April 27Apr 27 I've seen this topic and it brought me a new approach: Basically I've been researching the PS3 beta builds from Until Dawn since 2016. Over the years several builds had been leaked and can be found in WebArchive. So basically these builds are running in the Killzone 3 engine (before being called Decima Engine). They're pretty much the same in almost every aspect. I've been trying to extract the character models for several years without much luck, until I found that Blender plugin. I've tweaked a little bit with my little knowledge and Claude AI. But I'm stuck with the faces being all over the place. Stream layouts are defined in VertexArrayResource but I can't get them right. In the files I've attached my tweaked Blender plugin based on https://github.com/0ther1/io_scene_killzone2 and the .core .corestream from a character. ud_importer_v2.9.zip CHARACTERS.BODYVARIANTS.SAMANTHA.SAMANTHA_NORMAL_BV_ASSETS_SAMANTHANORMAL_CONCRETEASSET.rar
April 29Apr 29 Localization Funny enough, I was at one point going to try the plugin on those files but hadn't had the storage space to spare for ripping the files (KZ3 was massive, and my other storage drive is slow). Someone managed to get the models out from one of the earliest builds (nothing I had really wanted tbh, it was TOO early of a build), but I believe they only released them unfortunately, not the script (it was in some paid-for model resource discord). If this gets somewhere though, that's awesome! I'm really glad that it works at all, I wanted to try getting these models at some point, I have all the PS4 and PC models ripped, wanted to try getting the PS3 ones too eventually.
April 29Apr 29 Localization There are some differences in data types even though file header version is the same as Killzone 3 one With that I will not update plugin to support this game, but I've made a separate branch for the plugin (https://github.com/0ther1/io_scene_killzone2/tree/untildawn) (no release, download code as zip) Also only this one *.core file was used in tests so there are no guarantees that it will work with any file from the game Edited April 29Apr 29 by other1
April 30Apr 30 Localization Since they haven't replied yet, all character assets seem to work, including shared and item assets (some of which are killzone leftovers it seems?), but level asset containers run into index errors and unknown reference types. Here's some samples I grabbed from the Jun 4, 2013 prototype, though I'm uncertain if earlier prototypes have different formats. They're also very big files, so it was difficult to send several of them. lumps.zip Edited April 30Apr 30 by DreamingOxxy
April 30Apr 30 Localization Further testing, using a much later build (just titled "Near final", not sure the date), I did encounter one character mesh that did not import, giving an index error. Earlier versions of this character file don't seem to run into this issue. matt.zip Edited April 30Apr 30 by DreamingOxxy
April 30Apr 30 Localization Several files in the Gamescom build seem to run into a massive error, blendshapes or something of the sorts. Makes sense given I believe this is one of the earliest builds. Files named like "jacknormal" don't work, while files named "jack.normal" do. Probably earlier revisions with older naming schemes. There's builds from ~2010, but I don't currently have time to look through more of them. GamescomLumps.zip Edited April 30Apr 30 by DreamingOxxy
May 2May 2 Author Sorry for the late answer. I've been testing some stuff to try to export the maps, here's what I got so far for the indices type distribution: [ 0] StaticMeshResource: 437 [ 5] RenderingPrimitiveResource: 817 [ 7] Gradient: 7 [ 9] ShaderFromFileResource: 2 [10] MultiMeshResource: 13 [11] PhysicsCollisionInstance: 4 [13] LodMeshResource: 189 [14] SKDTreeResource: 381 [15] PhysicsCollisionResource: 4 [16] ShaderResource: 110 [17] IndexArrayResource: 675 [18] ParticleEmitter: 9 [19] EmitterWWiseSoundResource: 8 [20] SpotLightResource: 14 [22] ProjectedMeshInstance: 2 [23] StaticMeshInstance: 284 [25] LightProbeSetResource: 1 [27] ParticleSystemResource: 7 [30] OmniLightResource: 13 [31] CurveResource: 6 [32] Texture: 310 [33] RenderEffectResource: 352 [35] VertexArrayResource: 115 [36] ParticleSystemInstance: 19 [37] OmniLight: 12 [38] SpotLight: 13 levels.single_player.location_lodge_basement.section_psychosroom.assets_art_art_bsp.rar io_scene_kz_map.zip Edited May 2May 2 by JonAMS
May 2May 2 Localization I know a few people who were interested in getting the maps exported from this engine, but honestly I thought it'd be too much of a nightmare to figure out with possibilities of baked lighting and shadow maps and such. Awesome though to hear. I did want to report a lot of the asset containers for levels in Until Dawn seem to vary, some of them work after the updated importer, a lot of them still don't. I'd likely have to send quite a few of them for example, and I can't fit that within the file limit here, so I'll have to upload them externally when I get the chance. Though if maps are looked into more with how they store things, that'd probably help too.
May 3May 3 Localization On 5/2/2026 at 2:46 PM, JonAMS said: Sorry for the late answer. I've been testing some stuff to try to export the maps, here's what I got so far for the indices type distribution: [ 0] StaticMeshResource: 437 [ 5] RenderingPrimitiveResource: 817 [ 7] Gradient: 7 [ 9] ShaderFromFileResource: 2 [10] MultiMeshResource: 13 [11] PhysicsCollisionInstance: 4 [13] LodMeshResource: 189 [14] SKDTreeResource: 381 [15] PhysicsCollisionResource: 4 [16] ShaderResource: 110 [17] IndexArrayResource: 675 [18] ParticleEmitter: 9 [19] EmitterWWiseSoundResource: 8 [20] SpotLightResource: 14 [22] ProjectedMeshInstance: 2 [23] StaticMeshInstance: 284 [25] LightProbeSetResource: 1 [27] ParticleSystemResource: 7 [30] OmniLightResource: 13 [31] CurveResource: 6 [32] Texture: 310 [33] RenderEffectResource: 352 [35] VertexArrayResource: 115 [36] ParticleSystemInstance: 19 [37] OmniLight: 12 [38] SpotLight: 13 levels.single_player.location_lodge_basement.section_psychosroom.assets_art_art_bsp.rar 14.95 MB · 1 download io_scene_kz_map.zip 18.35 kB · 0 downloads Fixed for this one file
May 3May 3 Author So this is really interesting, it seems like the lodge map files don't read the world placement nor scale, but they contain a copy of all the objects joined and combined into sections, apart from the objects individually also being all at 0,0,0. LEVELS.SINGLE_PLAYER.LOCATION_LODGE_INTERIOR.SECTION_HALL.ASSETS_ART_ART_HIGH.rar
May 4May 4 Localization Plugin was intended only as mesh/skeleton/texture (animations sadly omitted) importer, any other data inside of *.core files is ignored (might as well have information on how these models are composed) You have to study datatypes inside to fully recreate levels (I'm not interested in that)
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