Textures, models and sounds
Besides scripts and text, the game files hold the art and the sound. Seam Ripper can pull these out into files you can open in normal tools. This page is about getting them out; for what is inside the files see File formats and PiP internals.
All of the commands below run through the app’s EXE as
SeamRipper.exe --tool <script> ..., or from the Tools page in the app.
Naughty Bear (NB1)
Two steps: extract the container’s chunks, then convert them.
SeamRipper.exe --tool naughty_lu.py extract admiralhat.lu -o extracted
SeamRipper.exe --tool lu_convert.py extracted -o converted
On admiralhat.lu this gave a mesh (290 vertices, 456 triangles) as .obj and
.mtl plus a .glb with the textures built in, and three textures as .dds
and .png. It also said it skipped three chunks, “animations, sounds, scene
data etc. are not yet supported”. If you only ran the first step you only have
.bin files.
Panic in Paradise (PiP)
One command does both steps:
SeamRipper.exe --tool pip_dump.py aluminumbat.lu -o dump
On aluminumbat.lu it wrote the mesh (134 vertices, 192 triangles) as .obj,
.mtl and .glb, three textures as .dds and .png, the script, and a report.
On a hat (afrowig_top.lu) it wrote four textures and a skeleton report.
Characters come out as rigged .glb files, props as .obj.
Menu screens are a different kind of chunk; see PiP: text and menus.
Sounds
PiP’s sound lives outside the .lu files, in FMOD sound banks (.fsb) in the
game’s FmodEventData folder. Decode a bank to .wav:
SeamRipper.exe --tool lu_sound.py fsb HUD_Ingame.fsb -o sounds
We ran this on one bank and got one .wav (FX_HUD_Stamina_Deny) and a manifest.
lu_sound.py also has bank for sound chunks inside NB1 .lu files and
streams for loose .xma files; we did not test those two here.
What you get
- Textures:
.ddsalways, plus.pngif Pillow is installed (the EXE has it). They are the base size only. - Models:
.objand.mtl, and.glbwith textures. Which way is up varies from model to model, so rotate in your 3D program. - Sounds:
.wav.
What isn’t here
Putting an edited texture, model or sound back into a container is not covered on this page; we only tested getting them out.
If a texture format isn’t supported yet, the tool saves the raw data as a
.texdata.bin and says so (see
More troubleshooting).