Essentials Series/Extracting Models

This page is part of the Essential Series modding tutorials. It will cover how to use Industrial Park to extract models from the game to a common 3D format, such as DAE or OBJ.

The first thing you should do is find the model you want to extract. Models will be either MODL assets, which are characters and stage objects, present in the Model layer of a level's HOP, or JSP assets, which are stage models, present in the BSP layer. With the model selected, click on Edit Data to open the Asset Data Editor.

Note: if the model uses native data (you can check this on the Asset Data Editor) this method will simply not work. This is the case for many GameCube and PS2 models, which is why you should use the Xbox version to export.

Exporting as DFF
This is the only method which preserves the skeleton (rigging) of rigged models. It only works on MODL assets. Use the Export Raw Data button on the model or select RenderWare DFF as the export format if exporting from the Asset Data Editor. If exporting from the Asset Data Editor, you can check Export Textures and the textures will be converted to PNG and saved in the same folder of the model. This will export your model as a DFF, which can be imported into 3ds Max using the DFF plugin or into Blender with DragonFF.

Exporting as ther formats
This method works on MODL, JSP and BSP assets (which are the level models in Scooby), but does not preserve the skeleton (rigging). In the model's Asset Data Editor, click on Export and choose the format you want to export as. DAE is recommended and preferred over OBJ, as it preserves vertex colors when exporting. With Export Textures checked, textures will be converted to PNG and exported to the same folder of the model. You can then import this model into a 3d editor of your choice. If the format doesn't work, you can try another one.

Exporting Textures
If you want or need to export textures separately, you can use Edit -> TXD Archive -> Export (RW3) in the HOP archive to export a TXD archive containing all the textures. This archive can be opened with Magic.TXD, which you can use to convert the textures to another format.