Cabela's Dangerous Hunts 2013 (PC)

DH2013Buffalo.jpg


Cabela's Dangerous Hunts 2013 (WII)

BGH2013WiiZebra.jpg


Cabela's Hunting Expeditions (PC)

HuntingEXPlion.jpg


Cabela's Big Game Hunter 2012 (PS3)

BGH2012lionf.jpg


Cabela's Big Game Hunter 2012 (WII)

BGH2012WIIcroc.jpg


Cabela's Dangerous Hunts 2011 (Xbox 360)

DH2011XboxWolfBoss.jpg

Use the above script on the .XDS files, but make sure
the .CXM file with the same name is in the same folder.
When asked what other file to open, type in the name of
the .CXM file (without the path)
Currently the script does not extract all files 100% perfectly.

Cabela's Big Game Hunter 2010 (WII)

BGH2010WiiBigCat.jpg

Use the above script on the .WIS files, but make sure
the .XML file with the same name is in the same folder.
When asked what other file to open, type in the name of
the .XML file (without the path)
Currently the script does not extract all files 100% perfectly.

Cabela's Big Game Hunter (2008) (WII)

BGH2008WiiKudu.jpg


Cabela's Dangerous Hunts 2 (GameCube)

DH2GCreddeer.jpg


Cabela's African Adventures (WII)
CAAWII.jpg



Jak and Daxter PS3:

Jakmesh.jpg
JakChar.jpg

SpongeBob's Truth or Square




Cars (PC)





Project Nomads

ProjectNomadsMesh.jpg



Alien Resurrection

alienvertexes.jpg
Some vertexes plotted in 2 dimensions in Microsoft Excel on a graph.
This page refers to the PS1 version of this game.
The main data file is the PACK.BIN file.
Subfiles inside the that file are listed in the Header format
that follows:
4ByteInteger#NumberofSubFiles
FileTable:
{0x14 (20 in Decimal) bytes reserved for the subfile's ASCII name, if
all are not used then the last ones take the value of 00, 4ByteLengthOfSubFile, 4ByteStartingOffsetOfSubFile}
The following is a spreadsheet of Subfile, from one version of this game.
The first column is the name of the subfile.
The second column is the starting offset of the subfile.
The third column is the ending offset of the subfile.


Types of SubFile extensions:
CVB
CVS
DEM
TIM (TIM textures a texture format created for the PS1.)
TUK (ASCII files, used for the credits and cutscenes to display words on screen)
TXF
WAD (level archives)

WAD files also contain files, but do not have files only extensions.
A partial list of extensions inside WAD files (some
extensions appear to be reversed version of subfile extensions
such as CVB vs BVC):
BVC
DVC
FXT
NIB
PAM
TAR

Run Sackboy Run:

Use the following script on the .geo files:




Samurai Shodown Sen Xbox360:

SSSmesh1.jpg


Spore:

sporelion.jpg
Use the program called SporeMaster to unpack graphicscache.package (found in your application data folder
under roaming/Spore):
http://code.google.com/p/sporemaster/downloads/list
Then use the script below to convert the .GMDL files into .3ds files with UV:




Avatar Wii:












God Of War 3:

GOW3_foot.jpg




Super Mario Strikers:

MarioS.jpg

Kung Fu Panda 2 (PS3):

KFP2PS3wolfBeta.jpg

Use the script above to extract the .MESH files from the .RES files.

Use the script above to convert the .MESH files into .3ds files.



Toon Car:



Radiant Mythology 3:





Cartoon Network Punch Time Explosion XL (PS3 Version):




Naruto Shipuuden Ultimate Ninja Storm 2


nhair.jpg




This game uses tristrips for the face index.

Black and White 2:




Roblox:





City of Heroes:

Meshes, are compressed in .GEO files, within compressed .PIGG files. Both use zlib compression.
Each component of the mesh is compressed separately so, the face list, might be in a compressed section say at
offset 0x00001000 in a .geo file while the vertexes might be compressed at say at offset 0x00002000 within the same .geo file.
Also the vertexes are additionally compressed again, maybe it uses delta compression, the face index, and also structures within .geo files, do not have the additional compression.
1. Decompress/Extract files from .PIGG files Uses Zlib (zip) compression
2. Decompress/Extract .GEO files Uses Zlib (zip) compression
3. Decompress the vertex section uses something like delta compression.


