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
Saturday at 01:48 PM4 days 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!
Sunday at 02:13 PM3 days 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 Sunday at 02:19 PM3 days by Grounder
Sunday at 04:22 PM3 days 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 Sunday at 04:51 PM3 days by mohebbi
22 hours ago22 hr Author Localization On 10/18/2026 at 12:22 PM, mohebbi said:Thanks 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.This seems redundant?I assumed, given that the models seemed to lack heads, that the spheres were called for that. I don't actually know what they are for sure. There seems to be too many of them overall to be the launch things at the start of a level...(Plus 4.) ZIP contains eight models, one rtex and the QuickBMS script to convert them to headerless DDS (They are usually in RGBA8888, BC1, BC3, and BC5 formats)EDIT: found this mislabeled file in another game that uses the format, it's an ascii JSON.things.zip material_setting.zip Edited 21 hours ago21 hr by Grounder
11 hours ago11 hr Localization 10 hours ago, Grounder said:This seems redundant?I assumed, given that the models seemed to lack heads, that the spheres were called for that. I don't actually know what they are for sure. There seems to be too many of them overall to be the launch things at the start of a level...(Plus 4.) ZIP contains eight models, one rtex and the QuickBMS script to convert them to headerless DDS (They are usually in RGBA8888, BC1, BC3, and BC5 formats)EDIT: found this mislabeled file in another game that uses the format, it's an ascii JSON.things.zipmaterial_setting.zipDo you still have rson2json? If you can share it, or even just tell me what it is (your own tool, or something from the engine files), that's the single biggest thing you could give me.
8 hours ago8 hr Author Localization 3 hours ago, mohebbi said:Do you still have rson2json? If you can share it, or even just tell me what it is (your own tool, or something from the engine files), that's the single biggest thing you could give me.It was in the files as-is. I did no conversion on it.
5 hours ago5 hr Localization 2 hours ago, Grounder said:It was in the files as-is. I did no conversion on it.Ah, that actually makes it more interesting — so the game ships those JSON files itself, they're the studio's own build output. Two asks, then: 1. Can you search the game files for any other .json like this one? Especially a JSON whose name matches a model we already have — e.g. if there is a mons_kotei_01.json next to mons_kotei_01.rxmodel, that pair would tell me exactly how every field is laid out in the binary. One matched pair is worth more than ten more models. 2. Also ct_enemy_11_enemyshot_01.rtex if you have it — it's referenced by the JSON you sent, and a second texture would let me confirm the format instead of guessing from one sample. Meanwhile: your textures are BC3/DXT5 inside a zlib stream, I got the fish out of mons_kotei_01.rtex, so that part is solved.
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