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		<title>Bigwig: https://wiki.theexiled.pwnageservers.com/index.php?title=Tribes:_Ascend/File_Extraction</title>
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		<summary type="html">&lt;p&gt;https://wiki.theexiled.pwnageservers.com/index.php?title=Tribes:_Ascend/File_Extraction&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This tutorial will go through the steps required to extract models, textures, and sounds from [[Tribes: Ascend]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
You will need to download the [http://library.theexiled.pwnageservers.com/file.php?id=2933 Tribes: Ascend Extraction Tools]. For newer versions of the tools, there are links in the ReadMe.txt to the original websites, but these will be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extracting Models ==&lt;br /&gt;
Extract &amp;#039;&amp;#039;umodel_win32.zip&amp;#039;&amp;#039; and open the &amp;#039;&amp;#039;Command Prompt&amp;#039;&amp;#039; to that folder.&lt;br /&gt;
&lt;br /&gt;
We need to extract the files from two different files in order to get all of the models. Run the following commands one at a time via the Command Prompt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;umodel.exe -path=&amp;quot;C:\Program Files (x86)\Hi-Rez Studios\games\tribes alpha\TribesGame\CookedPC&amp;quot; -export -all TribesGame&lt;br /&gt;
umodel.exe -path=&amp;quot;C:\Program Files (x86)\Hi-Rez Studios\games\tribes alpha\TribesGame\CookedPC&amp;quot; -export -all TribesGameContent&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There will now be two new folders where you extracted uModel, &amp;#039;&amp;#039;TribesGame&amp;#039;&amp;#039; and &amp;#039;&amp;#039;TribesGameContent&amp;#039;&amp;#039;. Inside each one, there is a &amp;#039;&amp;#039;SkeletalMesh3&amp;#039;&amp;#039; folder, which has the majority of the models, there are a few models in &amp;#039;&amp;#039;StaticMesh3&amp;#039;&amp;#039;, but not many. &lt;br /&gt;
&lt;br /&gt;
Textures are extracted to the &amp;#039;&amp;#039;Texture2D&amp;#039;&amp;#039; folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extracting Textures ==&lt;br /&gt;
If you would like to extract textures that were not extracted by uModel, like the accolades, badges, ranks, etc., follow the instructions below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extract &amp;#039;&amp;#039;tribestex.zip&amp;#039;&amp;#039; into the &amp;#039;&amp;#039;C:\Program Files (x86)\Hi-Rez Studios\games\tribes alpha\TribesGame\CookedPC&amp;#039;&amp;#039; folder, and open the &amp;#039;&amp;#039;Command Prompt&amp;#039;&amp;#039; to that folder.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, you can extract ALL of the textures and then find the one you want, which will extract about 16 GB of textures, or you can generate a list and then extract the ones you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To extract all of the images, run this command:&lt;br /&gt;
&amp;lt;pre&amp;gt;tribestexture.exe -a&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To extract a specific image, a list needs to be generated first:&lt;br /&gt;
&amp;lt;pre&amp;gt;tribestexture.exe -l &amp;gt;List.txt&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open List.txt and look for the name of the texture you want. &lt;br /&gt;
Now we need to extract the specific texture, and set a file name for it.&lt;br /&gt;
For this example we will use wep_spinfusor_3p.textures.t_wep_spinfusor_3p_diff, which is the diffuse texture for the third person model of the Light Spinfusor.&lt;br /&gt;
&amp;lt;pre&amp;gt;tribestexture.exe -e wep_spinfusor_3p.textures.t_wep_spinfusor_3p_dif -o light_spinfusor_dif.tga&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will extract the texture we want, and we will name it &amp;#039;&amp;#039;light_spinfusor_dif.tga&amp;#039;&amp;#039;. It needs to be .tga, because that&amp;#039;s what file format they are.&lt;br /&gt;
&lt;br /&gt;
== Extracting Sounds ==&lt;br /&gt;
This is very similar to extracting models, but you need a different flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extract &amp;#039;&amp;#039;umodel_win32.zip&amp;#039;&amp;#039; and open the &amp;#039;&amp;#039;Command Prompt&amp;#039;&amp;#039; to that folder.&lt;br /&gt;
&lt;br /&gt;
We need to extract the files from two different files in order to get all of the sounds. Run the following commands one at a time via the Command Prompt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;umodel.exe -path=&amp;quot;C:\Program Files (x86)\Hi-Rez Studios\games\tribes alpha\TribesGame\CookedPC&amp;quot; -sounds -export TribesGame&lt;br /&gt;
umodel.exe -path=&amp;quot;C:\Program Files (x86)\Hi-Rez Studios\games\tribes alpha\TribesGame\CookedPC&amp;quot; -sounds -export TribesGameContent&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There will now be a folder where you extracted uModel, &amp;#039;&amp;#039;TribesGame&amp;#039;&amp;#039; and &amp;#039;&amp;#039;TribesGameContent&amp;#039;&amp;#039;. Inside each one, there is a &amp;#039;&amp;#039;SoundNodeWave&amp;#039;&amp;#039; folder, which will have the sounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extracting Map Data ==&lt;br /&gt;
Map data is stored in TribesGame\CookedPC\Maps\&amp;lt;map name&amp;gt; and are .fmap files. These are actually just compressed .upk files. In order to extract its contents, first rename the file extension to &amp;#039;&amp;#039;.upk&amp;#039;&amp;#039; and then use the above instructions for &amp;#039;&amp;#039;umodel&amp;#039;&amp;#039;. Note: Textures will not be exported properly due to image compression, but the map textures exist in the main texture cache and can be extracted using the method mentioned above.&lt;br /&gt;
&amp;lt;pre&amp;gt;umodel.exe -path=&amp;quot;C:\Program Files (x86)\Hi-Rez Studios\games\tribes alpha\TribesGame\CookedPC\Maps\Stonehenge&amp;quot; -export -sounds TrCTF-Stonehenge2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Importing the Models into 3ds Max ==&lt;br /&gt;
Extract &amp;#039;&amp;#039;ActorXImporter.zip&amp;#039;&amp;#039; and open 3ds Max. The script works on 3ds Max 6 and up.&lt;br /&gt;
&lt;br /&gt;
In 3ds Max, go to the &amp;#039;&amp;#039;MAXScript&amp;#039;&amp;#039; menu, and click &amp;#039;&amp;#039;Run Script...&amp;#039;&amp;#039;, and browse to where you extracted &amp;#039;&amp;#039;ActorXImporter.ms&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
This will open a new window, where you can import models and animations.&lt;br /&gt;
&lt;br /&gt;
For the materials, most of the models have multiple textures that need to be applied, you will usually have three textures per model, sometimes four, and even more if there is an ammo display. Below is a list of the textures, and how you will see them in the list you generated earlier.&lt;br /&gt;
&amp;lt;pre&amp;gt;Diffuse Map: _dif&lt;br /&gt;
Normals Map: _norm or _nrm&lt;br /&gt;
Specular Map: _spec or _spc&lt;br /&gt;
Emissive Map: _emi&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
http://gildor.org/en/projects/umodel&lt;br /&gt;
&lt;br /&gt;
[[Category:Tribes: Ascend]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Bigwig</name></author>
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