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 Post subject: Re: Diablo III .app
PostPosted: Sun Apr 13, 2014 7:11 pm 
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Downloading Blender now.
Tested.

Perfect!
Image

You are the bomb dot com.

Hound
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Glorious!
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Last edited by TheRealMethuselah on Sun Apr 13, 2014 7:30 pm, edited 1 time in total.

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 Post subject: Re: Diablo III .app
PostPosted: Sun Apr 13, 2014 7:28 pm 
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Nicey!

I made some modifications, can you give this version a try ?


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 Post subject: Re: Diablo III .app
PostPosted: Sun Apr 13, 2014 7:30 pm 
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On it.

EDIT:
FLAWLESS VICTORY!
Image

Re-converting all of my .app files now.
Image

Thank you so much for your quick response to inquiries, kalmiya. I appreciate it, wholeheartedly.

Working perfectly.
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Chests!
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http://danielbarras.deviantart.com/art/ ... -447397488

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 Post subject: Re: Diablo III .app
PostPosted: Thu Apr 17, 2014 3:42 am 
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TaylorMouse wrote:
Hey guys, been pretty busy the last couple of days, certainly with the D3 Expansion coming along.

I've taken every piece of code I could find, dropped it into a max script and now I'm able to import the app files into max, completely rigged and skinned.

It took quit some time to figure out how to apply all these things in Max, cause exporting it to obj does not involve bones, vertex weights etc...

it's not completed yet, just a wip..

I need some way to find the texture/material

in the code I took the example of Adria, so if you want to use the script ( as of Max 2011) you need to change the hard coded file of adria.app and here dds files to make it work

Code:
/*
   Import Diablo III App format
   by Taylor Mouse (c) 12.2013
   
*/

/* CLEAN UP */
ClearListener()
max select all
max delete

/********************/
/* Helper functions */
/********************/
fn ReadBytes stream val =
(   
   for i=1 to val do ReadByte stream
)

fn ReadFixedString stream val =
(
   local str = ""
   for i=1 to val do
   (
      s= bit.IntAsChar(ReadByte stream)
      
      if(s!="\0") then str+=s
   )
   return str
)
/********************/
/* STRUCTS */
/********************/
struct AABB
(
   A,
   B
)

struct D3Bone
(
   ID,
   Name,
   ParentID,
   Position,
   TheBone
   
)

struct GeoSet
(
   Name,
   theMesh,
   Verts,
   VertexWeights,
   Normals,
   UVWs,
   Indices,
   
   nVerts,
   ofVerts,
   sizeVerts,
   
   ofVertexWeights,
   sizeWeights,
   
   nIndices,
   ofIndices,
   sizeIndices
   
)

struct VertexWeight --> Influence
(
   BoneID1,Weight1,
   BoneID2,Weight2,
   BoneID3,Weight3
)
   
/********************/
/********************/

file = @"..\Exported\Appearance\Adria.app"
stream = fOpen file "rb"

-- Skip 36 bytes
ReadBytes stream 36

-- Bones
nBones = ReadLong stream
ofBones = ReadLong stream
sizeBones = ReadLong stream

-- Skip 120 bytes
ReadBytes stream 120

-- Subsets
nSubset = ReadLong stream
ofSubset = ReadLong stream
sizeSubset = ReadLong stream

-- Skip 36 bytes
ReadBytes stream 36

-- Collision Sphere
sph = sphere  pos:[ReadFloat stream , ReadFloat stream , ReadFloat stream]  radius:(ReadFloat stream) name:"CollisionSphere"
sph.xray = true

-- Colission Capsules
nCollCap = ReadLong stream
offCollCap = ReadLong stream
sizeCollCap = ReadLong stream

allBones = #()
/* BONES */
if(ofBones > 0 ) then
(
   fSeek stream (ofBones + 16) #seek_set
   
   for b=1 to nBones do
   (
      aBone = D3Bone()
      aBone.ID = b
      aBone.Name = ReadFixedString stream 64
      aBone.ParentID = (ReadLong stream) + 1 --> 0 is the root
      
