1. Drop .pc_resourcelib onto Hitman5.exe. It will extract all resources from it. Corresponding .pc_headerlib files must be in the same dir. The tool will search all .pc_headerlib files for needed information.
2. Drop .TEXT file onto Hitman5DDS.exe. It will convert all textures to DDS or TGA.
3. Drop .BORG file onto Hitman5Model.exe. Corresponding .PRIM file must be there too. <BORG>/<PRIM> files will be near each other (in pairs). This will produce SMD model with skeleton and all lods. You can separate them by materials. Later I will maybe make an option to skip low lods or something.
Cloth support (model tool). If some .CLOS files will be there too, they will be converted to static .OBJ files with cloth geometry. Cloth driver will be present in a main SMD model. This driver will have weights and move with the skeleton. You should be able to apply driver movements to actual cloth model after that. Note: The geometry generation algorythm was not completely reversed so some minor errors may appear.
Sniper Challenge separate archive/model tools are used same way as for absolution, textures can be extracted with Hitman5DDS.
Currently the tool will ONLY unpack segments if some skeletal models will be there. This is only about 300 packages from all 5000 (according to headers). So if you run it on all of them, 300 folders will be created. After that, you can find the model name in MATI files as material name will include it.

