Page 2 of 10

Re: List of games that you can extract 3d models from !

Posted: Fri May 15, 2009 8:57 am
by DrJones
Hi,

i'll add my contribution to the list.

.msh and .him 3d files from IL2 sturmovik and Theatre of War series games, at http://www.allaircraftarcade.com/forum/ ... php?t=7473

SFS archive extractor for Theatre of War can be downloaded from http://www.battlefront.com repository

http://www.battlefront.com/index.php?op ... nfo&id=306


br.
Dr.Jones

Re: List of games that you can extract 3d models from !

Posted: Fri May 15, 2009 11:19 pm
by potemkis
Hey everyone- got some info about Dawn of War 2!

This is from the Relic Forums:
Icons/badges/other simple textures:
Largely DXT3 .dds files, greyscale alpha channel is used for simple transparency. White is solid, black is transparent in alpha channel.

.abp
Text files. Appears to have been used for pointing to model, animation and texture files in previous games using the engine (ie. CoH). Many of them still exist, but from what I can tell they are obsolete and contain very little information.

.model "Relic Chunky"
3D art information. "Relic Chunky" binary format. Most likely contains mesh and has strings pointing to material, animation and texture information.

.bfx
Same as above, but for effects? Perhaps the same format just renamed for conventions (similar to lua/scar/ai).

texture files (dds)
The textures use the .DDS format and are broken into several pieces, which is normal now.

_diff: "Diffuse map" or texture map. The RGB basic image information, basically 90% of what you see on a model. Has an alpha channel, but I haven't seen any use for it.

_nrm: Normal map. Used for bump mapping or "normal mapping" lighting effect (gives simple geometry the appearance of being more complex). Typical RGB normal mapping technique. Again, has an alpha channel, but why?

_tem: Team colour map. Used to tell the game where on the texture to apply which type of team colouring (there are 4 types). I've seen red used for primary, green for secondary and purple for tertiary. Has an alpha channel that appears to be unused, but does contain some information on certain textures. Any ideas?

_spc: Specular map I believe. This is probably used for specular lighting aka shiny stuff :P Although in my exploits I've edited team colour images and it has resulted in really high specular lighting when I haven't even touched the spc file.

_drt: No idea, any info? Maybe used as low quality image, but we have mip maps in dds files and the content here looks extremely bizarre, but it is RGB and uses a greyscale alpha channel with appears to contain important information.

_ocl: Used for occlusion? Maybe for a glow type effect when the model is occluded. Image appears to be greyscale lighting information, not sure.

Some model textures are missing _drt and _ocl maps. Legacy use?

.hkx
Havok physics format. Used by the Havok physics engine that is very widespread. Contains some mesh information, but most likely used by Relic for animations and physics.

.motiontree
Relic animation format? Probably another "chunky", should check this.

.action
Particle effects format? No idea. Possibly similar to bfx.

Please contribute any information you have on DoW2 art assets that you have. Has anyone had a problems with specular lighting after editing diffuse or team colour maps? I'm having some weird issues here, perhaps the alpha channel is used in ways i'm not expecting.

If I can extract the files from the .sga files, I'll post them so that others can have a go at them (if I'm allowed to anyway). Let me know if anyone's interested.

Also- does anyone know about the "Unlocked" .sod import script for Star Trek Armada? I've been trying to find it, but every link I find is dead.

Re: List of games that you can extract 3d models from !

Posted: Sun Jan 03, 2010 1:01 am
by almondega
hi folks
to access .nif files in Florensia, you need to unpack the .pak
for this, i recommend the Dragon UnPACKer
worked fine here, dds + model + animations in blender

Re: List of games that you can extract 3d models from !

Posted: Sun Jan 17, 2010 12:42 am
by almondega
folks!

Now Blender do import custom Atlantica .nif models and animations
get it here: http://niftools.sourceforge.net/forum/v ... =13&t=2531
(new versions also avaliable)

cya :wink:

Re: List of games that you can extract 3d models from !

Posted: Sun Feb 14, 2010 9:58 pm
by junk angel
ons/badges/other simple textures:
Largely DXT3 .dds files, greyscale alpha channel is used for simple transparency. White is solid, black is transparent in alpha channel.

.abp
Text files. Appears to have been used for pointing to model, animation and texture files in previous games using the engine (ie. CoH). Many of them still exist, but from what I can tell they are obsolete and contain very little information.

.model "Relic Chunky"
3D art information. "Relic Chunky" binary format. Most likely contains mesh and has strings pointing to material, animation and texture information.

.bfx
Same as above, but for effects? Perhaps the same format just renamed for conventions (similar to lua/scar/ai).

texture files (dds)
The textures use the .DDS format and are broken into several pieces, which is normal now.

