I just used RPFTool to get the initial files - it seems to work the same for both versions.
The resulting "CSR" files are compressed with standard zlib for PS3, and xmemlzx for XBox 360, so I just did a QuickBMS script that decompresses both versions (attached).
The rules have been updated, read them now: Rules!
Search found 249 matches
- Sat Apr 10, 2021 11:11 am
- Forum: 3D/2D models
- Topic: Midnight Club LA (PS3)
- Replies: 10
- Views: 115
- Sat Apr 10, 2021 1:17 am
- Forum: 3D/2D models
- Topic: Midnight Club LA (PS3)
- Replies: 10
- Views: 115
Re: Midnight Club LA (PS3)
Yeah, those are XBox 360 ones (including your other sample). It's no big deal, just so I know which version I'm looking at. I think the XBOX version is slightly easier format than the PS3. It seems like I can get the info for all meshes from the X360 versions, although still a few issues to iron out...
- Fri Apr 09, 2021 10:42 pm
- Forum: 3D/2D models
- Topic: Midnight Club LA (PS3)
- Replies: 10
- Views: 115
Re: Midnight Club LA (PS3)
Each file is a separate part of the whole model, so one file is just a seat or chassis, etc. Some are lower detail versions too. I just put some of the pieces together in Blender. The rims/tyres and stored separately as well. So there may be some "setup" file covering the whole model somewhere. It's...
- Fri Apr 09, 2021 9:07 pm
- Forum: 3D/2D models
- Topic: Midnight Club LA (PS3)
- Replies: 10
- Views: 115
Re: Midnight Club LA (PS3)
Here's my first attempt at parsing your sample file(s). Seems ok so far, but still lots of unknown stuff.


- Fri Apr 09, 2021 5:43 pm
- Forum: 3D/2D models
- Topic: Midnight Club LA (PS3)
- Replies: 10
- Views: 115
Re: Midnight Club LA (PS3)
I'm always interested in car models, so I wouldn't mind getting these. I've also extracted the files myself and get the same resulting unnamed files as you, so they are most likely correct. The format itself is very convoluted, with pointers all over the place to various bits of data. The addresses ...
- Wed Apr 07, 2021 5:14 pm
- Forum: 3D/2D models
- Topic: extract the model from super robot taisen og:INFINITE BATTLE
- Replies: 9
- Views: 681
Re: extract the model from super robot taisen og:INFINITE BATTLE
Download Noesis, put my script in the plugins/python folder and the _model.bin files should then load.
- Tue Mar 30, 2021 8:32 pm
- Forum: 3D/2D models
- Topic: (PS3) Natsuiro High School: Seishun Hakusho .tmd
- Replies: 8
- Views: 242
Re: (PS3) Natsuiro High School: Seishun Hakusho .tmd
I can see that there's a table to split the meshes into parts. I could probably do a Noesis script, but would need a few more examples of meshes, and maybe some of the textures to go with them.
- Sat Mar 27, 2021 7:51 pm
- Forum: 3D/2D models
- Topic: Is there a way to find out the format of this 3d model?
- Replies: 13
- Views: 260
Re: Is there a way to find out the format of this 3d model?
No, it looks like the file is fine. It's just a custom format. Unless there's a script for another game that uses the exact format, then something needs to be created for it. Not an easy task considering these formats can be quite complex at times. I can hack something together for the level data, b...
- Sat Mar 27, 2021 12:42 pm
- Forum: 3D/2D models
- Topic: Is there a way to find out the format of this 3d model?
- Replies: 13
- Views: 260
Re: Is there a way to find out the format of this 3d model?
I've had a bit more of a look at it. The header is the first part of the file. The magnum file seems to have an extra 8 bytes at the start compared to the previous level file. Not sure if that's how it's supposed to be - i.e. it should start with the 0x09 value if it's meant to be the same format as...
- Fri Mar 26, 2021 11:59 pm
- Forum: 3D/2D models
- Topic: Is there a way to find out the format of this 3d model?
- Replies: 13
- Views: 260
Re: Is there a way to find out the format of this 3d model?
I'm not sure what you mean by "necessary header" - headers can be absolutely anything. Just from a quick look, you've got a file table at the start with offsets to each section - the first Short value in the file is the number of entries in this table (0x251). So this file has 0x251 separate meshes....
- Sun Mar 21, 2021 2:40 pm
- Forum: Audio file formats
- Topic: How to decode Age Of Empires 2: DE .wem files?
- Replies: 1
- Views: 183
Re: How to decode Age Of Empires 2: DE .wem files?
Just install Foobar and the vgmstream plugin and they'll play. That file says it's Custom Vorbis format.
- Thu Mar 18, 2021 2:36 pm
- Forum: 3D/2D models
- Topic: Gears of War pre-release models
- Replies: 4
- Views: 222
Re: Gears of War pre-release models
From what I can see, there's no actual model data in those Grunt or Wretch files - just textures and text files.
- Fri Mar 12, 2021 12:02 am
- Forum: Game Archive
- Topic: [PS1] Action Man: Operation Extreme .DAT Archive
- Replies: 2
- Views: 220
Re: [PS1] Action Man: Operation Extreme .DAT Archive
Just an update on this one. The file offsets are stored in the table at the start of the file. You can use this QuickBMS script to extract the raw files, but no filenames or file type info. Goto 4 Get ENTRIES Long For A = 1 To ENTRIES Get MISC1 Long Get OFFSET Long XMath OFFSET "(OFFSET * 0x800) + 0...
- Mon Mar 08, 2021 1:28 am
- Forum: Audio file formats
- Topic: X-COM Alliance .int sound file
- Replies: 8
- Views: 531
Re: X-COM Alliance .int sound file
Yeah - unfortunately, I couldn't make much sense of them either. I've just had another look and still can't see anything obvious. I've tried a few different formats but none of them sounded like anything listenable.
- Mon Mar 08, 2021 12:54 am
- Forum: 3D/2D models
- Topic: UVB for the body part :(
- Replies: 4
- Views: 189
Re: UVB for the body part :(
I've done a quick Noesis script to display the whole model. No guarantee it'll work for other files (it might!), and I haven't got textures to test.

