I'm back. I managed to find a QuickBMS script for .hog files, and it worked like a charm! I got all the stuff extracted from it, and they're even all neatly organized and labeled with folders and whatnot!
I'm gonna guess the models are .mdl files. Half-Life 2 also uses that extention, but I'm gonna guess they're nothing alike since my HL2 modding programs won't open them, and it also doesn't help that numerous other unrelated games and programs use that extension as well. The other files in the models folder are .banb, .bskl, .anm (which I'll assume stands for "animation"), and .bmsh.
Had a look at the files (in this case, the ones for Dot). The .mdl files don't seem to be the actual model, but they
shed a bit of light on them.
Code:
model
{
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
model
{
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
name({body_mod})
parent({})
matrix(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)
meshname({dotbody_modShape.msh})
skeleton({dot.skl})
objecttranslucency(0)
bounds(1.046530,41.207809,15.393967,58.626289,72.914833,87.333855,111.972504)
}
model
{
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
name({head_mod})
parent({})
matrix(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)
meshname({dothead_modShape.msh})
skeleton({dot.skl})
objecttranslucency(0)
bounds(-1.329039,56.770084,-14.008804,58.362663,79.796402,95.279282,117.911560)
}
model
{
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
name({Flower_mod})
parent({head_mod})
matrix(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)
pivot(-0.361789,107.334917,-0.447558,1)
meshname({dotFlower_modShape.msh})
skeleton({dot.skl})
objecttranslucency(0)
bounds(-1.724943,51.979729,-19.677197,52.720863,67.200615,90.116440,94.903633)
}
model
{
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
name({mallet})
parent({})
matrix(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)
pivot(47.395881,53,-0.983252,1)
meshname({dotmalletShape.msh})
skeleton({dot.skl})
objecttranslucency(0)
bounds(12.452415,61.465279,0.198288,94.797928,103.089104,123.550400,154.214859)
}
model
{
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
name({hankey})
parent({})
matrix(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)
pivot(45.55534,57.43534,-5.596428,1)
meshname({dothankeyShape.msh})
skeleton({dot.skl})
objecttranslucency(0)
bounds(11.922787,63.966492,5.348846,84.239120,96.344498,119.344795,150.569427)
}
model
{
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
name({mag_glass})
parent({})
boneparent({righthand})
matrix(0.987763,0.155963,-0,0,0.155963,-0.987763,0,0,-0,-0,-1,0,33.428464,60.909596,-3.249401,1)
pivot(7.986021,6.340649,1.730482,1)
meshname({dotmag_glassShape.msh})
objecttranslucency(0)
bounds(7.986019,6.340647,-23.097145,23.069933,7.589991,39.504032,39.635151)
}
model
{
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
name({skillgun})
parent({})
boneparent({righthand})
matrix(0.987763,0.155963,-0,0,0.155963,-0.987763,0,0,-0,-0,-1,0,33.428464,60.909596,-3.249401,1)
pivot(32.83226,11.491844,-13.357054,1)
meshname({dotskillgunShape.msh})
objecttranslucency(0)
bounds(35.613670,8.271454,-13.415070,38.603004,22.034393,20.241356,41.234585)
}
model
{
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
name({skillgunpack})
parent({})
boneparent({chest})
matrix(0,-1,0,0,1,0,-0,0,0,0,1,0,-0.071383,58.939609,-2.493783,1)
pivot(-5.537343,-0.523468,-9.675438,1)
meshname({dotskillgunpackShape.msh})
objecttranslucency(0)
bounds(-5.782713,-0.663597,-11.139647,20.964350,15.329811,18.516312,30.017916)
}
}
From this info, we at least know the game was made using some version of Maya.
Looking at the other files, .banb seems to be for gameplay animations (i.e. player movement) and .bmsh might stand for "bone mesh". I think the actual model parts themselves, or at least the skeletons, are .b
. Any idea how I might open/decompile those?