Rainbow 6 Siege Game models (partially reversed and extracted)

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
Ulibos
Posts: 10
Joined: Fri Oct 05, 2018 6:52 pm

Rainbow 6 Siege Game models (partially reversed and extracted)

Post by Ulibos »

I posted this in an older thread but it seems that it wasn't informative enough to attract even fraction of people's attention. So I'll make an extended version here. First of all, here are some results that we have already:
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This is what we already got, along with a couple of heads and 1 gun. There are no names on R6S files, so we blindly roam through models. However, there is a caveat. There are at least 5 types of data packing in those models as of now. Some are easy to read because they hold plain float data. Others however are compressed. Some have Vector3 packed into 8 bytes, some have other data packed into 4 bytes. We're interested in cracking that packing because such files hold the biggest share in the archive that is currently being studied. Many times vert_pos section seems to have a distinct pattern of ** ** ** ** ** ** ** ** F* FF which looks like a bit trailing. I suppose there is byte or even bit shifting involved, but I'm not experienced enough with such techniques to detect them efficently. So I need your help, community. Here is a link to my data: https://www.dropbox.com/sh/b2cuse4hp90ym0g/AADXaqKfyrCY9joUtsnlqTfja?dl=0 It contains an extracted and unpacked meshes archive (in game native format) and a readme with currently known data. If anyone can provide some insight on how the data is packed there, that would be great.
Ulibos
Posts: 10
Joined: Fri Oct 05, 2018 6:52 pm

Re: Rainbow 6 Siege Game models (partially reversed and extracted)

Post by Ulibos »

Ok, nevermind, I figured it out. It turned out to be 4 int16. Three for x,y,z and last is scaler.
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