First of all you need to find the model you want to edit.
All models in Rugby 08 are stored in data/data.gob file. This is a BIGF file archive, it can be opened with .BIG editors.
Files in data.gob are named with md5-hashes of "real" filenames. So you need to know the exact filename of the file, or make a research and find out what file belongs to what.
For example, the filename for ball model is "misc/ball/Model.o". MD5 hash for "misc/ball/model" is "9dcf2d14b244db5beabd11a5be704f13". Note that all letters are lower-case, forward slashes are used over backslashes, extension is removed.
The filename for ball texture is individual for each team, "kit/teams/<Team Logo Name>.ball.fsh". For New Zealand the filename is "kit/teams/nzl.ball.fsh" and MD5 hash is "b303c958f42152f963c921342d15c896".
When you find model and texture files, put them to some folder.
Use OTools GUI to extract .O to .GLTF. Add "-dummyTextures" parameter, so the tool will also generate blank PNG images for all textures which are used by the model.
[ATTACH]10297[/ATTACH]
Unpack .FSH to .PNG now. Some, or all blank PNGs will be replaced by "real" textures after this.
[ATTACH]10298[/ATTACH] [ATTACH]10299[/ATTACH]
Now open .GLTF in Blender: File > Import > GLTF 2.0. It's recommended to use the latest available Blender version.
The model uses 2 materials (one with bala texture and second with balb texture), both with "IrradLitTexture2x" shader.
[ATTACH]10300[/ATTACH]
Now import the new model which will replace the original model.
For example, download and import this model: sketchfab.com/3d-models/old-rugby-ball-806e841289804bffba1c89757582f0ca (it's recommended to download GLTF, but sometimes the source (usually FBX) has more texture maps included).
Here's how it looks after you import it:
[ATTACH]10304[/ATTACH]
I will delete all nodes hierarchy which is present there, it's not needed. I will also scale, rotate and move the new model, to look similar to old model. After scaling/rotating/moving, apply all transforms to the mesh (select the new model, Ctrl+A, All Transforms).
[ATTACH]10305[/ATTACH] [ATTACH]10306[/ATTACH] [ATTACH]10307[/ATTACH]
Now we need to apply the old material, from old model, to our new model. The old model uses 2 materials, the new one uses only one - so I will use the first material of the old model.
When new model is selected, open materials section and change material to "mat1":
[ATTACH]10308[/ATTACH] [ATTACH]10309[/ATTACH]
Now the new model uses the material from old model, and also its texture.