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GDL
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by GDL » Wed Aug 12, 2020 3:40 am
Looks like everything in this game is in a .pac container, looking at the header of the file it seems they are using an updated version of the one they used for Sonic Forces:
header.png
Which has a header that reads "PACx301L" and for which there's an experimental bms script:
http://aluigi.altervista.org/bms/sfpac.bms
Anyways, if anyone wants to try and extract stuff from them it doesn't seem to be compressed or encrypted, here are a few example files:
https://mega.nz/folder/kHh2XAxJ#3x1UJrYQObx-t1Gsu4LOLw

You do not have the required permissions to view the files attached to this post.
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akderebur
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by akderebur » Wed Aug 12, 2020 4:48 pm
You can use Switch Toolbox to unpack the archive properly. Model files are ".model" and seem to be same/similar to previous Hedgehog Engine games. I guess there should be bunch of importers around. If not you can try this for a quick OBJ output :
viewtopic.php?p=157955#p157955
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pox911
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by pox911 » Wed Sep 09, 2020 1:06 am
I'm slowly making a blender script for the hedgehog engine. Mesh and UV are easy. I'm still looking into how the normals are stored. I also have enough info for getting weights but just need to work on the skeleton's bone positions.
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Doronetty
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by Doronetty » Fri Sep 18, 2020 2:49 pm
We are waiting for your script! Very-very!!!
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Tsunani
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by Tsunani » Tue Oct 06, 2020 4:07 pm
Yeah actually checking this topic every day ahah
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pox911
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by pox911 » Fri Jan 15, 2021 8:08 pm
A bit of a late reply but here is the script i've written so far. Even managed to get animations working for the most part. Code isnt perfect but it's worked well for me so far.
Github Link
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Darko
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by Darko » Fri Jan 15, 2021 11:40 pm
And what about textures??
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pox911
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by pox911 » Sat Jan 16, 2021 6:13 am
Darko wrote: ↑Fri Jan 15, 2021 11:40 pm
And what about textures??
they are in standard dds format
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einherjar007
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Contact:
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by einherjar007 » Sat Jan 16, 2021 8:18 am
Thank you for creating the script! It certainly works with model files.
Like the killercracker script, the character animation doesn't work properly, are there any plans to fix it?
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pox911
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by pox911 » Sat Jan 16, 2021 9:13 am
einherjar007 wrote: ↑Sat Jan 16, 2021 8:18 am
Thank you for creating the script! It certainly works with model files.
Like the killercracker script, the character animation doesn't work properly, are there any plans to fix it?
can you give some examples? Admittedly most of my animation testing was using the the mario olympics animations and only a handfull of mech animations. One thing i noticed though is that sometimes the scale value has some weird values despite not being needed for the animation. I've been debating on putting a checkbox to toggle scale use.
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zerotaku5123
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by zerotaku5123 » Thu Jan 21, 2021 8:54 am
Hello, excuse me, are you going to publish the models to download? since I'm interested in the character Hatsuho Shinonome
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ikskoks
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by ikskoks » Thu Jan 21, 2021 9:30 am
Asking for assets is forbidden here.
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TheSuperSpinD
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by TheSuperSpinD » Fri Jan 22, 2021 9:40 pm
Is there a way to find the passcode to unpack the initial PKG file everything is stored in?
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wansf
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by wansf » Sun Jan 31, 2021 12:21 am
thx for ur script first , but animation doing bad for me , im using a clean installed blender 2.91.2

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Darko
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by Darko » Mon Feb 08, 2021 1:28 am
TheSuperSpinD wrote: ↑Fri Jan 22, 2021 9:40 pm
Is there a way to find the passcode to unpack the initial PKG file everything is stored in?
The passcode for any game available for downloading is "00000000000000000000000000000000" with fakepkg.