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Ghost of Tsushima Director's Cut (PC version) (.xpps .xmesh)

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On 5/24/2024 at 4:10 AM, shak-otay said:

pmed you.

backTotopic: 541 sub meshes so far of shimura's armor; 31 still need to be fixed.

Shimura_armor.png

hey, can you help me with the vertex data?.can you pm me your discord id?

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  • shak-otay
    shak-otay

    Here is a set of H2O files for Shimura's armor. The creation of obj files may not be to everyone's taste but that's what I can provide. You'll need the newest version of hex2obj for this. Read '.

  • shak-otay
    shak-otay

    hair_helmet and face (point cloud and full mesh):  

  • It is a bit tricky to get all the parts, but there is a file table pointing to each submesh.  It's just a case of parsing it properly as it doesn't always seem to work, but here's all the parts from h

Posted Images

  • Supporter

Hey, I don't have a "discord id", afaik.

Feel free to ask your question(s) here. But before you should be familiar with getting model parts from .xmesh.

2 minutes ago, shak-otay said:

Hey, I don't have a "discord id", afaik.

Feel free to ask your question(s) here. But before you should be familiar with getting model parts from .xmesh.

so i want to replace an armor with my own model , i am trying to convert hero_ghost_armor_shared_rank2_3 to obj so i can import in blender, but i cant find the vertices data and faces data.

  • Supporter

How exactly do you try to convert to obj?

If you use Make_H2O-GoT.exe there's a log file, MakeH2O_log.txt, with some infos.

For example for sub mesh 15, lod 1:

15 FIstart/cnt: 19d4d, 2073 vStart/cnt: 1ad81, 844

32 minutes ago, shak-otay said:

How exactly do you try to convert to obj?

If you use Make_H2O-GoT.exe there's a log file, MakeH2O_log.txt, with some infos.

For example for sub mesh 15, lod 1:

15 FIstart/cnt: 19d4d, 2073 vStart/cnt: 1ad81, 844

i dont see make Make_H2O-GoT.exe file in thehex2obj_0.25b folder, 

On 10/15/2025 at 10:48 PM, shak-otay said:

Because you didn't read the thread, did you?

Lod5:

hero_garmorsh_2_3-Lod5.png

OK i missed that, is there any way to export this back to xmesh format? i am trying to replace this armor with my custom model

  • Supporter
3 hours ago, Jaani69 said:

, is there any way to export this back to xmesh format?

Would be hard to achieve this. I don't know of an existing solution.

Quote

i am trying to replace this armor with my custom model

The shown lod has 16 submeshes at least so it's not the best format, imho,  to start with when it comes to armor replacement. (You could try to become familiar with hex editing and replace one part (i.e. vertex block) to get some insight into the problem.)

5 minutes ago, shak-otay said:

Would be hard to achieve this. I don't know of an existing solution.

The shown lod has 16 submeshes at least so it's not the best format, imho,  to start with when it comes to armor replacement. (You could try to become familiar with hex editing and replace one part (i.e. vertex block) to get some insight into the problem.)

well i am not very good with hex data. so im not doing it.

  • 2 months later...
  • Localization

shak-otay, if you're still interested in the xpps format. It also contains models. I was able to extract the vertices and indices for a few of them, but the whole structure seems very inconsistent. The xpps files should also contain the models for the katanas. I often find that the indices don't match the corresponding vertices (I assume these are the ones that come after the model, but this is often not the case like in image2 but for the model in image1 it worked).

The model in image1 worked perfectly 
type: short_signed
Padding: 2

Faces:
type: short
format: triangles

(image1)

Screenshot2025-12-26142055.thumb.png.bfedf876ecfb4ac1aabe45555b154836.png

Here the same settings and the vertices are correct again (image 3), but the faces are completely wrong (image 4).

(image2)

image.thumb.png.fcfb12cf3ceed269b705a2ad30859be5.png

(image3)

image.thumb.png.39c6a57798814a80a288ca62a89f6eda.png

(image4)

 

image.thumb.png.50d022eaf55a75f80df1e13956413f03.png

I have uploaded the two xpps files I was working on, plus one additional file. If you need anything else, I will be happy to send you more.

Files.zip

Edited by Dave2006

  • Supporter

Giving these files a structure requires much time which I don't have atm.

edit: there's another mesh at 0x2EC534 with a vertex count of 552, FVFsize 8, shorts

And I have no idea why the face indices result in weird meshes where the auto created ones look better (warcamp_izu_bartu):

warcamp_izu_bartu.png

 

Edited by shak-otay

  • 2 weeks later...
  • Localization

I have extracted all the models (that I could find but it should be all) from the hero.xpps file (vertices + indices) in case anyone is interested in taking a look. The whole thing is a template for ModelResearcher. The template file is also included in the hero.zip.

mesh Root
v 0xce2be0 10807 2 0 Short_signed XYZ
f 0xd2cae0 19204 0 0 Short Triangles
mesh BodyNoHead
v 0xd524e0 1950 2 0 Short_signed XYZ
f 0xD752E0 2772 0 0 Short Triangles
mesh Hat1R
v 0xd59ee0 1646 2 0 Short_signed XYZ
f 0xd93fe0 1144 0 0 Short Triangles
mesh Hat2R
v 0xd605e0 1482 2 0 Short_signed XYZ
f 0xd9d2e0 850 0 0 Short Triangles
mesh Hat3R
v 0xd793e0 990 2 0 Short_signed XYZ
f 0xD9E6E0 834 0 0 Short Triangles
mesh Hat4R
v 0xd7d1e0 865 2 0 Short_signed XYZ
f 0xda0de0 702 0 0 Short Triangles
mesh Hat5R
v 0xd808e0 846 2 0 Short_signed XYZ
f 0xd9fae0 796 0 0 Short Triangles
mesh Sword1R
v 0xd8bde0 548 2 0 Short_signed XYZ
f 0xDA4CE0 360 0 0 Short Triangles
mesh Head1R
v 0xd8e0e0 518 2 0 Short_signed XYZ
f 0xda1ee0 698 0 0 Short Triangles
mesh MaskR
v 0xd901e0 497 2 0 Short_signed XYZ
f 0xda43e0 380 0 0 Short Triangles
mesh Swords2
v 0xd921e0 479 2 0 Short_signed XYZ
f 0xDA5EE0 324 0 0 Short Triangles
mesh Arrors2
v 0xda2fe0 172 2 0 Short_signed XYZ
f 0xe027e0 100 0 0 Short Triangles

hero.zip

Edited by Dave2006

  • 2 months later...

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