      -- Bounding Boxes
      ab = AABB()
      ab.A = [ReadFloat stream , ReadFloat stream , ReadFloat stream]
      ab.B = [ReadFloat stream , ReadFloat stream , ReadFloat stream]
      
      x = ab.A.X - ab.B.X
      y = ab.A.Y - ab.B.Y
      z = ab.A.Z - ab.B.Z
      
      -- Box length:x width:y height:z wirecolor:(color c 0 0)
      
      -- Bounding Spheres
      radius = ReadFloat stream
      position = [ReadFloat stream , ReadFloat stream , ReadFloat stream]
      
      -- Sphere radius:0.2 pos:position wirecolor:(Color 0 c 0)
      
      -- PRSTransform
      q1 = quat (ReadFloat stream) (ReadFloat stream) (ReadFloat stream) (ReadFloat stream)
      v1 = Point3 (ReadFloat stream) (ReadFloat stream) (ReadFloat stream)
      
      aBone.Position = v1
      append allBones aBone
      
      ReadBytes stream 100 ---> not required,... yet
   )

   /* Build the bones*/
   for b=1 to nBones do
   (
      if( allBones[b].ParentID == 0 ) then
      (
         allBones[b].TheBone = BoneSys.CreateBone allBones[b].Position allBones[b].Position [0,0,1]
      )
      else
      (
         parentID = allBones[b].ParentID
            
         allBones[b].TheBone = BoneSys.CreateBone allBones[b].Position allBones[b].Position [0,0,1]
         allBones[b].TheBone.Parent = allBones[parentID].TheBone
      )
      allBones[b].TheBone.Name = allBones[b].Name
      allBones[b].TheBone.ShowLinks = true
      allBones[b].TheBone.Width = 0.05
      allBones[b].TheBone.Height = 0.05
      
   )
   
   
)

/* GEOSETS */
fSeek stream (ofSubset + 16) #seek_set
geosets= #()
for   subset=1 to nSubset do
(
   g = GeoSet()
   
   ReadLong stream -- ?
   g.nVerts = ReadLong stream
   g.ofVerts = ReadLong stream
   g.sizeVerts = ReadLong stream
   ReadLong stream -- ?
   g.ofVertexWeights = ReadLong stream
   g.sizeWeights = ReadLong stream
   ReadLong stream -- ?
   g.nIndices = ReadLong stream
   g.ofIndices = ReadLong stream
   g.sizeIndices = ReadLong stream
   
   ReadBytes stream 28
   
   g.name = ReadFixedString stream 128
   name2 = ReadFixedString stream 128
   
   ReadBytes stream 44
   
   append geosets g
)

/* GEO Data */
for i=1 to nSubset do
(
   verts = #()
   vertexWeights = #()
   normals = #()
   uvws = #()
   indices = #()
   
   /* Vertices, normals, texture coordinates */
   fSeek stream ( geosets[i].ofVerts + 16 ) #seek_set
   for v=1 to geosets[i].nVerts do
   (
      -- vertex
      vert = [ ReadFloat stream, ReadFloat stream, ReadFloat stream ]
      append verts vert
      
      -- normal
      nx = ReadByte stream
      ny = ReadByte stream
      nz = ReadByte stream
      ReadBytes stream 9
      
      rnx = (nx - 127.0)/127.0
      rny = (ny - 127.0)/127.0
      rnz = (nz - 127.0)/127.0
      
      normal = [rnx, rny, rnz]
      
      append normals normal
      
      -- Texture Coordinate   
      texU = ReadShort stream #unsigned
      texV = ReadShort stream #unsigned
      ReadBytes stream 16
      
      tu = float
      tv = float
      tu = 32767.0 - texU
      tv = 32767.0 - texV
      tu /= 512.0
      tv /= 512.0
      tv +=1.0
      tu *=-1.0
      
      uv = [tu,  tv, 0.0]
      
      append uvws uv
   )

   /* Vertex Weights */
   fSeek stream ( geosets[i].ofVertexWeights + 16 ) #seek_set
   for v=1 to geosets[i].nVerts do
   (
      vw = VertexWeight()
      vw.BoneID1 = ReadLong stream
      vw.Weight1 = ReadFloat stream
      vw.BoneID2 = ReadLong stream
      vw.Weight2 = ReadFloat stream
      vw.BoneID3 = ReadLong stream
      vw.Weight3 = ReadFloat stream
      
      append vertexWeights vw
   )
   
