat
Members Über Winfrey Posted December 28, 2025 Members Posted December 28, 2025 (edited) On 12/21/2025 at 9:06 PM, MilesMontana said: Only if Über ever uploads it. That's totally his decision though. here's the script if ya'll want to play around with it right now its just spaghetti code, when its finalized it will hopefully be neater, PLEASE NOTE; Maps don't render correctly, I restructured the script recently and in doing so, removed some of the brute force loading I implemented on maps, I'll fix it when I get around to them, just haven't had the time lately (Supported in RBMimport_noAnimation4 script) IMPORTANT: you will need to decompress the .rbm with birdytsc's clr_unpack.exe put the clr_unpack.exe into the folder with the .rbm you want to import open up the cmd console in that folder type: clr_unpack.exe default.rbm -d index you'll get a decompressed archive with remapped pointers, now you can import into blender Supported so far 3d models Bones and Skin weights Texture and image viewing Normals Materials UVs Alternate UV Channels (if a texture looks off, or scaled incorrectly, try changing the UV channel in shader node editor; eventually it will be dynamically done) Not Supported yet ( but will be at some point ) Animations Blendshapes Map Properties Lights Shader loading (currently I have it just load a default material) Particles Dynamic UV Scaling (some UVs are missing the scale value; rescale the UV in Uv Editor by .5 or 1 if a texture looks to be tiled) Load Script into Blender Open side panel in viewport located on the right side of the screen Click load RBM Find RBM file that you have decompressed and mapped with Birdy's clr_unpack.exe Click on file to load Alternate UV Channel Usage example Conker's Eyes Conker's eyes have 3 Uv Channels: 1 for the lids 1 for the highlight 1 for the pupil in the shader node editor have it look Something like this ( you will have to add the two Mix nodes, and the extra UV nodes and change the UV channels till they look right ) eventually I'll have it do this dynamically I'll post an updated version when I make progress RBMimport_noAnimation4.py RBMimport_noAnimation5.py Edited February 9 by Über Winfrey fixing goofed up script 1
Members Über Winfrey Posted December 28, 2025 Members Posted December 28, 2025 Unused Bounty Hunter model used for scrapped Vendetta's mode
IWantConkerLiveModelsNow Posted December 29, 2025 Posted December 29, 2025 (edited) 1 hour ago, Über Winfrey said: here's the script if ya'll want to play around with it right now its just spaghetti code, when its finalized it will hopefully be neater, PLEASE NOTE; Maps don't render correctly, I restructured the script recently and in doing so, removed some of the brute force loading I implemented on maps, I'll fix it when I get around to them, just haven't had the time lately Supported so far 3d models Bones and Skin weights Texture and image viewing Normals Materials UVs Alternate UV Channels (if a texture looks off, or scaled incorrectly, try changing the UV channel in shader node editor; eventually it will be dynamically done) Not Supported yet ( but will be at some point ) Animations Blendshapes Map Properties Lights Shader loading (currently I have it just load a default material) Particles Dynamic UV Scaling (some UVs are missing the scale value; rescale the UV in Uv Editor by .5 or 1 if a texture looks to be tiled) Load Script into Blender Open side panel in viewport located on the right side of the screen Click load RBM Find RBM file that you have decompressed and mapped with Birdy's clr_unpack.exe Click on file to load Alternate UV Channel Usage example Conker's Eyes Conker's eyes have 3 Uv Channels: 1 for the lids 1 for the highlight 1 for the pupil in the shader node editor change the UV channel in the UV Map node to the appropriate channel I'll post an updated version when I make progress RBMimport_animation_optimized3.pyUnavailable Hey! The RBM Import File You Gave Us Is Unavailable Edited December 29, 2025 by IWantConkerLiveModelsNow
Members Über Winfrey Posted December 29, 2025 Members Posted December 29, 2025 (edited) 3 minutes ago, IWantConkerLiveModelsNow said: Hey! The RBM Import File You Gave Us Is Unavailable I know, idk whats going on with it, I'll have to try to upload again try it again Edited December 29, 2025 by Über Winfrey
IWantConkerLiveModelsNow Posted December 29, 2025 Posted December 29, 2025 (edited) 9 minutes ago, Über Winfrey said: I know, idk whats going on with it, I'll have to try to upload again try it again you could probably make a google drive link with the rbmimport.py file that is downloadable, like here is an example with the tutorial (If you need it)! https://drive.google.com/file/d/12P_svOqRWXSJwpzGjlFxgjtm0g1AAb_3/view?usp=sharing Edited December 29, 2025 by IWantConkerLiveModelsNow
IWantConkerLiveModelsNow Posted December 29, 2025 Posted December 29, 2025 (edited) Uber Winfrey, I Fixed Some Errors In The Script Which Were Indent Errors, But Having Syntax Errors: Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender 4.0\4.0\scripts\modules\addon_utils.py", line 364, in enable mod = importlib.import_module(module_name) File "C:\Program Files\Blender Foundation\Blender 4.0\4.0\python\lib\importlib\__init__.py", line 126, in import_module return _bootstrap._gcd_import(name[level:], package, level) File "<frozen importlib._bootstrap>", line 1050, in _gcd_import File "<frozen importlib._bootstrap>", line 1027, in _find_and_load File "<frozen importlib._bootstrap>", line 1006, in _find_and_load_unlocked File "<frozen importlib._bootstrap>", line 688, in _load_unlocked File "<frozen importlib._bootstrap_external>", line 879, in exec_module File "<frozen importlib._bootstrap_external>", line 1017, in get_code File "<frozen importlib._bootstrap_external>", line 947, in source_to_code File "<frozen importlib._bootstrap>", line 241, in _call_with_frames_removed File "C:\Users\Super Loud Crew\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\RBMimport_animation_optimized3.py", line 327 f"[select_file] Created armature '{ ^ SyntaxError: unterminated string literal (detected at line 327), The Syntax Error Is Not Just In Line 327, I'll give you an update for this error, using different versions of Blender Edited December 29, 2025 by IWantConkerLiveModelsNow
