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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Sat Nov 21, 2015 3:24 pm 
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hey, does anyone know about cyclops's skeleton? :?:


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Mon May 09, 2016 8:15 am 
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Hi guys!

May 5 of 2016, I try to do this guide for get that render of that new heroes only for fun and created avatar and wallpapers :D...but i cant get correctly to files.

First you need disunity_v0.3.4 to get files. Class41_meshes and Class90_avatar don't exits with names. This are the files:

Image

Quote:
Image


When i used the command disunity bundle-extract I got this:

Quote:
Image


Of course with this i can see a least the texture in the program "PowerVRSDKSetup-2016_R1.2". But I can do anymore :( I need help guys i try with 3ds Max 2016 and Maya 2016 with RealFlow and didn't get results :(. I spend a lot of time in this. :urg: :urg: :urg:

hope you guys can help me. I see videos in youtube (https://www.youtube.com/watch?v=GG-BKSCFDCQ) but they don't help anyone :constipated: :constipated:

Greetings!


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Sun Oct 09, 2016 4:27 am 
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In this new update of CoC, assetbundles file have been encrypted or secured in such a way that disunity only display file name but doesn't extract it and unity studio shows finished loading 0 files... so need a new script or something for this new type of encryption....


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Sun Oct 09, 2016 6:02 pm 
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SSingh511 wrote:
In this new update of CoC, assetbundles file have been encrypted or secured in such a way that disunity only display file name but doesn't extract it and unity studio shows finished loading 0 files... so need a new script or something for this new type of encryption....

Yes. We need the new scripte please!


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Wed Nov 02, 2016 1:04 am 
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SSingh511 wrote:
In this new update of CoC, assetbundles file have been encrypted or secured in such a way that disunity only display file name but doesn't extract it and unity studio shows finished loading 0 files... so need a new script or something for this new type of encryption....

Same problem. Help me please.


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Mon Nov 28, 2016 1:11 am 
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Disunity is no longer working in any way, and I am at a loss.


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Mon Nov 28, 2016 3:00 am 
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Maybe you can ask at this disunity thread viewtopic.php?f=33&t=10739&start=30


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Fri Sep 01, 2017 7:39 am 
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I am able to extract the 43/mesh & 90/avatar files but not with disunity and I don't understand how I am to associate them with the .bin files for the maxscript. Any ideas?


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Fri Sep 01, 2017 9:28 am 
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Open the .bin file in notepad and check the header (or somewhere around there), you will see the name of the character it belongs to.


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Fri Sep 01, 2017 5:55 pm 
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TRDaz wrote:
Open the .bin file in notepad and check the header (or somewhere around there), you will see the name of the character it belongs to.


No, what I mean is that I have already exported the 43 to the character named .mesh and the 90 to the character named .avatar. What I don't know what to do from there is use the maxscript importer which is looking for a .bin file not a .mesh or .avatar


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Sat Sep 02, 2017 3:58 am 
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sandex7978 wrote:
TRDaz wrote:
Open the .bin file in notepad and check the header (or somewhere around there), you will see the name of the character it belongs to.


No, what I mean is that I have already exported the 43 to the character named .mesh and the 90 to the character named .avatar. What I don't know what to do from there is use the maxscript importer which is looking for a .bin file not a .mesh or .avatar

Use the latest Unity Studio and save yourself the time since it exports most character models of the latest versions of the app.


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Sun Sep 03, 2017 4:11 pm 
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artworkplay wrote:
sandex7978 wrote:
TRDaz wrote:
Open the .bin file in notepad and check the header (or somewhere around there), you will see the name of the character it belongs to.


No, what I mean is that I have already exported the 43 to the character named .mesh and the 90 to the character named .avatar. What I don't know what to do from there is use the maxscript importer which is looking for a .bin file not a .mesh or .avatar

Use the latest Unity Studio and save yourself the time since it exports most character models of the latest versions of the app.


Awww, CMON... This tool is WAY TOO dope!!! Thanks so much, Im in fn heaven at moment!!!


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Tue Sep 05, 2017 4:54 pm 
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Any progress? I need the new cool characters.


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Wed Sep 06, 2017 5:30 am 
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logansan25 wrote:
Any progress? I need the new cool characters.

Try new version of Unity Studio :
https://ci.appveyor.com/project/Perfare ... /artifacts
Tutorial (just in case) :
https://www.vg-resource.com/thread-3114 ... #pid634545


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 Post subject: Re: [iOS] Marvel Contest of Champions import maxscript
PostPosted: Sun Sep 17, 2017 2:56 pm 
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Rutabaga wrote:
logansan25 wrote:
Any progress? I need the new cool characters.

Try new version of Unity Studio :
https://ci.appveyor.com/project/Perfare ... /artifacts
Tutorial (just in case) :
https://www.vg-resource.com/thread-3114 ... #pid634545


Thanks a lot. I had tried, however when i try import file fbx in 3D Max dont happen nothing.


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