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2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools

Post questions about game models here, or help out others!
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MaZTeR
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2022 - Tom Clancy's Rainbow Six: Siege Asset Extraction Tools

Post by MaZTeR »

Important:
boutoron2685 wrote: Sat Aug 12, 2023 4:01 pm Unfortunately, this tool's project seems to have been discontinued.

If you are still interested in using this tool, you should use the DepotDownloader to get Manifest 133280937611742404. This manifest is updated to Y7S2.2.
First extraction tool made by Tushkan (requires Python to work, is glitchy):
https://www.dropbox.com/sh/b2cuse4hp90y ... qTfja?dl=0

Second extraction tool made by parzivail and floxay, includes a dumper and an asset viewer (requires just up to date .NET framework installation and familiarity working with Windows command prompt. AssetCatalog requires a lot of time and patience to go through all of the million different assets, refer to the UID lists below. Seems to be more stable):
https://github.com/parzivail/RainbowForge

.DDS to .png normal map exporter:
viewtopic.php?p=177218#p177218
  • UID list:
    Here is a UID spreadsheet done by me with everything I have found from specific archives:
    https://docs.google.com/spreadsheets/d/ ... sp=sharing


    Ultra Texture Pack texture location:
    datapc64_mtx_bnk_textures4

    (If you have the UHD pack properly installed, the HD textures get exported with rest of the standard resolution textures)

    Location for textures usually used by player characters, NPCs, their equipment and probably weapons:
    datapc64_ondemand.forge

    List of assets and their UIDs made by DeadmanWasTaken:
    https://drive.google.com/file/d/12NTfPx ... iFkcZ/view

    Another asset list by 09williamsad:
    https://docs.google.com/spreadsheets/d/ ... 1372597097

    Catalog of my findings for AssetCatalog (paste it to the main folder, replace if needed), mostly first and third person view models for the operators and also some gadgets:
    https://www.mediafire.com/file/vn8zwihm ... og.db/file
    https://www.mediafire.com/file/uf8yyep7 ... og.db/file

    Texture types by assets:
    • Character models:
      Diffuse + Translucency (light shines through cartilage -effect)
      Normal
      Specular
      If UHD pack installed: 4k normal + cavity detail map

      Note, operators' head object will dump all of the textures belonging to the spesific headgear, with the headgear included, same as when extracting the textures from a headgear with it dumping the head object's textures. No need to find both the objects if you just need the textures. Sometimes different headgear have similar looking head objects, even if they belong to different headgears, so keep that in mind if you are wondering about getting textures you're not looking for.
    Translation for the DumpTool commands:

    dump: When you want to export a single object or texture, use this.

    dumpall: Dumps everything in a given forge file (not sure if it works on textures)

    findallmeshpropsglobal: Once you have found a UID of an object (maybe a texture works too on finding objects, I'm not sure as I haven't tried), use this command to look for the corresponding package from each one of the forge files (that is if you do not know its location).

    findallmeshprops: If you know where the packages are located, use this to speed up the finding process, as it will only look for them in this single archive. For example, it seems that most packages are always in the datapc64_ondemand.forge archive. UHD textures are in datapc64_mtx_bnk_textures4.forge, however the tool will automatically export them if you simply select the ondemand archive.

    dumpmeshprops: Once you have run either of the findallmeshprops commands, you now have the UID of an object. You can use this to dump textures and every associated object, including the head and eye/mouth objects even if you don't have their UIDs. And best of all, you can figure out the other objects UIDs as well with this method. This also works best when exporting weapons and attachments that have small individual pieces that are for some reason separate UIDs in the game.

    dumpallmeshprops: I reckon this exports every single texture and forge from a given forge archive.
Last edited by MaZTeR on Sun Aug 13, 2023 5:26 pm, edited 75 times in total.
zeyd6796
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Re: Rainbow Six: Siege models

Post by zeyd6796 »

~~Need a update for this topic~~

We have used ninja ripper x64 dx11/9 on the cracked game to extract data to import, but mesh files (.rip) cannot be open properly.

ninja_importer v1.3, rip2obj, a blender .rip script and Noesis have been tried, but the structure of the meshes are just inappropriate.

Here is the source: https://facepunch.com/showthread.php?t= ... p=51269755

There are some .rip and dds samples which are ripped from the game on the topic:
https://yadi.sk/d/2EtUiNFfxhqL3

What can be done, any idea?
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Re: Rainbow Six: Siege models

Post by shakotay2 »

zeyd6796 wrote:There are some .rip and dds samples which are ripped from the game on the topic:
https://yadi.sk/d/2EtUiNFfxhqL3

What can be done, any idea?
learn the 3D basics :D
A quick glance into those *.rip files reveals that there's (apart from some .dds texture names)
only face indices contained - no vertices (zero bytes, 00 00 00 00..., though).

So how should that work?
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Rainbow Six: Siege models

Post by zeyd6796 »

Thanks for the quick reply.
The samples were parepared to diagnose or to understand what happend when they were ripped. Then we can change the paremeters or methods to obtain correct data. So, the data structure or algorithm of the game is just inappropriate for ninja ripper. And there is no current archive extractor. Just Intel GPA to rip... Right?
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Re: Rainbow Six: Siege models

Post by shakotay2 »

I don't really care for "war games", so dunno, but I found a rip file with vertices
so Ninja Ripper doesn't seem to be totally "off track":
Mesh_0094-rip.JPG
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Rainbow Six: Siege models

Post by MaZTeR »

zeyd6796 wrote:~~Need a update for this topic~~

We have used ninja ripper x64 dx11/9 on the cracked game to extract data to import, but mesh files (.rip) cannot be open properly.

ninja_importer v1.3, rip2obj, a blender .rip script and Noesis have been tried, but the structure of the meshes are just inappropriate.

