Splinter Cell: Double Agent (Original Xbox Version 2006)

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
Pepsee
Posts: 17
Joined: Fri Feb 16, 2018 11:26 am

Splinter Cell: Double Agent (Original Xbox Version 2006)

Post by Pepsee »

Image


Hello, everyone! I came here today wondering how can I extract the files from this awesome game!
The formats are .lin from what I can see.
I uploaded an archive (link is in the word "archive") with some samples. Any ideas? I tried using Umodel and DecUbi, but to no avail..


Edit:

Code: Select all

# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

get ARC_SZ asize
get NAME basename
get EXT extension
string NAME + _decomp.
string NAME + EXT
do
   get SIZE long
   get ZSIZE long
   savepos OFFSET
   append
   clog NAME OFFSET ZSIZE SIZE
   append
   math OFFSET + ZSIZE
   goto OFFSET
while OFFSET != ARC_SZ


With this code, you can decompress the map files, but then you get something like this. I don't know what to do. :(
Pepsee
Posts: 17
Joined: Fri Feb 16, 2018 11:26 am

Re: Splinter Cell: Double Agent (Original Xbox Version 2006)

Post by Pepsee »

*bump* Please help me, I've been desperately trying to get these models and I really need them.. I want to port them as playermodels to Garry's Mod and perhaps try to use the same algorithm on Chaos Theory on the PS2 and get the models from there as well.