I'm currently pulling out all the models and textures. Bit slow going.... They were packed in all 0,0,0 size and 0,0,0 position state, to make it impossible to use a hex editor to get at, The engine sized them and moved them to where they needed to go on load up and cloned them and assigned the textures on load after the Greencode, keeping all the files as small as possible, was a bad idea in retrospect, but whatever. So when I pull out the models it's a giant stack of meshes in one place. at 0,0,0 and I gotta sift... but don't worry, aside from Avatar parts, most things were only 1-5 meshes only, not a big deal. Easy to figure out what goes with what, Can even come up with some of your own combos...
So separating them, and manually assigning the materials and regrouping the meshes is tedious. None of the buildings are whole buildings. They were all sections meant to be able to be mixed and matched by the engine, using files with all the XYZ info.
But before I go further and explain how to do this... last time I tried to suggest doing this I was met with a great deal of hostility. Probably make sure it's okay with the admins here, if I explain everything about the engine and how it worked, how the files were packed, how the mission system works, how the A.I work (Pulled out that code and did some upgrades, already have the A.I ready and converted to Unity's system.) How the skill systems worked....
What would be really handy atm, is the already extracted audio effects and texture files for the skills. Which were here but have been removed...
The clothing, the avatars, World objects, huds etc etc... I got that, Exact same meshes, exact same textures... Unity's engine makes them look terrible so they need some upgrades
I have already begun mapping the Avatar meshes to Unity's rig and mechanime system and attempting to rework the animations so comply with Unity's default Rig.
I can rebuild it with or with out help. Knowing exactly how it worked, how the databases's were set up. Really poorly and rushed, some careful planning could have avoided the database cascade failures it suffered as databases got to big.... but MXO was rushed into being without being fully completed and tested, I'm sure some of you messing with the guts and files seen there was lots unused and many things that did not make sense.
The engine is a easy peasy to replicate, The networking is easy, it's getting at the original content to be able to use it that will take the most time...