_diff: "Diffuse map" or texture map. The RGB basic image information, basically 90% of what you see on a model. Has an alpha channel, but I haven't seen any use for it.

_nrm: Normal map. Used for bump mapping or "normal mapping" lighting effect (gives simple geometry the appearance of being more complex). Typical RGB normal mapping technique. Again, has an alpha channel, but why?

_tem: Team colour map. Used to tell the game where on the texture to apply which type of team colouring (there are 4 types). I've seen red used for primary, green for secondary and purple for tertiary. Has an alpha channel that appears to be unused, but does contain some information on certain textures. Any ideas?

_spc: Specular map I believe. This is probably used for specular lighting aka shiny stuff Although in my exploits I've edited team colour images and it has resulted in really high specular lighting when I haven't even touched the spc file.

_drt: No idea, any info? Maybe used as low quality image, but we have mip maps in dds files and the content here looks extremely bizarre, but it is RGB and uses a greyscale alpha channel with appears to contain important information.

_ocl: Used for occlusion? Maybe for a glow type effect when the model is occluded. Image appears to be greyscale lighting information, not sure.

Some model textures are missing _drt and _ocl maps. Legacy use?

.hkx
Havok physics format. Used by the Havok physics engine that is very widespread. Contains some mesh information, but most likely used by Relic for animations and physics.

.motiontree
Relic animation format? Probably another "chunky", should check this.

.action
Particle effects format? No idea. Possibly similar to bfx.

Please contribute any information you have on DoW2 art assets that you have. Has anyone had a problems with specular lighting after editing diffuse or team colour maps? I'm having some weird issues here, perhaps the alpha channel is used in ways i'm not expecting.
Dif = diffuse map file - most of it is in greyscale though - to be used along with the _tem
Tem - team color file - usually 4 color bitmaps Blue, green red black - the first three can be changed to your color to colorise the dif map
DRT - a layer that goes on top of the dif, basically Dirt.

If you download the DOW 1 modtools, it contains a psd with with all the texture files layered on top of each other to show how each works.

Re: List of games that you can extract 3d models from !

Posted: Sun Feb 21, 2010 8:59 am
by Mirrodin
Nasman wrote:Does anyone know how to extract models from Return to Castle Wolfenstein? So far I've only extracted from F.E.A.R. and S.T.A.L.K.E.R., but I really want to know how to extract from Castle Wolfenstein.
Are you speaking of this game?
http://pc.gamespy.com/pc/return-to-castle-wolfenstein
http://pc.gamespy.com/mac/return-to-castle-wolfenstein
http://pc.gamespy.com/pc/return-to-cast ... um-edition

These are super easy to extract and don't require any special tool, just rename the packages extension from the game format (if i remember correctly its .pk3) to .zip and unzip it! The game is based on the same IDtech engine as Quake 3, and is well documented just do some quick searching through forums here and Quake forums.

All files extracted maintain a decent file structure and can easily sort through texture, model, map, and sound/music directories.

My addition to the list is for Fear 2: (Taken from this post)
Fear2Tools bundle = http://www.megaupload.com/?d=SILDTR0R
I also contributed to the listed post for steps on creating a batch file to quickly unpack the bndl files.

I've not had the chance to check into how to get access to the .mdl files. The file structure is also somewhat unwieldy, the main directory game .mdl fils are all 1kb or less. Most of the meaningful content lies further within the "world" directory which unpacked creates "char" "fx" "materials" "models" "powerups" "prefabs" "snd" "ui" "video" "weapons "worlds" and "data" folders which are all redundant. Seems like complete game contents local to each level and isolated from the rest of the game. Personally I don't see the purpose of this particular structure the developers used but It works nonetheless.

I think it would make more sense to start a new post that goes through games' file structures as games like Fear and Aion can get unwieldy to understand how things are stored.

BTW, Aion fully unpacked is over 100 gb, not including audio. The music directory alone converted from their compact .ogg to standard MP3 @ 192kbps totals just under 6gb! The sound files unpacked from the game archives are varied, both standard wave and .ogg files are used. Just these alone directly unpacked from the game sits at just over 1gb.
Just the textures and model data (aside from the few proprietary formats I thought i should keep like the .h32 map files for level data) weighs in at 84.7 gb!
The game's content is hugely redundant as for each item they use individual CGF's and texture files for the various LOD. I'm sure this could shrink to as little as 30 gigs or less without all the redundant file data but to do that takes a lot of manual scouring!!!!

Re: List of games that you can extract 3d models from !

Posted: Sat Mar 20, 2010 2:38 am
by potemkis
@ junk angel- I think the textures are set up differently between DoW1 and DoW2. DoW2 uses a different engine.