Members Über Winfrey Posted December 29, 2025 Members Posted December 29, 2025 (edited) 43 minutes ago, IWantConkerLiveModelsNow said: Uber Winfrey, I Fixed Some Errors In The Script Which Were Indent Errors, But Having Syntax Errors: Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender 4.0\4.0\scripts\modules\addon_utils.py", line 364, in enable mod = importlib.import_module(module_name) File "C:\Program Files\Blender Foundation\Blender 4.0\4.0\python\lib\importlib\__init__.py", line 126, in import_module return _bootstrap._gcd_import(name[level:], package, level) File "<frozen importlib._bootstrap>", line 1050, in _gcd_import File "<frozen importlib._bootstrap>", line 1027, in _find_and_load File "<frozen importlib._bootstrap>", line 1006, in _find_and_load_unlocked File "<frozen importlib._bootstrap>", line 688, in _load_unlocked File "<frozen importlib._bootstrap_external>", line 879, in exec_module File "<frozen importlib._bootstrap_external>", line 1017, in get_code File "<frozen importlib._bootstrap_external>", line 947, in source_to_code File "<frozen importlib._bootstrap>", line 241, in _call_with_frames_removed File "C:\Users\Super Loud Crew\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\RBMimport_animation_optimized3.py", line 327 f"[select_file] Created armature '{ ^ SyntaxError: unterminated string literal (detected at line 327), The Syntax Error Is Not Just In Line 327, I'll give you an update for this error, using different versions of Blender I'm not getting any tracebacks on my end, might be easier to open the script in the script menus in Blender Edited December 29, 2025 by Über Winfrey 1
Members MilesMontana Posted December 29, 2025 Members Posted December 29, 2025 (edited) Only error I found while using it was this: inconsistent use of tabs and spaces in indentation (RBMimport_animation_optimized3.py, line 9325) I went ahead and downloaded 4.3.2 since that was the version you were running in some of your demonstrations on Twitter and Bluesky. That's the only odd thing i've noticed so far that's stopping from importing anything else. Edit: I did do some backspacing on where the indentations kept happening and while it finally ran, it ran into another issue where nothing really does import, but it reads the .RBM. I ran a test with Future War SHC Sneeker to see how it'd fare. Edited December 29, 2025 by MilesMontana Updated information.
IWantConkerLiveModelsNow Posted December 29, 2025 Posted December 29, 2025 2 hours ago, MilesMontana said: Only error I found while using it was this: inconsistent use of tabs and spaces in indentation (RBMimport_animation_optimized3.py, line 9325) I went ahead and downloaded 4.3.2 since that was the version you were running in some of your demonstrations on Twitter and Bluesky. That's the only odd thing i've noticed so far that's stopping from importing anything else. Edit: I did do some backspacing on where the indentations kept happening and while it finally ran, it ran into another issue where nothing really does import, but it reads the .RBM. I ran a test with Future War SHC Sneeker to see how it'd fare. I fixed that error, you can fix this indent error with autopep8, but having a syntax error, doing what uber told me to do.
Members MilesMontana Posted December 29, 2025 Members Posted December 29, 2025 2 minutes ago, IWantConkerLiveModelsNow said: I fixed that error, you can fix this indent error with autopep8, but having a syntax error, doing what uber told me to do. I got it to somewhat fix by removing some backspaces, but the error in the image is all syntax errors. That's all I have atm from editing the script as you did the same thing.
Members Über Winfrey Posted December 30, 2025 Members Posted December 30, 2025 (edited) 7 hours ago, MilesMontana said: Only error I found while using it was this: inconsistent use of tabs and spaces in indentation (RBMimport_animation_optimized3.py, line 9325) I went ahead and downloaded 4.3.2 since that was the version you were running in some of your demonstrations on Twitter and Bluesky. That's the only odd thing i've noticed so far that's stopping from importing anything else. Edit: I did do some backspacing on where the indentations kept happening and while it finally ran, it ran into another issue where nothing really does import, but it reads the .RBM. I ran a test with Future War SHC Sneeker to see how it'd fare. you have to decompress the .rbm with birdytsc's unpacker use clr_unpack.exe default.rbm -d index you'll get a remapped archived with corrected pointers if you ever see the package list look like your example, its because you're using the compressed rbm My bad though, I thought I had mentioned that when I posted the alpha script, but I didn't EDIT: actually, I see what you're seeing when opening it into the script window I never open it with the menu, I open the script in a text editor, and copy paste it into the scripting console I've Updated the original script upload, should be fixed, let me know if its still throwing the error Edited December 30, 2025 by Über Winfrey
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