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 Post subject: Re: ARchive_neXt
PostPosted: Mon Dec 18, 2017 9:01 pm 
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I found something interesting in the importer's code, thanks to a (lucky, I guess) crash.
Excerpt from arxfnimport.ms:
Code:
   --   End Build Meshes
   
   --   Skin Meshes
   
   --   Removed
   /*
   if arxVersion == "V5" then (
   
      for i = 1 to srtArxModelData.skinCount do (
      
         arxImportUI.lblProgress.text = "Skinning"
         
         if srtArxSkinData[i].arxBoneCount > 0 then (
         
            newMesh = (getNodeByName meshArray[i])
            
            max modify mode
            select newMesh
            addModifier newMesh (skin())
            
            --   Add Bones
            
            for x = 1 to srtArxSkinData[i].arxBoneCount do (
            
               skinOps.addBone newMesh.skin (getNodeByName (boneArray[srtArxSkinData[i].arxBones[x] + 1])) 0
               
            )
            
            --   End Add Bones
            
            update newMesh
            max select none
            select newMesh
            
            --   Add Weights
            
            arxImportUI.pgbProgress.value = 0
            
            for x = 1 to srtArxMeshData[i].vertCount do (
            
               mySkin = newMesh.skin
               
               for y = 1 to 8 do (
               
                  if srtArxMeshData[i].arxBones[x][y] > 0 then (
                  
                     myBone = srtArxMeshData[i].arxBones[x][y]
                     myWeight = srtArxMeshData[i].arxWeights[x][y] / 255.0
                     
                     skinOps.setVertexWeights mySkin x myBone myWeight
                     
                  )
                  
               )
               
               arxImportUI.pgbProgress.value = 100.0 * x / srtArxMeshData[i].vertCount
               
            )
            
            update newMesh
            max select none
            
            --   End Add Weights
            
         )
         
      )
      
   )
   */

Looks like there was a weight importer at one point. Any way to enable this again? Uncommenting it doesn't seem to do anything with AC4.
And was it ever actually implemented in a version of the importer/software?

EDIT: Just read a bit more, some older versions did have skeleton and skin support (v2.01.17 through v2.01.22). Anybody have downloads for those?

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 Post subject: Re: ARchive_neXt
PostPosted: Mon Dec 18, 2017 10:59 pm 
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ultra-n00b

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Never mind about the ARXImporter. Just found ALL of TBOTR.net's downloads. http://www.tbotr.net/Downloads/

EDIT: Wait, it doesn't include any of the V2 versions before they removed skinning and weights. Are they gone forever? Could somebody either give a version of the arximporter with weight support and tell me how to use it, or send me a download you happen to have on your PC? Thanks

EDIT 2: I removed all the commented skin-related lines, and now I get this error:
https://imgur.com/a/gvoks


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 Post subject: Re: ARchive_neXt
PostPosted: Tue Dec 19, 2017 11:45 pm 
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ultra-n00b

Joined: Wed Nov 08, 2017 9:05 am
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TrumpetPro wrote:
Never mind about the ARXImporter. Just found ALL of TBOTR.net's downloads. http://www.tbotr.net/Downloads/

EDIT: Wait, it doesn't include any of the V2 versions before they removed skinning and weights. Are they gone forever? Could somebody either give a version of the arximporter with weight support and tell me how to use it, or send me a download you happen to have on your PC? Thanks

EDIT 2: I removed all the commented skin-related lines, and now I get this error:
https://imgur.com/a/gvoks


What script did you use here? [send me the linkin]

how did you know it worked before?if you are sure that you are working in advance, there is only one reason you do not work now.(you are using 3ds max 18) It does not work in the new 3ds max.
I think you should try it in older versions to find out


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 Post subject: Re: ARchive_neXt
PostPosted: Wed Dec 20, 2017 1:53 am 
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ultra-n00b

