March 16Mar 16 Author Localization Although no one has responded yet, I believe my final findings are that any character with a cloaking feature does not export with the correct UV charts using that blender plugin, as to why, I don't know, I'm trying to edit the plugin to support them, but I'm not sure what's causing the issue in the first place.
March 18Mar 18 Localization Hi, uploaded a bugfix - empty UV maps were unintended, and some other UV maps were using wrong coordinates (may break UV maps that were correct before - needs testing)
March 18Mar 18 Author Localization 6 hours ago, other1 said: Hi, uploaded a bugfix - empty UV maps were unintended, and some other UV maps were using wrong coordinates (may break UV maps that were correct before - needs testing) Seems like it fixed everything so far, I'll report if I find anything!
March 18Mar 18 Author Localization Okay, it now fails to import the ExoSkeleton mesh (first image is the old version) and gives this error (I tested it on a few blender versions just to make sure), UV on the mesh that does import looks correct now though. Edited March 18Mar 18 by DreamingOxxy
March 19Mar 19 Author Localization Seems like the only remaining issue is unknown reference types in certain files, it seems very random/specific which files contain said reference types though "levels.single_player.visari_palace.section_palace_main.assets_optimized_palacemaingp_hghsta11smg_isam13shotgunfp_allsniperrifle_hghradec_radecm32combatk.core" says "Type 28" "levels.single_player.suljeva_village.section_badlands.assets_optimized_garza_natko_isaevelyn_badlandsgp_badlandshi_badlandsst_controlroomhi_mainvillage.core says "Type 26" And I can't remember which file, but I believe there was a "Type 25" error too This is unrelated to that, and not truly important in any way, but I have managed to get the closed beta multiplayer .core files, and they're an even earlier RTTIBin version than some of the other ones I found. If you or anyone else cares to take a look, there's some interesting cut models in these files that are only seen in screenshots/old renders, and a ton of test levels, so for anyone in the future who may be interested I figured I can provide some of them. ClosedMultiplayerLumps.7z
March 26Mar 26 Supporter Hey @other1 did you figure out > CollisionResourcePolySoup? I was able only find vertices.
March 26Mar 26 Supporter So you can get hgh_commando_character with helmet? Bcs that CollisionResourcePolySoup has vertices for that helmet and i din't find it anywhere else.
March 27Mar 27 Author Localization On 3/26/2026 at 4:13 AM, other1 said: Can you share closed beta's EBOOT file? Sorry for the delay, I never got the notifications until now, here you go EBOOT.zip
March 30Mar 30 Localization Updated the plugin to support 1.53 file version (closed beta files that you shared) I had to take a guesses here since I couldn't crack open EBOOT so some files can cause errors
March 30Mar 30 Author Localization Childish as it may sound I was practically clapping and jumping with glee at that, this build has several things I was interested in and I'm very glad to have it now, thank you so much for all the work you've done. The thing I've noticed, and why I was interested in these versions, is the Grenadier texture in the final game doesn't exist. It uses the wrong texture, calling for the heavy smg trooper textures, the specular and normal map seem to make up for this in-game, but his base texture just doesn't exist. This earlier build has it, they must've made a mistake somewhere during development and replaced his diffuse texture. It also has several early helmet designs, the Medic in this build has a completely custom helmet never used anywhere else in the final game, though parts of it were also used for the Grenadier helmet (the eyes mainly), rather than using the shock trooper head.
March 31Mar 31 Author Localization I've already got what I wanted out of this topic, and am about ready to mark as solved, but a lot of other people were asking about Killzone 3 as well, so I figured I'd put this here. With how many different versions of this model format there are, I'd just pay for them to be supported if you or anyone else was willing to do them, I can't imagine doing all that out of pure volunteering is worth it. With that out of the way, I was talking to someone in a Discord that's all about Killzone and they sent me this; a lot of research about the engine in general (though of more recent versions for the most part), and information on how the Killzone series .core files are structured. Some info being in 010 editor format for reading. https://github.com/ShadelessFox/decima/wiki/Corefiles https://github.com/ShadelessFox/decima/tree/compile-time-rtti-2/decima-game-killzone3 This may be useful for further parsing files with the existing importer, or adding support for the other titles, Killzone 2, 3, and Mercenary all use a version of the RTTIBin format, though as h3x3r said Killzone 3 uses extra files for textures and such, Killzone 1 being PS2 uses a rather different format it seems. All that being said, here's some Killzone 3 sample files, I can send more, but they're pretty big, so this is all I could fit. Killzone3SampleFiles.7z
April 2Apr 2 Localization Updated the plugin - Killzone 3 now supported Wasn't difficult since base file structure is same
April 2Apr 2 Author Localization I've been meaning to ask, are textures supposed to apply automatically? They don't for me. I'm noticing with Killzone 3, the armatures don't match the base poses of the models, I'm worried it might be an animation of some sorts to fit the poses of the meshes. Edited April 2Apr 2 by DreamingOxxy
April 3Apr 3 Localization No, textures are not applied - mesh uses multiple textures and I didn't find a way to know which texture is diffuse/normal etc. Killzone 2 also have some characters with their rest pose not aligned to the skeleton and I didn't find anything related to that. I guess you have to align armature manually Edit: found something for armatures - should be properly aligned now if mesh created that armature (shared armature still could be misaligned) Edit 2: updated again - now there's an option to align mesh to shared armature to fix misaligned rest pose (slows import process) External references to skeletons are partially resoloved - if you import common skeleton from one file, then import into same scene another file, where mesh references this exact skeleton, mesh will now use it Also diffuse textures are now assigned to materials (now always correct ones) Edited April 3Apr 3 by other1
April 3Apr 3 Author Localization 14 hours ago, other1 said: No, textures are not applied I figured they weren't but I thought I'd ask since that screencap you sent earlier had them applied for the commando. New update works amazingly though! Glad you could figure out something for the armatures. Edit: It seems the chest bone gets rather screwed with, the bones are all in the correct places now it seems, but all the character models have their chests bent inwards, you can see it in this screenshot. It's not applied as a pose either, the meshes now just have their chests bent incorrectly. Seems to apply (mostly) to models that didn't match the skeleton's pose, models that did, seemed to have been corrected to match the forward a-pose the rest of the models do, and the armature is also now in the forward a-pose, but (some) models that were already in the forward a-pose have been affected. It seems random, I really can't tell why some are affected and some aren't. Edited April 3Apr 3 by DreamingOxxy
April 12Apr 12 Author Localization Been a bit busy as of late, but I've been told and tested myself that Killzone 3's assets_description.vehicles.hgh_mawlr_hgh_mawlr.core file grants this error after import.
May 22May 22 I don't know if this is too late, but I have been trying to get the capture trooper model from kz3 with the addon and I think it does not work, I tried extracting the model from "levels.single_player.stahl_arms_research.section_lab_firing_range.assets_optimized_labgpfiringrange_labartlabfiringrangehi_hghcapturetrooperweapon_hghcapturetroope.core" and you get the model with a broken rest pose and it has no armature, and also the model has no armor, its the same situation as the other picture with the big helmet posted by @other1. levels.single_player.stahl_arms_research.section_lab_firing_range.assets_optimized_labgpfiringrange_labartlabfiringrangehi_hghcapturetrooperweapon_hghcapturetroope.zip Edited June 7Jun 7 by lechon201
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