I'm actually surprised someone caught that so quickly. There's a program called Real Editor you can download from Github (or the link in the description, there's some cool stuff in there) that allows you to open the .gpk files that store the game assets, so things like NPCs, monsters, and objects. If I'm not mistaken you can likely do this for every Tera private server out there, like Menma's. Pretty much the only thing that isn't there in its whole form is your custom character model, but all of its components are stored in those files somewhere. It's a bit scattered, doesn't have a very clear system of figuring out where a certain item or thing is stored, and there isn't much of a guide online stating what asset file stores and does what, so trial and error is needed to find stuff. Opening a .gpk file in Real Editor will give you a list of all the components inside, such as meshes, skeletons, and 3d models. Selecting one of those skeletons for example will open the file where it's stored, and gives you a button to export it to a separate file, by default in FBX format, which is easily imported into Blender. This export also exports the materials for whatever model you selected, so that can be imported into Blender as well. If you're after character models, those I believe come with bone structures built-in, so you shouldn't need to mess with those much. It's a bit late to recreate your player characters, assuming you don't have many reference videos or pictures, but player characters are built a bit different. They aren't one single model that can be found in one file somewhere. Each piece of armor and weapon do exist as models, but from what I understand (I may be wrong) the game sort of rebuilds your character from those base models every time you boot the game up, a bit like virtual Legos. Also at startup, the game runs the model for your character's face through the sliders you chose when you first made it. Now I haven't yet found a way to perfectly reproduce those sliders through Blender outside of just sculpting them manually, so if you want to recreate your characters for use in things like VRChat, like what I'm doing, sculpting the faces yourself appears to be the best option. Likewise with the hair models, the base files only come in grey hair, so the game runs that through the hair color option you chose when you first made it. Any hair color change you want will have to be done by running the material image through a photo editor, like GIMP or something. I didn't have Photoshop. Hope this helps! Like I said, I've included a Google Drive link for Real Editor in the description. There's also a few GPK files, exported FBX files, and materials for you to mess with if you like, plus a Blender file of my main character. Side note, Elins aren't actually referred to as Elins in the game files. They're stored under Popori for some reason. Every other race gets named properly.
:( rip tera
I noticed you mentioned you can port assets into unity and blender? how do you do that? sounds cool.
I'm actually surprised someone caught that so quickly.
There's a program called Real Editor you can download from Github (or the link in the description, there's some cool stuff in there) that allows you to open the .gpk files that store the game assets, so things like NPCs, monsters, and objects. If I'm not mistaken you can likely do this for every Tera private server out there, like Menma's. Pretty much the only thing that isn't there in its whole form is your custom character model, but all of its components are stored in those files somewhere. It's a bit scattered, doesn't have a very clear system of figuring out where a certain item or thing is stored, and there isn't much of a guide online stating what asset file stores and does what, so trial and error is needed to find stuff.
Opening a .gpk file in Real Editor will give you a list of all the components inside, such as meshes, skeletons, and 3d models. Selecting one of those skeletons for example will open the file where it's stored, and gives you a button to export it to a separate file, by default in FBX format, which is easily imported into Blender. This export also exports the materials for whatever model you selected, so that can be imported into Blender as well. If you're after character models, those I believe come with bone structures built-in, so you shouldn't need to mess with those much.
It's a bit late to recreate your player characters, assuming you don't have many reference videos or pictures, but player characters are built a bit different. They aren't one single model that can be found in one file somewhere. Each piece of armor and weapon do exist as models, but from what I understand (I may be wrong) the game sort of rebuilds your character from those base models every time you boot the game up, a bit like virtual Legos. Also at startup, the game runs the model for your character's face through the sliders you chose when you first made it. Now I haven't yet found a way to perfectly reproduce those sliders through Blender outside of just sculpting them manually, so if you want to recreate your characters for use in things like VRChat, like what I'm doing, sculpting the faces yourself appears to be the best option. Likewise with the hair models, the base files only come in grey hair, so the game runs that through the hair color option you chose when you first made it. Any hair color change you want will have to be done by running the material image through a photo editor, like GIMP or something. I didn't have Photoshop.
Hope this helps! Like I said, I've included a Google Drive link for Real Editor in the description. There's also a few GPK files, exported FBX files, and materials for you to mess with if you like, plus a Blender file of my main character.
Side note, Elins aren't actually referred to as Elins in the game files. They're stored under Popori for some reason. Every other race gets named properly.
@@CMDR_John_Crichton wow thanks for the long answer!
@@JasparJam no problem! Happy to help!