Extracted art assets from Revenant (Cinematix Studios / Eidos Interactive, 1999), exported with the asset-dump tooling in the RevenantRevisited engine reconstruction project.
All downloads are zip files stored with Git LFS. Either clone with
git lfs installed, or download the individual files from the GitHub web UI
(GitHub serves the real file, not the LFS pointer).
| File | Size | Contents |
|---|---|---|
i2d_dump_all.zip |
~100 MB | All 2,173 isometric map tiles decoded from the game's I2D imagery |
i3d_dump_all.zip |
~17 MB | All 612 3D models (items, characters, props) decoded from I3D imagery |
gltf_dump_all.zip |
~100 MB | All 619 3D models as Blender-ready glTF binaries (.glb) with animations |
icons.zip |
~0.7 MB | All 488 baked inventory icons and character portraits (40×40 PNG) |
sfx.zip |
~62 MB | All 1,057 sound effects (WAV) |
dialog.zip |
~94 MB | All 1,749 voice / dialog lines (MP3) |
One set of files per tile, named <typeid>_<TileName>:
NNNN_Name.png— tile albedo (color), chroma-key holes already converted to transparencyNNNN_Name_alpha.png— coverage mask (white = opaque pixel)NNNN_Name_depth.png— color-mapped visualization of the tile's per-pixel depth bufferNNNN_Name.ztile— raw binary:u32 magic 'RTZE', i32 width, i32 height, width*height*4 bytes RGBA, width*height float32 depth values(depth is in world-z-delta units, the engine's native tile depth format)tile_z_report.csv— per-tile depth statistics (min/max z, flat-plane fit errors)
One folder per I3D asset. Each folder contains:
<Name>.obj— Wavefront OBJ with all sub-objects of the modeltexture_NN_frame_NN.png— decoded textures (animated textures export one PNG per frame)manifest.txt— sub-object list, materials, and texture references
One self-contained <Name>.glb per I3D asset — drag-drop into Blender (or any
glTF 2.0 importer):
- All sub-object meshes with embedded PNG textures and materials
- One glTF animation per imagery state (walk cycles, talk gestures, attacks,
…), baked as world-space TRS keys at the game's native 24 fps. State names
are preserved (
walkf,100:say, …; theNN:prefixes are the engine's random-state weights for idle variations). - Mesh data is raw file-space; the engine's 1.5× vertical display stretch is carried by the root node's scale, so geometry stays untouched while imports look proportioned like the game.
- Axes are converted from the source's Z-up to glTF Y-up by pure rotation (no mirroring).
Textures are embedded directly in each .glb (no sidecar files). If they
look missing after import, set the 3D viewport to Material Preview shading
(the third sphere icon, top-right of the viewport) — Blender opens in Solid
shading by default.
These are segmented characters, so Blender's glTF importer spreads each
animation across the ~18 body-part objects as same-named NLA tracks — there's
no single handle to play one clip. The inspect_animations.py script in this
repo adds a panel that solos one animation at a time. Step by step:
- Import the model.
File → Import → glTF 2.0 (.glb/.gltf)and pick a.glb(e.g.jason.glb). - Turn on textures. In the top-right of the 3D viewport, click the third shading sphere, Material Preview. (Blender opens in flat-grey Solid shading; the textures are already in the file.)
- Run the script. Switch the top tabs to the Scripting workspace (or
change any editor to a Text Editor), then
Text → Openand chooseinspect_animations.pyfrom this repo — or paste its contents in. Press Run Script (the ▶ button, orAlt+P). - Open the panel. Back in the Layout workspace, hover the 3D viewport and press N to open the side panel, then click the Revenant tab.
- Pick an animation. Use the dropdown (or the Prev / Next buttons) to choose a clip. The script mutes every other track across all body parts and sets the playback range to that clip's length.
- Play it. Press Spacebar to play, or drag the timeline to scrub. Playback is already set to the game's 24 fps.
Clip names: the NN: prefixes (55:walk, 100:say) are the engine's
random-state weights for idle variations; walkf and the unprefixed names are
the plain clips.
Every baked inventory icon in the game, exported from every object class/type/state:
weapons, armor, ammo, food, potions, scrolls, talismans, keys, tools, containers,
money, plus the character and player portraits (portrait = state 0 of a
character's body imagery). 40×40 PNGs with transparency, named
CLASS_<typeid>_<Type_Name>[_sNN].png (the _sNN suffix appears when an object
has more than one icon state). All backgrounds are transparent (the
character/player portraits' magenta chroma-key is keyed out).
A combined contact sheet of every icon is checked in as icons_grid.png
(class-sorted, 22 per row, 2× nearest-neighbor):
All 1,057 in-game sound effects under effects/, as standard WAV (e.g.
appear.wav, araattack1.wav, acidpool.wav). Plays in any audio player.
All 1,749 spoken lines as MP3, split by source:
dialog/global/— generic NPC barks shared across the game (6 files)dialog/ahkuilon/— the Ahkuilon campaign's character dialog (1,743 files)
Filenames encode the speaker and line, e.g. i10loc00.mp3 (level-10 Locke
line 00), goand01.mp3 (generic Andria bark).
The CD music tracks (
Music/*.ogg,Disk2/*.MP3) are not included here.
From a RevenantRevisited build, with the game data present:
Revenant --dumptiles=<outdir> # i2d tile dump
Revenant --dumpicons=<outdir> # icon / portrait dump
Revenant --dumpi3d=<asset> # single I3D model dump (OBJ + textures)
Revenant --dumpgltf=@<list-file> # batch glTF (.glb) export with animationsRevenant game content © 1999 Cinematix Studios / Eidos Interactive. These extracted assets are provided to support the RevenantRevisited preservation and reconstruction effort.