Skip to content
View in the app

A better way to browse. Learn more.

ResHax

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.
Help us keep the site running.
Zero Tolerance for Disrespect

Extract UFC Octagon 3D model?

Featured Replies

Hi, is anyone able to extract the UFC 3, 4, 5, Octagon or even the arenas 3D model? Been seeing many 3D models of the fighters extracted but no discussion of the octagon or arena.

Thanks.

Upload files or something, without clay you can't make bricks... otherwise they'll close this thread and you'll be left without the square or octagon or arena...

Thanks.

  • Author

Here's the UFC 3 (would like the higher games but I am not sure how to unpack those) Stage folder I tried to unpack, but to no success. I'm not sure if this is the folder with the Arena or octagon, but if this isn't it I have the other files.

stage.7z

  • Supporter

I think i got it. Now it should unpack compressed textures.

##############################
get BaseFileName basename
get FileExtension extension
get FileSize asize

endian big

get ResourceCount uint32
getdstring Dummy 0x8
get TOCOffset uint32

goto TOCOffset

for i = 0 < ResourceCount
	getdstring ResourceName 0x10
	getdstring ResourceType 0x4
	get ResourceSize uint32
	get ResourceOffset uint32
	getdstring Dummy 0x4
	savepos cPos
	
	if ResourceType == "tex"
		goto ResourceOffset
		savepos ResourceBaseOffset
		get TexResourceCount uint32
		getdstring Dummy 0x8
		get TexTOCOffset uint32
		
		for j = 0 < TexResourceCount
			getdstring ResourceName 0x10
			getdstring ResourceType 0x4
			get TexResourceSize uint32
			get TexResourceOffset uint32
			getdstring Dummy 0x4
			savepos EndOfInfo
			
			math TexResourceOffset + ResourceBaseOffset
			math TexResourceSize - 16
			
			goto TexResourceOffset
			getdstring Dummy 0x4
			endian little
			get DecompressedSize uint32
			getdstring Dummy 0x8
			savepos Offset
			endian big
			goto EndOfInfo

			string Name p "%s/%s.%s" BaseFileName ResourceName ResourceType
			clog Name Offset TexResourceSize DecompressedSize
		next j
		goto cPos	
	else
		string Name p "%s/%s.%s" BaseFileName ResourceName ResourceType
		log Name ResourceOffset ResourceSize
	endif	
next i

Got something.

image.png

So mesh format is something like this. I will try to write noesis script.

//------------------------------------------------
//--- 010 Editor v14.0 Binary Template
//
//      File: 
//   Authors: 
//   Version: 
//   Purpose: 
//  Category: 
// File Mask: 
//  ID Bytes: 
//   History: 
//------------------------------------------------
BigEndian();OutputPaneClear();

local uint32 i,j,k,l;

char Sign[4];
uint32 Unknown_0;
uint32 Unknown_1;
uint32 Unknown_2;
uint32 Unknown_3;
uint32 Unknown_4;
uint32 ShapeCount;
uint32 ShapeDefOffset;     // + 8
uint32 TransformCount;
uint32 UnknownDef0Count;
uint32 TransformDefOffset; // + 8
uint32 UnknownDef0Offset;  // + 8
uint32 UnknownDef1Offset;  // + 8
uint32 UnknownDef1Count;
uint32 Unknown_5;
uint32 Unknown_6;
uint32 Unknown_7;
uint32 Unknown_8;
uint32 TextureCount;
uint32 TextureDefOffset;   // + 8

FSeek(ShapeDefOffset + 8);
struct
{
    uint32 ElementCount;
    uint32 Unknown_0;
    uint32 Unknown_1;
    uint32 TransformIndex;
    byte FF[76];
    uint32 Unknown_2;
    uint32 Unknown_3;
    uint32 Unknown_4;
    uint32 ElementBufferOffset;    // + 8  // Vertices / Normals / Colors // Stride 28
    uint32 Unknown0BufferOffset;   // + 8
    uint32 UnitVectorBufferOffset; // + 8  // Unit Vectors // Stride 16 // 2 UV Sets  // Local / World
    uint32 Unknown1BufferOffset;   // + 8
    uint32 TextureIndex;
    char Type[16];
    uint32 Unknown_6;
    uint32 Unknown_7;
    uint32 MaterialDefCount;
    uint32 MaterialDefOffset;      // + 8
    uint32 IndexBufferOffset;      // + 8
    uint32 ElementCount_t;
    uint32 Unknown_8;
    float BBoxX,BBoxY,BBoxZ,Radius;
}ShapeDefinition[ShapeCount]<optimize=false>;

FSeek(TransformDefOffset + 8);
struct
{
    char MeshName[16];
    float Matrix4x4[16];
}TransformDefinition[TransformCount];

FSeek(UnknownDef0Offset + 8);
struct
{
    char Name[16];
}Unknown0Definition[UnknownDef0Count];

FSeek(UnknownDef1Offset + 8);
struct
{
    char Name[16];
    uint32 Unknown_0;
    uint32 Unknown_1;
    uint32 Unknown_2;
    uint32 Unknown_3;
}Unknown1Definition[UnknownDef1Count];

FSeek(TextureDefOffset + 8);
struct
{
    char TextureName[16];
}TextureDefinition[TextureCount];

Some progress....

image.png

Noesis script. If anything went wrong just let me know. Some textures are missing from scene, maybe in another file.

