S.O.S ripping 360 models

Discussion in 'Xbox 360 Support Archive' started by Qkey, Feb 15, 2009 with 4 replies and 553 views.

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  1. Qkey

    Qkey Newbie

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    Hey

    I need some help on ripping models from 360 games, not to inject them back into the game beacuse that's harder. Im near to the goal but I'm stuck in the part you already have the containing files in your computer. the problem is the container file has no extension.
    [Click here to view the link]

    How can I get the header and a valid file pointer? and would this work?


    Code:
    typedef struct _Header
    {
    BYTE Id;
    WORD Height;
    WORD Width;
    BYTE Colors;
    } HEADER;

    HEADER Header;

    void ReadHeader(FILE *fp)
    {
    if (fp != (FILE *)NULL)
    fread(&Header, sizeof(HEADER), 1, fp);
    }
    when I open the file in a hex editor I can see the locations of the files [Click here to view the link]

    what else I'm missing?

    any help is greatly appreciated.

    thanks!
    __________________
     
  2. Haxalot88

    Haxalot88 VIP VIP

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    every game has different methods of storing their model data. Would you mind providing more specific details on the game you're trying to extract from?
     
  3. OP
    Qkey

    Qkey Newbie

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    Halo 3 in the .map files, B-K:Nuts and Bolts (no file extension) , Crackdown stored in tochal package files and the resident evil 5 demo stored in .arc files
     
  4. Haxalot88

    Haxalot88 VIP VIP

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    Halo 3 raw asset extraction is still impossible. B-K: Nuts and Bolts, along with Resident Evil 5 have not had enough time for people to research the extraction of those. Unsure about Crackdown though.
     
  5. OP
    Qkey

    Qkey Newbie

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    Oh, ok.
    thank you.

    and from which games is it possible to rip models?
     
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