r/killzone • • 5d ago

Made With AI Killzone Blender Importer

I’ve been working on Killzone Asset Tools, an open-source Blender extension for inspecting and importing assets from the original Killzone.

It can currently:

  • Scan an authorized Killzone ISO or extracted DAT files
  • Import campaign and multiplayer map geometry
  • Decode and pack supported native textures
  • Import static props and skinned character models
  • Reconstruct skeletons and rigid vertex assignments
  • Import supported animation clips as Blender Actions

The native-format support is still experimental and deliberately read-only. It does not export edited assets back into the game (yet!), and things such as gameplay entities, collision, AI, effects, and exact runtime shaders are not reconstructed yet.

No game files are distributed with the project—you need your own authorized source data. The extension currently targets Blender 5.2.x.

GitHub: Tzeentchnet/Killzone-Blender-Importer: Blender 5.2 tools for inspecting and importing Killzone assets

51 Upvotes

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4

u/trepan0603 5d ago

That's cool! this will allow us to make our own custom mission.
I have a question to say here... Do you code it by yourself or with a help by AI?

2

u/Tzeentchnet 5d ago

I'm good at Python and know my way around Blender, but I used the KZ decomp and AI analysis (GPT 5.6 so not exactly SOTA) to pull out the packed data formats.

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2

u/Tzeentchnet 4d ago

This has now been updated to handle map prop instancing, fixes some malformed textures (very noticeable on the light hovertank), and a bunch of other small improvements.

1

u/Saeba-san 3d ago

Hm, stringing all "zones" of one level would make for better flow of playthrough, wonder if this could be used for modding, similar to that one half-life level from KZ1 that was made long time ago.