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Eda61 wrote:
TrumpetPro wrote:
Never mind about the ARXImporter. Just found ALL of TBOTR.net's downloads. http://www.tbotr.net/Downloads/

EDIT: Wait, it doesn't include any of the V2 versions before they removed skinning and weights. Are they gone forever? Could somebody either give a version of the arximporter with weight support and tell me how to use it, or send me a download you happen to have on your PC? Thanks

EDIT 2: I removed all the commented skin-related lines, and now I get this error:
https://imgur.com/a/gvoks


What script did you use here? [send me the linkin]

how did you know it worked before?if you are sure that you are working in advance, there is only one reason you do not work now.(you are using 3ds max 18) It does not work in the new 3ds max.
I think you should try it in older versions to find out


Do you know what version of 3DS Max it did work on? I have 2016 and 2018, but can download 2014 if nessessary.
http://www.mediafire.com/file/jtloijixi ... mporter.7z

EDIT: Just downloaded 3DS Max 2014, wasn't working. That's the oldest version I have.


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 Post subject: Re: ARchive_neXt
PostPosted: Sun Dec 24, 2017 4:49 pm 
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veteran
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As far as I know the arx importer available never imported weights and bones. There only is the skeleton support with info in ARchive_NeXT, but tha't pretty much it.
MDA will correct me if I'm wrong though.


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 Post subject: Re: ARchive_neXt
PostPosted: Wed Dec 27, 2017 5:04 pm 
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beginner

Joined: Thu Aug 24, 2017 6:50 am
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hey guys! all of you!
i'm so sorry but all of this try (for everything about forge) is bullshit! (im so so so so so sorry about that, but thats true)
i created a tool for Price of Persia 2008 and the forgoten sands
and i edited texture, font & glyph, text of subtitles and menus
just that... and you guys are not a hard work, a humen can get to everything with trying...
just trying on a tool for unsourse & resourse forge. i did it for prince of persia... but not working on other games
and ARchive_neXt is not a real texturing...
just try on decompressing tool on forge files... just that... everything else is crap!
anyway, sorry about that...


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 Post subject: Re: ARchive_neXt
PostPosted: Sat Dec 30, 2017 12:23 am 
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Hi,

Thanks for this great explorer.
I wanna export a model from Assasin's Creed: Revelations, but for any model which I click, I am getting an error and it makes me terminate the program. The first error outputs the followings;
Error viewing the model!
Microsoft.DirectX.Direct3D.Mesh.FromFile(String filename, MeshFlags options, Device device, GraphicsStream& adjacency, ExtendedMaterial[]& materials, EffectInstance[]& effects)
Microsoft.DirectX.Direct3D.Mesh.FromFile(String filename, MeshFlags options, Device device, GraphicsStream& adjacency, ExtendedMaterial[]& materials, EffectInstance[]& effects)
ARchive_neXt.arxFrom.arxInitializeGraphics(String mdlFile)
After that:
Error drawing the mesh!
ARchive_neXt.arxForm.arxDrawMesh()

Did any of you guys export "Basilica Cistern" from Assasin's Creed: Revelations ?

Thanks in advance,


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 Post subject: Re: ARchive_neXt
PostPosted: Fri Jan 05, 2018 9:33 pm 
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beginner

Joined: Wed Mar 23, 2016 8:59 pm
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Hi guys, searching for days, for months, and it's a year now, we asked for Rainbow six siege ARchive_neXt support, but no one want to tell us the method to do that, i know two guys who are capable to do that but they don't want to share it, so it's impossible ?!


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 Post subject: Re: ARchive_neXt
PostPosted: Sun Feb 04, 2018 10:41 am 
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ultra-n00b

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Hello guys, will there be an unpacker for AC:O ?


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 Post subject: Re: ARchive_neXt
PostPosted: Mon Feb 19, 2018 10:35 pm 
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n00b

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i want to get few models from Paris in assassins creed unity, but every time i want to see a mesh, i get an error and have to close program from task manager. Anyone has the solution?



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