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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Sun Nov 15, 2015 10:15 pm 
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Chipicao you can help me?

still working but have a blackout in my house
turn on my computer again and only show this error


Yess i try to Reinstall a script, anothers scripts works fine



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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Mon Dec 21, 2015 4:05 pm 
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Hi! In PIG2FBX. Is posible add support to gods of rome?
https://itunes.apple.com/us/app/gods-of ... 33772?mt=8


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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Wed Mar 02, 2016 11:40 am 
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Error please Helpme form Unity Importer.

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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Sun Mar 20, 2016 3:18 am 
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@Chipicao, Hi. :)

Was wondering, will it be possible for the SMS to be updated to fully import pCars vehicles the way it does with NFSShift 1&2? :D
Or you need first nfsshift.bms to be updated by aluigi to extract them fully with names and all in order for a successful import in 3ds max? :?:
Bought the game last night, and wanted to mess a bit with the models, but unfortunately can not be imported with in 3dsMax. :!:

Also, any chance for an updated PIG2FBX because it will not work on newly updated Asphalt 8 game and car additions.
Always gets the following "Unhandled Exception: OutOfMemoryException."

Thank you.
Cheers.


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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Wed Apr 13, 2016 3:43 am 
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yes, i install the PVR Tex Tool, update my Runtime library, and not work

later of this error, the script stop to work

any help?

--------------------------------------------------------------------------------------------

I Can solve that

Just install C++ 2005

---------------------------------------------------------------------------------------------

another question

i try to open Nitro Nation Files
but, i unpack the OBB file and have more than 4.500 Files without extension
have any way to extract them? your unity pluguin don't open it

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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Fri Apr 15, 2016 8:59 pm 
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I was wondering if you could take a look at this script, it wasn't made by me and the creator said they were too busy to finish it, so I was wondering if you could take a crack at finishing it. As of now the script only imports around 80% of the mesh from the AMO files, in every character it imports all of the mesh but the top half of the head and the hands, it doesn't import the textures ( AMT files) but I'm okay with that. I've been wanting the models from DragonBall Z Budokai 3 for a while now, so I can make them into Garry's Mod Playermodels, but none of the models have been ported yet, even though this game has been out for years. I find this quite strange though considering the fact that just about every character model from DragonBall Z Budokai Tenkaichi 3 has been ripped. The maxscript -> http://www.mediafire.com/download/j60696zs4p1dri2/budokai3.ms also here's a link to an example AMO and AMT file -> http://www.mediafire.com/download/ccqt8hs8kddf4s2/Vegeta.zip


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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Sun May 15, 2016 4:33 pm 
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is the unity assets importer updated for unity 5?


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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Tue Jun 14, 2016 6:22 pm 
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warning - this is my first post here and i'm a complete noob [roll]

i came across this site when i was looking at the Porsche configurator and wondered if i could somehow extract the model from the Unity web viewer.

i saw in the first post to this long thread that Chipicao has done exactly this and has the models showing in Max. i've downloaded the Unity Importer 1.0 beta8 and have also downloaded, installed and run URLSnooper2 as indicated.

however nothing seems to be working for me...

1. Snooper isn't snooping anything at all and i have used the tool exactly as specified. there are no Porsche URLs or that many URLs at all and i have many tabs open.
2. i've managed to find some URLs in Firefox itself (see attachment), but not nothing happens when i copy to the address bar.
3. even if i do eventually manage to download and rip, i don't have Max (i use Blender instead). my understanding is that there are some other apps available that can extract the models without having to use Max?

can anyone help me with this?



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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Thu Jun 16, 2016 7:42 am 
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update:

i've managed to get all the meshes i needed downloaded and extracted. i've imported them into Blender, and they come in great except for one thing - the coordinates of a many meshes are slightly off, so for example a seat may be made from 50 objects and they're all slightly misaligned or maybe the backrest is about 1m away from the rest of the seat.

i used Disunity to extract the meshes - is this likely to be a Disunity error or is something else going on?



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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Sat Jul 02, 2016 8:08 am 
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Hmm, for some reason I couldn't find some of the assets for Temple Run Oz, namely Oz himself and China Girl, using Unity Importer. The only other meshes that turn up are Finley the monkey and the baboons. :/


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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Sun Jul 10, 2016 9:00 pm 
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I am being unable to import Gameloft's Magic Kingdom BDAE files into max 2011 using the importer.