   /* Indices */
   fSeek stream ( geosets[i].ofIndices + 16 ) #seek_set
   for f=1 to geosets[i].nIndices / 3  do
   (
      index = [ReadShort stream #unsigned +1 , ReadShort stream #unsigned + 1, ReadShort stream #unsigned + 1]
      
      append indices index
   )
   
   geosets[i].Verts = verts
   geosets[i].UVWs = uvws
   geosets[i].Normals = normals
   geosets[i].Indices = indices
   geosets[i].VertexWeights = vertexWeights
)

/* BUILD THE MESHES */
for i=1 to nSubset do
(
   -- Create the mesh
   theMesh = mesh vertices:geosets[i].Verts faces:geosets[i].Indices name:geosets[i].Name tverts:geosets[i].UVWs vnorms:geosets[i].Normals
   meshOp.setMapSupport theMesh 1 true
   for t = 1 to geosets[i].Verts.count do
      meshop.setMapVert theMesh 1 t geosets[i].UVWs[t]
   update theMesh
   
   
   
   -- create the materials
   meditMaterials[i] = Standard()
   meditMaterials[i].name = geosets[i].Name
      
   meditMaterials[i].diffuseMapEnable = on
   meditMaterials[i].selfillumMapEnable = on
   meditMaterials[i].useSelfIllumColor = on
   meditMaterials[i].opacityMapEnable = on
      
   meditMaterials[i].specularLevel = 50
   meditMaterials[i].selfIllumColor = color 255 255 255
      
   meditMaterials[i].diffuseMap  = Bitmaptexture fileName:"..\Adria_A_DiffCON.dds"
   meditMaterials[i].specularMap = Bitmaptexture fileName:"..\Adria_A_SpecCON.dds"
   meditMaterials[i].selfillumMap = Bitmaptexture fileName:"..\Adria_A_SpecCON.dds"
   meditMaterials[i].opacityMap = Bitmaptexture fileName:"..\Adria_A_DiffCON.dds"
   meditMaterials[i].opacityMap.monooutput = 1
   
   showTextureMap meditMaterials[i] true
   theMesh.material = meditMaterials[i]
   update theMesh
   
   
   geosets[i].theMesh = theMesh
   /*
   TODO:
   
   Find the matching texture using an algorithm
   
   
   */
   
)

for i=1 to nSubset do
(
   msh = geosets[i].theMesh
   
   -- Apply skin modifier
   select msh
   max modify mode --> VERY IMPORTANT!!!
   modPanel.addModToSelection(skin())
   skinMod = msh.Modifiers["skin"]
   
   modPanel.setCurrentObject skinMod
      
   -- add all the bones
   for b=1 to nBones do
   (
      skinOps.addBone skinMod allBones[b].TheBone 0
   )
   update msh
      
   -- Apply vertex weights
   --disableSceneRedraw()
   
   select msh
   max modify mode

   bones_total_count = skinops.getnumberbones skinMod
   vertex_count = getNumverts msh

   for v = 1 to vertex_count do
   (
      --vertex_bone_count = skinOps.GetVertexWeightCount msh.modifiers[#skin] v
      for b = 1 to bones_total_count do
      (

         boneId1 = geosets[i].VertexWeights[v].BoneId1 + 1
         weight1 = geosets[i].VertexWeights[v].Weight1
         boneId2 = geosets[i].VertexWeights[v].BoneId2 + 1
         weight2 = geosets[i].VertexWeights[v].Weight2
         boneId3 = geosets[i].VertexWeights[v].BoneId3 + 1
         weight3 = geosets[i].VertexWeights[v].Weight3

         if (b == boneId1) then
            skinOps.ReplaceVertexWeights skinMod v boneId1 weight1
         else if (b == boneId2) then
            skinOps.SetVertexWeights skinMod v boneId2 weight2
         else if (b == boneId3) then
            skinOps.SetVertexWeights skinMod v boneId3 weight3
         
      )
      -- apply the new bone weights
      
      update msh
   )
   
   --enableSceneRedraw()
   update msh
   redrawviews()

)
/* Clean up */
fFlush stream
fClose stream
clearselection()
GC()
/* Zoom into the selected model */
max zoomext sel all



T.


So theoretically any model I plug in to the line that defines what file I want to import should work, right?

Also, what's the workflow for getting the actual files? I feel kind of lost jumping into long threads like these.

