SeriousNorbo Posted December 1 Posted December 1 Hello, I'm wondering if anyone could help in recovering models and character animations from a 2005 PC game Creature Conflict. Assets were exported from main data pack using QuickBMS script from this topic: https://www.zenhax.com/viewtopic.php@t=3992.html Some information i got about the models so far: The .LWO is a mesh with or without rigging, while .LWS is a single animation. These are not typical Lightwave files, they lack any headers. Rigged character meshes seem to have "_xsi" in the name which made me thought they may be Autodesk Softimage files, but i couldn't get them imported into Softimage as XSI or as Lightwave. Using Model Researcher i was able to determine Vertex block starts at 0x120 in each .LWO file, but i wasn't succesfull at finding polygons or rigging. I attached a few character and weapon models, along with animations for one of the characters and one weapon, plus exported textures for UV map research. CreatureConflictModels.rar
Engineers shak-otay Posted December 1 Engineers Posted December 1 (edited) Yeah, the DWord face indices totally don't fit but I have a déjà vue of this picture, maybe on former Xentax? edit: correct vertex start is 0x144 Edited December 1 by shak-otay 1
SeriousNorbo Posted December 1 Author Posted December 1 (edited) Hmm... I never heard about this game being mentioned on Xentax or on any other reverse engineering forum (it's quite obscure game), aside from Zenhax topic I made years ago, i may be mistaken. So is polygon data recoverable from those files? or did it got lost during decompilation with quickBMS? If it helps i can upload the original archive before decompilation I see the edit now, so luckily no data got lost during conversion. Awesome! Edited December 1 by SeriousNorbo
SeriousNorbo Posted December 4 Author Posted December 4 I was able to make some blender script that can import meshes, but i wasn't succesfull at getting UVs so far, i'm not sure where's the issue
Engineers shak-otay Posted December 5 Engineers Posted December 5 (edited) My best bet: edit: fail, at 0x1d934 there's only a copy of the mesh Edited December 5 by shak-otay 1
Members Karpati Posted December 5 Members Posted December 5 (edited) My first try on this .lwo format. Edited December 5 by Karpati 1
SeriousNorbo Posted December 6 Author Posted December 6 Yes! that's how the mesh was meant to look like! (eyes are missing since they're in separate files) Awesome results! Now, can bone structure be recovered from those files? I didn't got that that part yet but i assume assets like "barrel.lwo" or "wpn_brd_biobazooka.lwo" will either have no bones, or a single bone in center to not be empty, they don't have moving parts in-game. That guinea pig and wpn_brd_biostrike_saurus_xsi.lwo are fully animated in gameplay.
AexaDev Posted 19 hours ago Posted 19 hours ago On 12/6/2025 at 5:13 PM, SeriousNorbo said: Yes! that's how the mesh was meant to look like! (eyes are missing since they're in separate files) Awesome results! Now, can bone structure be recovered from those files? I didn't got that that part yet but i assume assets like "barrel.lwo" or "wpn_brd_biobazooka.lwo" will either have no bones, or a single bone in center to not be empty, they don't have moving parts in-game. That guinea pig and wpn_brd_biostrike_saurus_xsi.lwo are fully animated in gameplay. I think I’ve seen this format before I think this is Lightwave3D model format
SeriousNorbo Posted 7 hours ago Author Posted 7 hours ago (edited) 12 hours ago, AexaDev said: I think I’ve seen this format before I think this is Lightwave3D model format Sadly, I'm afraid not. I tried plugins for Blender, Noesis, Softimage and Lightwave3D itself. Nothing was able to import those files. Checking them with hex viewer show they lack headers that typical Lightwave3D models have. Edited 7 hours ago by SeriousNorbo
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