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FModel for macOS 0.1.0

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@arleckk arleckk released this 13 Oct 18:51
· 8 commits to main since this release

The first release of FModel for macOS: an unofficial native port of FModel for Apple Silicon Macs, built on CUE4Parse. It isn't affiliated with or endorsed by the FModel authors or Epic Games; please report problems with this port here, not to the original FModel.

Install

  1. Download FModel-v0.1.0-macos-arm64.zip below, unzip it and move FModel.app to Applications.

  2. The app isn't notarized by Apple, so the first time macOS blocks it:

    • Open FModel and click Done (or OK) when macOS says it can't verify it, not Move to Trash.
    • Open System Settings › Privacy & Security, scroll down to Security and click Open Anyway.
    • Open FModel again and choose Open Anyway (macOS asks for your password or Touch ID).

    Or, in Terminal: xattr -dr com.apple.quarantine /Applications/FModel.app

Requires a Mac with Apple Silicon and macOS 14 Sonoma or later. Nothing else to install: .NET, vgmstream (audio) and unluac (Lua) are inside the app.

What's in it

  • Explorer: Pak and IoStore archives (encrypted, compressed, unversioned with mappings); the Archives, Favorite Directories, Folders and Packages tabs; FModel's new asset explorer with thumbnails; search, references and metadata.
  • Games: profiles (directory, UE version, AES keys, mappings, endpoints, language and favorite directories), AES and mappings endpoints with uedb.dev presets, versioning overrides, backups and comparison with FModel's online backups.
  • Previews: properties as JSON, textures, decompiled Blueprints and Lua, localized texts, an audio player (Wwise, Bink, ADX/HCA, Opus… through vgmstream) and the image merger.
  • 3D viewer (OpenGL): static and skeletal meshes with PBR materials, normal maps and transparency; maps and landscapes; orbit and fly cameras; animations, blend spaces and morph targets; a mesh's animations with their notifies (sounds in sync, an approximate preview of Niagara and Cascade effects); screenshots and video export (MP4/MOV with the notify sounds).
  • Export: raw data, properties, textures, models (glTF, UEFormat…), animations, worlds and audio, per package or per folder, through the Export Session.
  • Command line: fmodel lists, searches, reads and exports from the terminal with the app's profiles. Put it on your PATH with
    echo 'export PATH="/Applications/FModel.app/Contents/Resources/bin:$PATH"' >> ~/.zprofile, then try fmodel help.
  • MCP server: fmodel mcp lets AI assistants browse a game, read packages, look at textures and export assets. For Claude Code:
    claude mcp add fmodel -- /Applications/FModel.app/Contents/MacOS/FModel mcp

Known limitations

  • Apple Silicon only; there's no Intel build yet.
  • Effects are a preview: Niagara and Cascade systems aren't simulated, so particles are approximated from their textures.
  • The 3D viewer is this port's own (macOS stops at OpenGL 4.1, and FModel's Snooper needs 4.6), so it doesn't look exactly like FModel's.
  • RAD Audio needs a radadec decoder built by you, as in FModel.
  • CUE4Parse writes animations to USD, ActorX or UEFormat, not glTF, and worlds only to USD.

Credits

FModel by 4sval and contributors (GPL-3.0), whose features, interface and resources this port follows; if you find it useful, consider supporting FModel. CUE4Parse by FabianFG and contributors (Apache-2.0). Licensed under the GNU GPL v3.0; third-party licenses are in NOTICE and inside the app (Contents/Resources/Licenses).