I get a "Incompatible Types 62 and undefined".

Had no troubles finding the data in android version. They put it in the data folder, in files named "*.DLC" (just zip files).

Inside those DLC you find the BDAE and the tga textures.

The DLC is 40mb big so i've uploaded to dropbox
https://www.dropbox.com/s/0z4wqchk4ronz ... 5.zip?dl=0

i'm guessing it's a new format? o more likely, i'm doing something wrong... either case, any help would be appreciated...


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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Tue Jul 12, 2016 4:41 am 
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I don't know maxscript but i can read code and try to understand. this is the error im getting

-- Error occurred in t loop; filename: C:\Users\pendragon\AppData\Local\Autodesk\3dsMax\2011 - 32bit\enu\UI\usermacros\Game file import-GTRacing2BDAEImporter.mcr; position: 17046; line: 471
-- Frame:
-- texFolders: undefined
-- searchTexFile: undefined
-- texName: undefined
-- texFile: undefined
-- pvrFile: undefined
-- texFilename: undefined
-- t: 1
-- foundTexture: undefined

and that t loop is:

for t=1 to textureCount do
(
texFilename = readStrAtOffset binstr (BDAEoffset + (readLong binstr #unsigned))
texName = readStrAtOffset binstr (BDAEoffset + (readLong binstr #unsigned))
texFilename = readStrAtOffset binstr (BDAEoffset + (readLong binstr #unsigned))
texArr[t] = BitmapTexture name:texName
blahblah it goes...

so, it has to do with textures?
Then, texfilename is undefined, so it means that assignation failed. It cannot be BDAEoffset, because it is used before the t loop and there were no errors there. So the readstratoffset is failing at the position indicated by BDAEoffset... why?
If i input a textures folders, BDAEoffset is 62 and the error i get is incompatible types:62
if i DON'T inputo a texture folder, BDAEoffset is 0, and the error i get is incompatible types 0

so i'm guessing a numeric value is not what readStratOffset expects?

edit:
on the contrary: readstratoffset expects a binstream (the file) and an integer.
BUT
>> getvar binstr
<BinStream:D:\fml.DLC\CoreAssets_Model_0_Pack_15\mainstreet_buildings.bdae>

and a readlong binstr #unsigned is throwing an undefined.... thats where 62 and undefined comes from, 62 BDAEoffset and undefined this readlong.

what i can't seem to understand yet is what is the script trying to acomplish with this....


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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Thu Aug 18, 2016 8:13 pm 
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Getting an error with track import in SMS Importer and Max 2014 x64.

Code:
--No ""findstring"" function for undefined


The MaxScript window shows it crashing on line 1251, which is in this code block.

Code:
      for OBJoff in OBJarr do
      (
         NODEtype = getSTR filestr OBJoff
         NODEname = getSTR filestr (OBJoff + 4)
         mebpath = getSTR filestr (OBJoff + 8)
         
         lng5 = readlong filestr #unsigned
         sphereOffset = [readfloat filestr, readfloat filestr, readfloat filestr]
         sphereRadius = readfloat filestr
         MatrixNumber = readlong filestr #unsigned
         userflags = readlong filestr #unsigned
         lng8 = readlong filestr #unsigned
         
         dataoff = findstring mebpath "_data"
         if dataoff == undefined then mebfile = modelPath + (filenameFromPath mebpath)
         else mebfile = sharedTrackObj + (substring mebpath (dataoff + 5) (mebpath.count - dataoff - 4))
            
         if (LODtest (filenameFromPath mebpath)) == true do importPart mebfile OBJpos OBJorient OBJscale
      )
   )



Sometimes, I also am getting
Code:
-- Unable to convert: undefined to type: Integer64
depending on which sgb I am loading. This happens at line 1202.

Code:
fseek filestr STRpos #seek_set


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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Mon Sep 19, 2016 8:03 pm 
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Hi, I was wondering, Is there a way I can import Far Cry 4 animations?


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 Post subject: Re: Game import MAXScripts & tools
PostPosted: Mon Oct 03, 2016 9:23 pm 
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Any plans for support of NASCAR Heat Evolution? It's Unity, and we have a process in place to import created skins but I'm working to get the models out so I can create new shadow maps for blank car templates.


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