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Penny Arcade adventures DTS files

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I know really early to ask for stuff from the same game but I really wanna get these models from the game also here are samples The character folders have 2 things mostly the Model container and animation files (DSQ)

Characters.zip 

Edited by Sirduckdude

  • Supporter
On 4/12/2026 at 8:10 AM, Sirduckdude said:

I know really early to ask for stuff from the same game but I really wanna get these models from the game also here are samples The character folders have 2 things mostly the Model container and animation files (DSQ)

Characters.zip 1.66 MB · 7 downloads  

It looks like both the grid and the index are chunked

The structure I have found so far

File header

It seems to be a bone hierarchy table

unknown area

Then start entering the vertex data with four FF markers

40 bytes of extra data per vertex, possibly a bounding box

Then there is a group of 12 bytes of data, which may be the position

followed by a group of 20 bytes of data

Then there is a group of 24 bytes of data

After that is a group of 64 bytes of data, suspected to be a 4x4 matrix

And then the 4-byte index data?

Finally, there is another set of 4 bytes of unknown data, which may be color-related data.

Then four FF enter the second layer of vertex data

This is the difficulty in parsing. Some files may be missing some content. For example, if there are no bones, matrix data may be missing. There may be a field in the file header that indicates

After all the vertex data, there is a bunch of 2-byte index data. In some files, the index is also divided into blocks. They first represent the index number of the current block with 4 bytes, then split with an additional 6 bytes, followed by the index number of the second block, and finally end the file with a bunch of bone names or material strings.

  • Author
1 hour ago, wq223 said:

It looks like both the grid and the index are chunked

The structure I have found so far

File header

It seems to be a bone hierarchy table

unknown area

Then start entering the vertex data with four FF markers

40 bytes of extra data per vertex, possibly a bounding box

Then there is a group of 12 bytes of data, which may be the position

followed by a group of 20 bytes of data

Then there is a group of 24 bytes of data

After that is a group of 64 bytes of data, suspected to be a 4x4 matrix

And then the 4-byte index data?

Finally, there is another set of 4 bytes of unknown data, which may be color-related data.

Then four FF enter the second layer of vertex data

This is the difficulty in parsing. Some files may be missing some content. For example, if there are no bones, matrix data may be missing. There may be a field in the file header that indicates

After all the vertex data, there is a bunch of 2-byte index data. In some files, the index is also divided into blocks. They first represent the index number of the current block with 4 bytes, then split with an additional 6 bytes, followed by the index number of the second block, and finally end the file with a bunch of bone names or material strings.

Hmm I've seen some dts openers for blender but none seem to do anything so far 😕 none that open the files 

  • Supporter
3 hours ago, Sirduckdude said:

Hmm I've seen some dts openers for blender but none seem to do anything so far 😕 none that open the files 

The file structure is a bit messy, okay, I restored a simple oil barrel and grenade?, the extra bytes I mentioned before seem to have a mark byte that controls the format of the vertices, and the marks are almost all present from 0-20. The problem lies in the mark, there are many marks The structure is exactly the same, maybe their difference lies in the structure of normal or color data, for the 00 mark, it does not seem to be a simple position + normal + uv

When you skip the position + normal UV data, if the next four bytes are equal to the number of vertices, the data behind it is the number of vertices x 4, which may be color or other. If the value of the current position is not the number of vertices, but four 0s, then there is a mark byte behind it to control the subsequent structure, if the value is not 0

continue to appear

24 bytes of data

Number of vertices x24 - there is a quantity mark at the beginning

Suspected matrix - a group of 64 bytes

Suspected index - a group of 4 bytes

Finally, there is another set of unknown four-byte data without a quantity mark, but the quantity is shared with the initial position normal quantity.

If the mark after these four 0s is 0, the current block ends, which means there is no subsequent matrix and other data.

  • Author
2 hours ago, wq223 said:

To be honest, I'm not sure if it's a grenade or a missile or something messy.

IMG_20260413_165703.jpg

yeah it is pretty messy def doesn't look like anything I've seen in the game

  • Supporter
3 hours ago, Sirduckdude said:

yeah it is pretty messy def doesn't look like anything I've seen in the game

This time I can see that he is a character.

Image_1776093658956_311.png

  • Supporter
1 hour ago, Sirduckdude said:

Oh shoot nice how did you do that lol?

Use any analysis tool, or look at any tutorial on extracting the model, and you will get clues quickly. It is not recommended to write custom scripts before fully understanding the structure. Currently I am still manually inputting the mesh and the position of the vertices. I am sure there are flags that I have not seen. When the flag changes, it means that the structure of the mesh will also change accordingly.

  • Author
3 hours ago, wq223 said:

Use any analysis tool, or look at any tutorial on extracting the model, and you will get clues quickly. It is not recommended to write custom scripts before fully understanding the structure. Currently I am still manually inputting the mesh and the position of the vertices. I am sure there are flags that I have not seen. When the flag changes, it means that the structure of the mesh will also change accordingly.

Like Hex? Which one do you recommend? 🤔

  • 2 weeks later...

is there any update on this? ive been seeking to rip and import character files and the usual methods don't seem to work.

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