
Then each group has individual assets inside. There are 18 main big packages containing about 75000 asset groups. Especially considering there are almost no names anywhere. As a result, its hard to get anything from there. Instead, they are all grouped in so called "Streaming Graph".Īs I understand, it was done for optimization purposes, so the game can load/use all of the assets (and there are millions) in the best way possible in terms of speed/memory usage. There's no such a thing like assets for characters, any specific character or robot, they are not grouped in folders with textures, models, or shaders. Assets are not organized in any logical structure, and have no names. Update: I'm going to start explaining the situation and what can we do about it.įirst of all, data layout in this game is totally different from previous decima games.


Not all of them placed, but its working already.Currently working on placing destructible parts for robots, and then the tool will be complete and released. Tests are ok so far, most of the models work fine.So far I got all (or almost all) characters/robots with skeletons and textures, also static meshes.The Last of Us 2 Tool for Models with Skeletons & Texturesīelow is a Horizon Forbidden West Tool update summary from daemon1, to quote:.


This weekend PlayStation 4 Scene developer (aka id-daemon / daemon1 on XeNTaX) released a HFW Tool for PS4 / PS5 to aid in extracting skeletons, textures and static meshes from Horizon Forbidden West for data miners and game modders to examine.ĭownload: h2_extr.rar (603.97 KB - includes h2_extr.exe, Edgetosmd_i.exe, Edgetosmd.exe and decima.ini) / mesh_numbers.rar (3.79 KB - includes robots.txt, other_chars.txt, heads.txt and aloy.txt) / robots_codes.rar (950 Bytes - includes robots_codes.txt)