EDIT: Just tried out that above script, doesn't seem to work with Max 2012, unfortunately, it throws errors about arrays being too large or something0. Hope taylormouse decides to update the script so we can get these out rigged with original bones.

EDIT EDIT: Just had a thought that maybe it's more the fact this script predates 2.0 and RoS that's the cause of the errors. In any case, hoping for someone to come through and get us rigged meshes.


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 Post subject: Re: Diablo III .app
PostPosted: Mon Apr 21, 2014 1:42 am 
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My workflow is:

1. Use MPQEditor to extract the .app files from ClientData.mpq
Image

2. Use MPQEditor to extract the .tex files from Texture.mpq
Image

3. Use xvi32 with a textures.xsc file (below) to convert the header of the .tex files

textures.xsc
Code:
ADR 0
REPLACE EF BE AD DE 2F BY EF BE AD DE 2B


batch file:
Code:
@for /f "tokens=*" %%a in ('dir /b *.tex') do ( xvi32.exe "%%a" /S="textures.xsc" )
exit


4. Use D3TexConv to convert the .tex files to .dds files
Code:
@for /f "tokens=*" %%a in ('dir /b *.tex') do D3TexConv.exe "%%a"


5. Use nvconvert to convert the .dds files to .png
Code:
nconvert -out png *.dds


6. Use d3rs_app2obj to convert the .app to .obj files
Code:
@for /f "tokens=*" %%a in ('dir /b *.app') do d3rs_app2obj.exe "%%a" "%%a.obj"
REN *.app.obj ??????????????????????????????.obj
DEL *.app /q


7. Profit.
Image

EDIT: kalmiya, in the previous iterations of the converter, I was able to select certain portions of it, be it wings, etc, and delete them. In this current version it looks as though it is simply one piece. Is there a way to extract the model with the pieces in tact?

EDIT 2: As TehDave mentioned. If there is any way to extract WITH the bones, you would make us all very happy.

EDIT 3: You've been uber generous. I've been racking my brain on the animation thread, trying to figure out how you view the animations... would you PLEASE give me a heads up or step-by-step?

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 Post subject: Re: Diablo III .app
PostPosted: Tue Apr 22, 2014 1:17 am 
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I wish d3rs_app2obj converted some of the models correctly. It seems the main characters and Tyrael come out blotchy. Here is the Monk for example. What am I doing wrong?


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 Post subject: Re: Diablo III .app
PostPosted: Tue Apr 22, 2014 4:45 am 
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You're doing nothing wrong.

It seems that the models for the players have all of the items equipped, but that they are separate pieces.

That goes back to my question earlier. In previous iterations, you could remove those pieces. Now, it's just one big piece.

Same goes for Tyrael, there is some model pieces over his face.
Image

As for the Barbarian, he's got everything on him too.
Image

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 Post subject: Re: Diablo III .app
PostPosted: Wed Apr 23, 2014 11:06 pm 
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TheRealMethuselah wrote:
My workflow is:

EDIT: kalmiya, in the previous iterations of the converter, I was able to select certain portions of it, be it wings, etc, and delete them. In this current version it looks as though it is simply one piece. Is there a way to extract the model with the pieces in tact?

EDIT 2: As TehDave mentioned. If there is any way to extract WITH the bones, you would make us all very happy.

EDIT 3: You've been uber generous. I've been racking my brain on the animation thread, trying to figure out how you view the animations... would you PLEASE give me a heads up or step-by-step?


@1: The problem is with how 3dsmax imports it. Apparently 3dsmax only imports it correctly if the triangles are in 1 contiguous block. But that apparently broke the grouping. I might have an idea, will take a look. Update: Try the attachment ( completely untested ^^ )

@2: I can extract the bone-data in my parser, the problem is that the .obj fileformat is quite primitive (which makes it easy to export meshes) but it just does not support bone-information. I was looking for alternatives, only text-format I know is collada ( which is a real pain, and I was actually rewriting my engine to directly import .blend files instead of collada, before I got curious about the d3 fileformat ).

@3: I don't know how to import it into 3dsmax - I'm a software developer, not a graphics-guy ^^ There are some max-scripts in the d3-threads - I think by TailorMouse and ZeroGravity - I guess it should be possible with those. I'd actually be interested in a step-by-step tutorial on how to load it into 3dsmax.

As a background: I'm trying to use the bone-data to "magically" transform the vertices in my little sandbox engine.
So here goes a question of my own: If I look in the .app file, there also is bone-information. What is it intended for? Should that be applied to the mesh-vertices first - to bring the model in the "t-pose" as the starting-point for applying a keyframe from the .ani ?

For example, for the chest the .app contains the following info:

# model bone-structure
# [0] id=0 'Root_Joint' - parent-id=-1 (no parent)
# - q( 0.000, 0.000, 1.000, 0.000) p(-1.591, 0.000,-0.000) s( 1.00)
# - q(-0.000,-0.000, 1.000,-0.000) p( 1.591, 0.000, 0.000) s( 1.00)
# - q( 0.000, 0.000, 1.000, 0.000) p(-1.591, 0.000,-0.000) s( 1.00)
# - q( 0.000, 0.000, 1.000, 0.000) p(-1.591, 0.000,-0.000) s( 1.00)
# - q(-0.000,-0.000, 1.000,-0.000) p( 1.591, 0.000, 0.000) s( 1.00)
# [1] id=1 'Hinge - parent-id=0 ' (="Root_Joint")
# - q( 0.000, 0.000, 1.000, 0.000) p(-1.302,-0.052, 1.552) s( 1.00)
# - q(-0.000,-0.000, 1.000,-0.000) p( 1.302, 0.052,-1.552) s( 1.00)
# - q( 0.000, 0.000, 1.000, 0.000) p( 0.290,-0.052, 1.552) s( 1.00)
# - q( 0.000, 0.000, 1.000, 0.000) p(-1.302,-0.052, 1.552) s( 1.00)
# - q(-0.000,-0.000, 1.000,-0.000) p( 1.302, 0.052,-1.552) s( 1.00)


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 Post subject: Re: Diablo III .app
PostPosted: Wed Apr 23, 2014 11:50 pm 
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Ok, I see. I'll try a few things here and there.

Adria (Adria_idle_01 34 frames)
Image

Adria new with animation frame. (Click to enlarge 1920x1080)
Image

Mallet Lord with animation frame. (Click to enlarge 1920x1080)
Image
I think I've got enough data to animate to get some good model poses. Thank you again.

Image

Image

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 Post subject: Re: Diablo III .app
PostPosted: Sat May 03, 2014 9:32 am 
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I redid the script, you can download them from here:

http://www.sc2mapster.com/assets/sc1-raynor-vulture/files/41-diablo-iii-reaper-of-souls-max-2011-import-script/

Also, if you put them in your startup script, the first time you run them it could throw an error ( don't know why ) just re-evaluate the script and it should work

Animation script included

T.

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 Post subject: Re: Diablo III .app
PostPosted: Sat May 03, 2014 9:08 pm 
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Btw TheRealMethuselah, where did you get the devil circle in the backgrounds from ?

T.

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 Post subject: Re: Diablo III .app
PostPosted: Sun May 04, 2014 5:12 pm 
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Trying the new script (from 2 posts ago) - it does load the adria-rs-model, but when trying to load the adria-rs-run/walk-animation I get a messagebox displaying "Maxscript rollout handler exception: --type error: Call needs function or class, got: undefined"... ? Also tried with a rs-chest. Anyone else got that problem?

[Update]: Seems that 3dsmax doesn't like "echo".


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 Post subject: Re: Diablo III .app
PostPosted: Tue May 06, 2014 4:52 am 
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Here ya go, TaylorMouse:
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Here's my new gallery.
http://danielbarras.deviantart.com/gallery/


Grotesque (Stitch)
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Adria Animation run
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Last edited by TheRealMethuselah on Sun May 11, 2014 5:37 pm, edited 1 time in total.

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 Post subject: Re: Diablo III .app
PostPosted: Thu May 08, 2014 7:16 pm 
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Thnx, don't forget to turn on the two sided faces for the texture

T.

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 Post subject: Re: Diablo III .app
PostPosted: Fri May 09, 2014 1:08 am 
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Got it! Fixed.


ibeckman, so there were a few pieces of Tyrael you had to get past:
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A_restored_cloth
A_normal_mat
A_restored_mat
A_skeleton_mat

It now loads just fine.

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