@ nasman- What did you use to extract from FEAR? The one tool I found (forgot what it was called) would only extract 3 models- only one of which had texture coordinates...

Re: List of games that you can extract 3d models from !

Posted: Fri Apr 16, 2010 8:33 pm
by FordGT90Concept
I've documented a lot of the Half-Life (version 10) MDL format and almost all of the James Bond 007: Nightfire (version 11 & 14) MDL format. Details for all of them are here:
http://wiki.nfbsp.com/index.php/Research


Nightfire Workshop has the Studio Model Tool plugin which can work with these. .NET programs can access the entire library of definitions in the jbnlib.dll included with Nightfire Workshop.

Re: List of games that you can extract 3d models from !

Posted: Sun Apr 18, 2010 3:34 am
by Satoh
I wrote(stumbled through) a program to export FF9 models with UVs and geometry, but bone multiplication and animation data, as well as TIM export is not supported.

Characters will be crumpled up due to not having any bones and animations to pose them properly. May or may not work on battle scene backgrounds.

Currently it does not scan files for models either, files must be chopped beforehand.

Some models (containing multiple pieces) will be exported to multiple separate OBJ files.

It is not ready for release, but it is a "Game I can export models from," so I'm mentioning it.

Re: List of games that you can extract 3d models from !

Posted: Mon May 03, 2010 1:02 am
by MrAdults
I suppose I might as well share this list here, I compiled it a long time ago and it's just been sitting around on my hard drive. These are all Playstation Portable games which use the universal Sony GMO format. They can be viewed and converted with a tool I maintain called mesh2rdm. I don't know if anything else supports the GMO format, but I wrote up most of the specs and made them public a long time ago, so anyone can support it if they want to.

Code: Select all

(i = immediately visible in binary, c = behind compression/encryption layer)
======================
001. Dissidia: Final Fantasy [i]
002. Castlevania Chronicles [i]
003. Gitaroo Man Lives [i]
004. Ultimate Ghosts N' Goblins [i]
005. Gundam Battle Royale [i]
006. Gundam Battle Universe [i]
007. Jeanne d'Arc [i]
008. R-Type Command [i]
009. Valhalla Knights [i]
010. Exit [i]
011. Exit 2 [i]
012. Bomberman [i]
013. Gripshift [i]
014. Patapon [i]
015. Patapon 2 [i]
016. Practical Intelligence Quotient [i]
017. Rengoku 2 [i]
018. Dynasty Warriors [i]
019. Dynasty Warriors 2 [i]
020. Shin Sangoku Musou 5 Special [i]
021. Fate/Stay Unlimited Codes [c]
022. Namco Museum Battle Collection [i]
023. Bounty Hounds [c]
024. Star Ocean - First Departure [i]
025. Hajime no Ippo Portable: Victorious Spirits [i]

Re: List of games that you can extract 3d models from !

Posted: Tue May 04, 2010 8:10 am
by shekofte
thanks MrAdults so good job :keke:

Re: List of games that you can extract 3d models from !

Posted: Wed May 19, 2010 2:05 am
by abc123
Mirrodin wrote:Just the textures and model data (aside from the few proprietary formats I thought i should keep like the .h32 map files for level data) weighs in at 84.7 gb!
The game's content is hugely redundant as for each item they use individual CGF's and texture files for the various LOD. I'm sure this could shrink to as little as 30 gigs or less without all the redundant file data but to do that takes a lot of manual scouring!!!!
Is there a way to view/extract to xml the .h32 file format in Aion?

Re: List of games that you can extract 3d models from !

Posted: Mon May 24, 2010 12:46 am
by Kunigunde
I would like to remind that with “Takaro CryImporter script for 3ds max 6 and above” it is possible to import Cryengine (1) models: version 1.2.1, “imports geometry and animation from Crytek CGF, CGA, CAF and CAL files into 3ds max 7 or above”:

http://www.takaro.net/downloads.html

I was able to import back some models exported with offical exporter plugin from cryengine_mod_sdk_v1.4. I tested Max8/CryExport6.dlu (for Takaro export Maxscripts to work official exporter plugin should be present in Max “plugins” folder).

:)

Re: List of games that you can extract 3d models from !

Posted: Wed Jun 09, 2010 7:36 pm
by Mr.Mouse
How about this : viewtopic.php?f=16&t=4582 :)

Re: List of games that you can extract 3d models from !

Posted: Thu Jun 10, 2010 8:30 pm
by surix
my list would be
-----------------------
sonic the hedgehog 360
eternal sonata 360
enchanted arms 360
doa4 360
nights into dreams saturn
operation darkness 360