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[PlayStation 3] PlayStation Move Heroes - .esm, .nwf, .nav

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As far as anything is known about PS Move Heroes, there isn't anything known about it due to how non-existent the ripping scene is for it. However, I do think that Nihilistic Software's in-house game engine—NOD—may have been used as Move Heroes' game engine as Nihilistic's first two PS3 titles—Conan and Zombie Apocalypse—are very identical in structure and files. Although for what it's worth, there was an SDK that had managed to leak online but it's for their very first game, Vampire: The Masquerade - Redemption. Alongside that, there's also this research paper on the engine as it was during the development of their unofficial second game, Starcraft.

Other than those, that's all I've managed to dig up on the subject. Samples from all three of Nihilistic's PS3 titles, including Move Heroes, can be found here and here. For the moment, it seems like the only way it would be possible to do any sort of ripping for Move Heroes in specific is to do a memory dump either on native hardware or RPCS3 and somehow reverse engineer it until you get something out of it

Solved by Hazza12555

  • Supporter

I briefly looked at this and it looks like the biggest part of that file is compressed with zlib/deflate. Containing textures + meshes.

  • Author

The work that has been done so far looks promising, folks! Not too sure how to get some of the archives open for myself at this moment but noted nonetheless

  • Localization
  • Solution

Playstation Move Heroes Extractor V1.2

TO BE ABLE TO USE THIS, YOU MUST HAVE THE FULL GAME DUMP NOT JUST THE CHARACTERS.ESM FILE AS YOU NEED THE MATERIALS FOLDER FOR THE TEXTURE EXTRACTION.

The extractor currently only parses models/equipment with their respective textures/rigging already applied.
If anyone would like the world/level meshes extracted, please do let me know as they live in seperate files from the characters.

MAKE SURE YOU READ THE README.MD FILE FOR THE FULL USAGE GUIDE/REQUIREMENTS

ANY BUGS, PLEASE FEEL FREE TO DM ME.

PMH_Extractor_v1.2.zip

Edited by Hazza12555

  • Localization

Resource types are listed in misc/resourcetypedefinitions.xml:

Model/MeshGroupPacketBuffer.smf, Texture/TextureImageData.pst,

Material.bmx (loose files named by GUID), Animation.saf, Level.lvl,

world geometry.geo, Sector.sec, collision.col, MotionSet.msb,

SoundBank.nsb. Resources are identified by 128-bit GUIDs (4×u32).

If anyone is wanting to know what the formats are ^

  • Localization

New Features

  • Added .bmx material parameter parser.

  • Extract shader constants from material files.

  • Detect emissive textures automatically.

  • Detect fur alpha mask textures.

  • Export emissive color and emissive strength to glTF.

  • Export specular color and specular textures.

  • Support bump/normal intensity from material parameters.

Material Improvements

  • Materials now preserve:

    • Diffuse color

    • Specular color

    • Specular exponent

    • Emissive color

    • Opacity

  • Fur shell alpha masks now use the correct UV tiling.

  • Improved material deduplication using shader parameters in addition to texture sets.

glTF Export

  • Added proper transparent material support (alphaMode: BLEND).

  • Automatically enables double-sided rendering for translucent materials.

  • Converts Blinn–Phong specular power into an approximate PBR roughness value.

  • Improved normal map handling with exported bump scale.

  • Better mapping of legacy shader properties to glTF PBR materials.

OBJ/MTL Export

  • Expanded generated .mtl files with:

    • Ks

    • Ns

    • Ke

    • d

    • map_Ke

  • Produces materials that more closely match the original game.

Improvements

  • Improved material reconstruction from BMX shader data.

  • More accurate recreation of in-game material appearance.

  • Reduced duplicate material generation during export.

  • Automatically repairs known broken game assets during export for improved compatibility.

Fixes

  • Fixed incorrect fur alpha texture scaling.

  • Fixed missing emissive information during export.

  • Improved handling of translucent materials.

  • Improved consistency between exported OBJ and glTF materials.

  • Fixed fur shell transparency. The exporter now automatically extracts the alpha channel from CH_ALL_furShell2_N textures and applies it correctly for both GLB and OBJ exports.

  • Fixed Rambo (Alt 1) and Pants (Alt 3) teeth. The exporter now detects the broken game data and automatically repairs the teeth mesh by assigning the correct material and UV mapping. A --no-repair option is available to preserve the original game data if desired.

Known Limitations

  • Avatar (Alt 2) cloth/torso accessories remain untextured. This is due to unused content left in the game files—the mesh exists, but no texture was ever shipped, making reconstruction impossible. The exporter now assigns a plain white material instead of a misleading placeholder material.

Edited by Hazza12555

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