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Zero Tolerance for Disrespect

Looking for help extracting the 3D models for Tetsujin 28 (PS2)

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Hello, sorry to bother yall by asking with so little time here, but i just extracted the mounted game ISO's file t28gou.dat with quickbms, using the corresponding script by ALuigi, but i am otherwise clueless on how exactly to go about extracting the models in the game. I've attached an image of an average robot (At least i can guess) on the OBJECT folder, however, i've struggled with finding proper documentation to know if these files even are the models themselves, and if it is possible to reverse-engineer them. Tetsujin runs on the same engine as Robot Alchemic Drive (RAD) AFAIK, so if anyone here's been extracting models from there, then that knowledge may apply here.image.png

Solved by other1

8 hours ago, ITSMRFOXY said:

Hello, sorry to bother yall by asking with so little time here, but i just extracted the mounted game ISO's file t28gou.dat with quickbms, using the corresponding script by ALuigi, but i am otherwise clueless on how exactly to go about extracting the models in the game. I've attached an image of an average robot (At least i can guess) on the OBJECT folder, however, i've struggled with finding proper documentation to know if these files even are the models themselves, and if it is possible to reverse-engineer them. Tetsujin runs on the same engine as Robot Alchemic Drive (RAD) AFAIK, so if anyone here's been extracting models from there, then that knowledge may apply here.image.png

if you want someone to help you out, sending samples is a good idea.

  • Author
On 10/1/2026 at 12:26 PM, AexaDev said:

if you want someone to help you out, sending samples is a good idea.

Thanks! Then i'll send the all of the files themselves of a particular robot to see if someone can figure it out.BLACKOX.7z

  • Localization
  • Solution

This one was really tricky, but I've managed to do it
Here's Blender plugin (tested on 5.0, probably works on latest):

io_scene_tetsujin28.zip

Files that can be imported:
.hgm - model files (no references to used textures)

.hgt - texture files

.vob - objects (structures with embedded model, animations and reference to texture file, some objects contain additional references to models)

.kkm - map files (mutiple embedded models as templates and many instances of these models forming one game level geometry)

.kkt - exact same as .hgt, but used with .kkm of same name

Plugin loads any reference resource if finds them (if you keep file structure straight from T28GOU.DAT everything should be fine)

Edited by other1

  • Author
11 hours ago, other1 said:

This one was really tricky, but I've managed to do it
Here's Blender plugin (tested on 5.0, probably works on latest):

io_scene_tetsujin28.zip

Files that can be imported:
.hgm - model files (no references to used textures)

.hgt - texture files

.vob - objects (structures with embedded model, animations and reference to texture file, some objects contain additional references to models)

.kkm - map files (mutiple embedded models as templates and many instances of these models forming one game level geometry)

.kkt - exact same as .hgt, but used with .kkm of same name

Plugin loads any reference resource if finds them (if you keep file structure straight from T28GOU.DAT everything should be fine)

image.png
Works as advertised. Thank you very much, it's glorious.
By the way, i'd like to know, how did you do it? Hopefully i can also get into this business because there's so many games with models just sitting there unused for god knows what mods i come up with.

  • Localization

You need to understand how data is stored in files generally, then how 3D models are represented in binary format (some parts of it vary between engines and some approaches changes over years). You should probably start by looking at file formats with existing documentation or scripts/plugins reading them. With some practice over time you will start to see some patterns in files (like where is vertices, uvs and faces stored).
Sometimes though it's hard enough to manual research so you need to use reverse engineering tools (like IDA or Ghidra) to disassemble game, but that is really complex on it's own.
For this specific game I've spend days figuring out some aspects that is specific for PS2 console

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