Non+PS2+Games

=Cabela's Dangerous Hunts 2013 (PC)= =Cabela's Dangerous Hunts 2013 (WII)= =Cabela's Hunting Expeditions (PC)= =Cabela's Big Game Hunter 2012 (PS3)= =Cabela's Big Game Hunter 2012 (WII)= =Cabela's Dangerous Hunts 2011 (Xbox 360)= 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)= 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)= =Cabela's Dangerous Hunts 2 (GameCube)= Cabela's African Adventures (WII)

= = =Jak and Daxter PS3:=

=SpongeBob's Truth or Square=

=Cars (PC)=

=Project Nomads=

=Alien Resurrection= 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:=

=Spore:= 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:= ==

=Super Mario Strikers:=

=Kung Fu Panda 2 (PS3):= 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=



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.

= = ==

=Vanguard Saga of Heroes:=

Lineage II NPC Viewer =Red Faction 2=

=Star Fox Adventures=

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

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. == =LittleBigPlanet 2:= =LittleBigPlanet 3:= =Xiaolin Showdown XBOX=

=Adobe Shockwave .3dg:=

=Everquest 2:=

=ArcheAge Online:= =Spyro 3: Year of the Dragon=

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

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.

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.

=Rachet and Clank PS3 remake= =Read Dead Redemption (XBOX360):= This goes in the second RPF in Tune/Settings: This goes in the second RPF in Tune\Level\Territory



Frogger (PSX)

=I of the Dragon:= Use the following script to extract the .RES files: Use the following script to convert the .MSH files into .3ds files with UV coords: