| FModel | ||
| .gitignore | ||
| FModel.sln | ||
| LICENSE | ||
| README.md | ||
FModel
A Fortnite .PAK file explorer built in C#
GETTING STARTED
Prerequisites
How does it works
1. Once you start the executable, you'll be asked to set your path to your Fortnite .PAK files. Meanwhile a FModel subfolder will be created in your Documents folder and it'll automatically download the latest version of the modded Fortnite Asset Parser in this subfolder.

2. Restart the executable, select your .PAK file, enter the AES key and click Load
- It will parse all Assets contained in the selected .PAK file with their respective path
3. Navigate through the tree to find the Asset you want
4. Clicking on Extract Asset will extract the selected Asset to your Documents folder, try to serialize it and will display infos about it
- Asset is an ID:
- Try to create an Icon with Name, Description, Rarity, Type and the Cosmetic Source
- Asset is a Texture:
- Try to display the Asset as PNG
- Asset is a Sound:
- Try to convert the Asset to OGG and play the sound
- Asset is a Bundle Of Challenges:
- Try to create an Icon with all challenges' description & amount needed to complete them
- Asset is a Font:
- Try to convert the Asset to OTF
DOCUMENTATION
What i'm using
- Fortnite Asset Parser - Modded Version With Output Control
- JSON Parser
- ScintillaNET
- Newtonsoft.Json
Why FModel
This project is mainly based on what UModel can do, in a personalized way, in case UModel doesn't work, as a temporary rescue solution. I'd highly suggest you to use UModel instead if you wanna use something made professionnaly.
TODO
- Improve speed
- Multithreading - Need improvements
- Filter for the items ListBox
- Quest viewer or something
- More settings
- Stop button while extracting
- Support for meshes
- Support for animations