Here is the source: https://facepunch.com/showthread.php?t= ... p=51269755

There are some .rip and dds samples which are ripped from the game on the topic:
https://yadi.sk/d/2EtUiNFfxhqL3

What can be done, any idea?
Didn't realize this thread got bumped.

Well, I tried Ninjaripper and it doesn't work on the legit version. However, I'm not sure are there cracked versions of the game from the latest version with the Skull Rain items.

As for other programs, I'm not sure do they work. I tried Archive_Next and it just crashes every time I try to open a file from the R6 game folder.
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Re: Rainbow Six: Siege Models Thread

Post by MaZTeR »

So is this dead?
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Re: Rainbow Six: Siege Models Thread

Post by Gh0stBlade »

The problem is a Forge unpacker is required, if someone makes one, I'll work on the 3D models.

Cheers.
Click the thanks button if I helped!
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Re: Rainbow Six: Siege Models Thread

Post by MaZTeR »

Gh0stBlade wrote:The problem is a Forge unpacker is required, if someone makes one, I'll work on the 3D models.

Cheers.
There is Archive_Next, but the developer of that tool has gone dormant so there's no R6 support for it.... :/
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Re: Rainbow Six: Siege Models Thread

Post by Tushkan »

I have python script that unpacks current versions of forge. They switched to zstandard to pack data, but other than that structure is not much of a difference. Another bugger is that they seem to hash all strings and store hashes instead of actual names to prevent data mining. I was hoping to inspect the game process with debugger to see how they threat those hashes, but legal exe is virtualized and has attach protection (x64dbg throws an error upon attach, on launch it hits the debug warning or BE warning). I'm still too dumb to break through such protection measures, but I have unpacked samples. So if anyone is interested, I can provide my data. They also have .depgraphbin files that hold \x02 at the beginning (magic number?) and then uint64_hash1, uint64_hash2 and some uint32 (class?, relation type?), hashes match the ones that can be found in names section, describing each file inside a given forge package. I assume this is one of ways to tie up needed resources together.
Rainbow 6 Siege forge unpacking tool:
https://www.dropbox.com/sh/b2cuse4hp90y ... qTfja?dl=0
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Re: Rainbow Six: Siege Models Thread

Post by Jojje »

Tushkan wrote:I have python script that unpacks current versions of forge. They switched to zstandard to pack data, but other than that structure is not much of a difference. Another bugger is that they seem to hash all strings and store hashes instead of actual names to prevent data mining. I was hoping to inspect the game process with debugger to see how they threat those hashes, but legal exe is virtualized and has attach protection (x64dbg throws an error upon attach, on launch it hits the debug warning or BE warning). I'm still too dumb to break through such protection measures, but I have unpacked samples. So if anyone is interested, I can provide my data. They also have .depgraphbin files that hold \x02 at the beginning (magic number?) and then uint64_hash1, uint64_hash2 and some uint32 (class?, relation type?), hashes match the ones that can be found in names section, describing each file inside a given forge package. I assume this is one of ways to tie up needed resources together.
Very interesting, so you can get the files, but the names are hashed?
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Re: Rainbow Six: Siege Models Thread

Post by Tushkan »

Yes, Jojje. I have the extracted data with fancy looking file names. And me and my friend have extracted a couple of game models, like Thermite's elite mesh for example. But there are some peculiar versions of a mesh file which I can't seem to fully reverse. So I'm asking for a community's help. Here is some of the extracted data https://www.dropbox.com/sh/b2cuse4hp90y ... qTfja?dl=0 It includes a bunch of models (some are operators, their heads, weapons etc) in game's native format plus a README of currently known data plus some logs. Where I need help is with the packed vertex data (marked as Qc and Dc in the README). If anyone can help me crack how it's packed, that would be great.

Here are a couple of screenshots just to draw your attention =)
Image
Image
Rainbow 6 Siege forge unpacking tool:
https://www.dropbox.com/sh/b2cuse4hp90y ... qTfja?dl=0
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Re: Rainbow Six: Siege Models Thread

Post by Tushkan »

Ok, nevermind, I figured it out. It turned out to be 4 int16. Three for x,y,z and last is scaler.
Image
Rainbow 6 Siege forge unpacking tool:
https://www.dropbox.com/sh/b2cuse4hp90y ... qTfja?dl=0
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Re: Rainbow Six: Siege Models Thread

Post by Jojje »

Checking in! Has any progress been made since last post..?
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Re: Rainbow Six: Siege Models Thread

Post by Tushkan »

Yep, there has been. I unpacked all types of meshes and seem to have found uv's block. There are some questionable blocks tho. And the biggest issue is there are no asset names. I have also found the files that tie an asset together (mesh or several meshes, textures) but it has no link to the skeleton which is odd. And an absence of proper names makes it impossible to pinpoint the exact asset you would want to find.
Rainbow 6 Siege forge unpacking tool:
https://www.dropbox.com/sh/b2cuse4hp90y ... qTfja?dl=0
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