# Script by h3x3r

from inc_noesis import *
import noesis
import rapi
import os

def registerNoesisTypes():
   handle = noesis.register("UFC 3 - Mesh", ".ymx")
   noesis.setHandlerTypeCheck(handle, noepyCheckType)
   noesis.setHandlerLoadModel(handle, noepyLoadModel)
   noesis.logPopup()
   return 1
        
def noepyCheckType(data):
	bs = NoeBitStream(data, NOE_BIGENDIAN)
	if len(data) < 20:
	    return 0
	if bs.readUInt() != 0x4A424F59:
	    return 0
	return 1
        
def noepyLoadModel(data, mdlList):
	bs = NoeBitStream(data, NOE_BIGENDIAN)
	baseName = rapi.getExtensionlessName(rapi.getLocalFileName(rapi.getInputName()))
	ctx = rapi.rpgCreateContext()
	rapi.rpgSetOption(noesis.RPGOPT_BIGENDIAN, 1)
	Underline = "_"
    
	TextureNameList = []
	MeshNameList = []
	TransformList = []

	# Base Info
	bs.read(24)
	ShapeCount = bs.readUInt()
	ShapeDefOffset = bs.readUInt() + 8
	TransformCount = bs.readUInt()
	bs.read(4)
	TransformDefOffset = bs.readUInt() + 8
	bs.read(28)
	TextureCount = bs.readUInt()
	TextureDefOffset = bs.readUInt() + 8
    
	# Texture Definition
	bs.seek(TextureDefOffset, NOESEEK_ABS)
	for i in range(0, TextureCount):
		CurPos = bs.tell()
		TextureNameList.append(bs.readString())
		bs.seek(CurPos)
		bs.read(16)
        
	# Transform Definition
	bs.seek(TransformDefOffset, NOESEEK_ABS)
	for i in range(0, TransformCount):
		CurPos = bs.tell()
		MeshNameList.append(bs.readString())
		bs.seek(CurPos)
		bs.read(16)
		TransformBytes = bs.read(64)
		TransformList.append(TransformBytes)
        
	# Shape Definition
	bs.seek(ShapeDefOffset, NOESEEK_ABS)
	for j in range(0, ShapeCount):
		ShapeNum = "{:04d}".format(j)
		ElementCount = bs.readUInt()
		bs.read(8)
		TransformIndex = bs.readUInt() - 1
		bs.read(88)
		ElementBufferOffset = bs.readUInt() + 8
		bs.read(4)
		UnitVectorBufferOffset = bs.readUInt() + 8
		bs.read(4)
		TextureIndex = bs.readUInt()
		bs.read(32)
		IndexBufferOffset = bs.readUInt() + 8
		bs.read(24)
		EndOfInfo = bs.tell()
        
		bs.seek(ElementBufferOffset, NOESEEK_ABS)
		bs.read(4)
		ElementBuffer = bs.read(ElementCount * 28)
        
		bs.seek(UnitVectorBufferOffset, NOESEEK_ABS)
		UnitVectorBuffer = bs.read(ElementCount * 16)
        
		bs.seek(IndexBufferOffset, NOESEEK_ABS)
		bs.read(8)
		IndexCountOffset = bs.readUInt()
        
		bs.seek(IndexCountOffset, NOESEEK_ABS)
		IndexCount = bs.readUInt()
		bs.read(4)
		IndexBuffer = bs.read(IndexCount * 2)
        
		rapi.rpgBindPositionBufferOfs(ElementBuffer, noesis.RPGEODATA_FLOAT, 28, 0)
		rapi.rpgBindNormalBufferOfs(ElementBuffer, noesis.RPGEODATA_FLOAT, 28, 12)
		rapi.rpgBindUV1BufferOfs(UnitVectorBuffer, noesis.RPGEODATA_FLOAT, 16, 0)
		rapi.rpgBindUV2BufferOfs(UnitVectorBuffer, noesis.RPGEODATA_FLOAT, 16, 8)
        
		rapi.rpgSetName(baseName + Underline + MeshNameList[TransformIndex] + Underline + ShapeNum)
		rapi.rpgSetMaterial(TextureNameList[TextureIndex])
		rapi.rpgCommitTriangles(IndexBuffer, noesis.RPGEODATA_USHORT, IndexCount, noesis.RPGEO_TRIANGLE_STRIP)
		bs.seek(EndOfInfo, NOESEEK_ABS)

	mdl = rapi.rpgConstructModel()
	mdlList.append(mdl)
	return 1

Edited by h3x3r

Create an account or sign in to comment

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.