cohoffline.jpg

cohmap.jpg

cohedit.jpg





Vanguard Saga of Heroes:


vanguardeditor.jpg
vgvgeditor.jpg
vgraki.jpg
VgZebraTest.JPG




VanguardCamel0.jpg


vanguardCastleTower.jpg

vanguardconsolemarch.jpg
vgstats.jpg





vgWolfMod.JPG

rakimagetest.JPG

DragonMeshVanguard.JPG
DragonMeshSpore.jpg





Lineage II NPC Viewer
Lineage2editor.jpg

Red Faction 2

rf2ps2.jpg




Star Fox Adventures


starfoxRoomApril.jpg

sftrexbuilding.jpg




starfoxprogress1.jpg

A picture of an incorrectly converted model, probably a building.

starfoxprogress2.jpg
A plot of the X and Y vertexes of a model, probably some type of character/creature.



LittleBigPlanet (Full game and Demos) (PS3):


Use the script above to extract the .mshb mesh files from data.FARC.

Use the script above to extract the .tex texture files from data.FARC


Use the script above to convert the .mshb mesh files to .3ds files.




Old script crashes use the newer script. Use the script above to convert the .mshb mesh files to .3ds files.

LBPtextures.jpg

LittleBigPlanet 2:




LittleBigPlanet 3:


Xiaolin Showdown XBOX

reptiless.jpg




Adobe Shockwave .3dg:

3dgHA.jpg


Everquest 2:


eq2w.jpg


ArcheAge Online:

archeageLEGS.jpg

Spyro 3: Year of the Dragon




The game below is a PS2 game I need to first find out the exact name of it.
spaceexcel.jpg


Second Life:
Some Freebie Furry Avatars in the OpenSim IAR
format, Which can be opened up on on OpenSim grid
in the region console. Includes the Wingless Emoto
Reindeer, Fox, and wolf, along with some other ones.
The tools used to generate these files are as follows:

The Program called "Stored Inventory" (used to be called
Second Inventory), which lets you back up full permission
inventory items to your hard drive or items you created yourself.

The opensource OpenSim server.

Some of the avatars have scripts. Some things are missing
(complex items such as furry (anthro/animal) avatars
sometimes cause Stored Inventory not to phase in the data 100% correctly).



A VirtualBox Experiment basically saving a session of Second Life, and then reloading
it from any point on, even days later, after the computer has been shut down/restarted ect.
This is on Linux Virtual Machine run on Virtual Box. My graphics card does not
work on the VM,but allocating more memory to the Virtual Machine and waiting in Second Life
for things to load, I can enable the ground textures. This attempt was used setting the Virtual Machine
at 830 Megabytes ram, so clothing also was able to load. I can upload the savestates if anyone wants them.
The Virtual Box virtual machine in this example was about 4.3 Gigabytes, and contains a Linux Operating system.
The savestate aka the Machine State aka Snapshot (the term virtual box uses but this is not a screenshot that
is being referred to. It is about 800 Megabytes in size. It is a complete running session of Second Life taken at en earlier moment of time
so you can move around (limited because second life does not let you walk when disconnected a SL thing
not a Virtual Machine or Internet things) rotate your self, your camera, and check inventory, though things
that require the internet will not work or cause an error message). So it will be about 5 Gigabytes in size, so let me
know in advance so I can get a website for it. Most external hard drives and USB drives will not let you have a single file
that is over 4.00 gigabytes even if say it is an 250GB external drive. Also you would need at least 2.00 Gigabytes of RAM
to run the Virtual Machine. The graphics card requirements are low, as I was able to get this running on a 6 year old laptop with
an integrated graphics card.
slVirtualMachine.jpg

An earlier attempt: A different furry avatar (a much simpler one was used and also without clothing)
was used but the Virtual Machine only had 512 Megabytes ram in this attempt) so it was not as successful.
As a result I had to disable to Ground/Sky/Water textures/models to get the
avatar to load so the remaining models and textures bleed into
where the ground/sky/water ones would have been loaded.
vbvm.jpg


Rachet and Clank PS3 remake

rachetTest2.jpg



Read Dead Redemption (XBOX360):



This goes in the second RPF in Tune/Settings:


This goes in the second RPF in Tune\Level\Territory


sldisconnect.jpg



Frogger (PSX)
FroggerMesh.jpg




I of the Dragon:

IoftheDragonDragon.jpg
Use the following script to extract the .RES files:

Use the following script to convert the .MSH files into .3ds files with UV coords: