3dmigoto Dx12 -

Here’s a helpful write-up on 3DMigoto for DirectX 12 (DX12).


The Great Shift: From DX11 to DX12

For a long time, 3DMigoto was the king of DirectX 11 modding. It powered massive modding scenes for games like Nier: Automata and Resident Evil 2. But as developers moved to DX12 for its lower-level access to hardware and better CPU utilization, the old 3DMigoto tricks stopped working. 3dmigoto dx12

DirectX 12 is fundamentally different from its predecessor. It gives developers much closer control over the hardware, but this "low-level" access makes intercepting data significantly harder. The predictable pipeline state objects (PSOs) of DX11 were replaced by a much more complex architecture in DX12. Here’s a helpful write-up on 3DMigoto for DirectX

This threatened to kill "deep" modding for modern titles. However, the developers behind 3DMigoto refused to let that happen. The Great Shift: From DX11 to DX12 For

3. The Workflow: Dump, Edit, Inject

The workflow for DX12 modding remains similar to the classic method, though the tools under the hood are vastly different:

  1. Dump: You trigger a keybind in-game (often via Overlay). 3DMigoto intercepts the current frame and saves the raw VB (Vertex Buffer) and IB (Index Buffer) files.
  2. Edit: You import these raw files into Blender (using specialized plugins) to sculpt, reshape, or paint textures.
  3. Inject: You place the modified files into the game’s mod folder. 3DMigoto recognizes the hash of the original object and seamlessly swaps it for your custom creation.

3. Character Model Extraction (Ripping)

Artists using Blender or XNALara can use the DX12 version to rip high-poly models from games like Resident Evil 4 Remake or Tekken 8. The tool can freeze geometry and dump the vertex buffers via the vb dumper, even with complex skinning.