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 Post subject: Rainbow Six: Siege Models Thread
PostPosted: Sat Sep 10, 2016 1:35 pm 
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Has anyone else been able to rip/extract models from that game? The only models I've seen are only in https://facepunch.com/showthread.php?t= ... st51027928 and since that, no other models have been released.

I can provide some files from the game if anyone wants to reverse-engineer them.


Last edited by MaZTeR on Mon Nov 21, 2016 11:31 am, edited 1 time in total.

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 Post subject: Re: Rainbow Six: Siege models
PostPosted: Thu Oct 27, 2016 8:33 pm 
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~~Need a update for this topic~~

We have used ninja ripper x64 dx11/9 on the cracked game to extract data to import, but mesh files (.rip) cannot be open properly.

ninja_importer v1.3, rip2obj, a blender .rip script and Noesis have been tried, but the structure of the meshes are just inappropriate.

Here is the source: https://facepunch.com/showthread.php?t= ... p=51269755

There are some .rip and dds samples which are ripped from the game on the topic:
https://yadi.sk/d/2EtUiNFfxhqL3

What can be done, any idea?


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 Post subject: Re: Rainbow Six: Siege models
PostPosted: Thu Oct 27, 2016 8:59 pm 
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zeyd6796 wrote:
There are some .rip and dds samples which are ripped from the game on the topic:
https://yadi.sk/d/2EtUiNFfxhqL3

What can be done, any idea?
learn the 3D basics :D
A quick glance into those *.rip files reveals that there's (apart from some .dds texture names)
only face indices contained - no vertices (zero bytes, 00 00 00 00..., though).

So how should that work?

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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: Rainbow Six: Siege models
PostPosted: Thu Oct 27, 2016 9:10 pm 
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Thanks for the quick reply.
The samples were parepared to diagnose or to understand what happend when they were ripped. Then we can change the paremeters or methods to obtain correct data. So, the data structure or algorithm of the game is just inappropriate for ninja ripper. And there is no current archive extractor. Just Intel GPA to rip... Right?


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 Post subject: Re: Rainbow Six: Siege models
PostPosted: Thu Oct 27, 2016 9:36 pm 
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I don't really care for "war games", so dunno, but I found a rip file with vertices
so Ninja Ripper doesn't seem to be totally "off track":


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: Rainbow Six: Siege models
PostPosted: Sat Oct 29, 2016 10:09 am 
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zeyd6796 wrote:
~~Need a update for this topic~~

We have used ninja ripper x64 dx11/9 on the cracked game to extract data to import, but mesh files (.rip) cannot be open properly.

ninja_importer v1.3, rip2obj, a blender .rip script and Noesis have been tried, but the structure of the meshes are just inappropriate.

Here is the source: https://facepunch.com/showthread.php?t= ... p=51269755

There are some .rip and dds samples which are ripped from the game on the topic:
https://yadi.sk/d/2EtUiNFfxhqL3

What can be done, any idea?

Didn't realize this thread got bumped.

Well, I tried Ninjaripper and it doesn't work on the legit version. However, I'm not sure are there cracked versions of the game from the latest version with the Skull Rain items.

As for other programs, I'm not sure do they work. I tried Archive_Next and it just crashes every time I try to open a file from the R6 game folder.


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 Post subject: Re: Rainbow Six: Siege Models Thread
PostPosted: Mon Nov 21, 2016 10:55 pm 
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So is this dead?


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 Post subject: Re: Rainbow Six: Siege Models Thread
PostPosted: Wed Nov 23, 2016 12:16 pm 
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The problem is a Forge unpacker is required, if someone makes one, I'll work on the 3D models.

Cheers.

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 Post subject: Re: Rainbow Six: Siege Models Thread
PostPosted: Fri Nov 25, 2016 11:40 am 
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Gh0stBlade wrote:
The problem is a Forge unpacker is required, if someone makes one, I'll work on the 3D models.

Cheers.

There is Archive_Next, but the developer of that tool has gone dormant so there's no R6 support for it.... :/


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 Post subject: Re: Rainbow Six: Siege Models Thread
PostPosted: Mon Nov 12, 2018 7:19 pm 
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I have python script that unpacks current versions of forge. They switched to zstandard to pack data, but other than that structure is not much of a difference. Another bugger is that they seem to hash all strings and store hashes instead of actual names to prevent data mining. I was hoping to inspect the game process with debugger to see how they threat those hashes, but legal exe is virtualized and has attach protection (x64dbg throws an error upon attach, on launch it hits the debug warning or BE warning). I'm still too dumb to break through such protection measures, but I have unpacked samples. So if anyone is interested, I can provide my data. They also have .depgraphbin files that hold \x02 at the beginning (magic number?) and then uint64_hash1, uint64_hash2 and some uint32 (class?, relation type?), hashes match the ones that can be found in names section, describing each file inside a given forge package. I assume this is one of ways to tie up needed resources together.


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 Post subject: Re: Rainbow Six: Siege Models Thread
PostPosted: Sun Dec 23, 2018 1:38 pm 
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Tushkan wrote:
I have python script that unpacks current versions of forge. They switched to zstandard to pack data, but other than that structure is not much of a difference. Another bugger is that they seem to hash all strings and store hashes instead of actual names to prevent data mining. I was hoping to inspect the game process with debugger to see how they threat those hashes, but legal exe is virtualized and has attach protection (x64dbg throws an error upon attach, on launch it hits the debug warning or BE warning). I'm still too dumb to break through such protection measures, but I have unpacked samples. So if anyone is interested, I can provide my data. They also have .depgraphbin files that hold \x02 at the beginning (magic number?) and then uint64_hash1, uint64_hash2 and some uint32 (class?, relation type?), hashes match the ones that can be found in names section, describing each file inside a given forge package. I assume this is one of ways to tie up needed resources together.

Very interesting, so you can get the files, but the names are hashed?


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 Post subject: Re: Rainbow Six: Siege Models Thread
PostPosted: Mon Jan 07, 2019 6:42 pm 
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Yes, Jojje. I have the extracted data with fancy looking file names. And me and my friend have extracted a couple of game models, like Thermite's elite mesh for example. But there are some peculiar versions of a mesh file which I can't seem to fully reverse. So I'm asking for a community's help. Here is some of the extracted data https://www.dropbox.com/sh/b2cuse4hp90ym0g/AADXaqKfyrCY9joUtsnlqTfja?dl=0 It includes a bunch of models (some are operators, their heads, weapons etc) in game's native format plus a README of currently known data plus some logs. Where I need help is with the packed vertex data (marked as Qc and Dc in the README). If anyone can help me crack how it's packed, that would be great.

Here are a couple of screenshots just to draw your attention =)
Image
Image


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 Post subject: Re: Rainbow Six: Siege Models Thread
PostPosted: Tue Jan 15, 2019 6:27 pm 
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Ok, nevermind, I figured it out. It turned out to be 4 int16. Three for x,y,z and last is scaler.
Image


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