October 11Oct 11 Localization Right, so, the textures from this proprietary library can be extracted with the second script on the page linked when combined with ImageHeat, but the model format remains unsolved. Looking at them in a hex edtior, it's clear they're binaries, but that's about all I know on that front. Included are five sample models from Umihara Kawase BaZooKa!. Help would be very much appreciated! rxmodel.zip
Yesterday at 01:48 PM1 day Localization Solution On 10/11/2026 at 9:54 PM, Grounder said:Right, so, the textures from this proprietary library can be extracted with the second script on the page linked when combined with ImageHeat, but the model format remains unsolved. Looking at them in a hex edtior, it's clear they're binaries, but that's about all I know on that front. Included are five sample models from Umihara Kawase BaZooKa!. Help would be very much appreciated!rxmodel.zipHey Grounder,I built a standalone 3D viewer and converter for these .rxmodel files called RxModel Studio.It lets you preview the meshes in real-time (shaded, wireframe, normals), inspect the model hierarchy, and export them directly to standard .obj files. It also supports loading external textures (.png / .dds) onto the models.You can grab the portable Windows executable from the GitHub repository (under the Releases tab): 👉 https://github.com/mohebbiamin/RxModel-StudioCheck it out with your models and let me know how it works!
9 hours ago9 hr Author Localization On 10/17/2026 at 9:48 AM, mohebbi said:Hey Grounder,I built a standalone 3D viewer and converter for these .rxmodel files called RxModel Studio.It lets you preview the meshes in real-time (shaded, wireframe, normals), inspect the model hierarchy, and export them directly to standard .obj files. It also supports loading external textures (.png / .dds) onto the models.You can grab the portable Windows executable from the GitHub repository (under the Releases tab): 👉 https://github.com/mohebbiamin/RxModel-StudioCheck it out with your models and let me know how it works!Hello! I've done as you asked, and it does indeed get a good chunk of models. Thank you very much! I've noticed a few issues, however. First and foremost, for several other models, like the attached in set 2, I've been getting a strange size error. A more specific issue. seemingly specific to the second zip, is that the broom model appeals well and truly mangled. Lesser issues are meshes awkwardly getting merged together in the default preview and the OBJ export lacking an "f" at the start of the face lines.set 2.zip 006_a_cotton.zip Edited 8 hours ago8 hr by Grounder
6 hours ago6 hr Localization 2 hours ago, Grounder said:Hello! I've done as you asked, and it does indeed get a good chunk of models. Thank you very much! I've noticed a few issues, however. First and foremost, for several other models, like the attached in set 2, I've been getting a strange size error. A more specific issue. seemingly specific to the second zip, is that the broom model appeals well and truly mangled. Lesser issues are meshes awkwardly getting merged together in the default preview and the OBJ export lacking an "f" at the start of the face lines.set 2.zip006_a_cotton.zipThanks for the report — all four were real, and three are fixed in the new build:• the size error: the archive footer isn't a fixed size, my code assumed it was• the missing "f" on face lines: my mistake when rewriting the exporter• the broom: its triangle list is stored differently, it now comes out as realtriangles instead of scattered pointsSphere_02, sphere_c04 and Grenade_001 still won't open — they have no vertex arrayin either form I know, so I need your help there. Could you send:1. those three files again, plus any second copy of them you have2. a yes/no on what they actually are in game — real objects you can see, orplaceholder / effect assets?3. 5-10 more .rxmodel files you haven't sent (other costumes or characters)4. one .rtex file, any size — I've never had oneMore samples is the fastest path: it's what lets me find the fields I'm stillguessing at, especially splitting faces per material. Edited 6 hours ago6 hr by mohebbi
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