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by PredatorCZ
Sun Sep 20, 2020 10:15 pm
Forum: 3D/2D models
Topic: Revil (RE Engine, MT Framework) 3ds max plugin
Replies: 17
Views: 3378

Re: Revil (RE Engine, MT Framework) 3ds max plugin

RevilMax V1.5 has been released Removed 32bit support. Added support for 2021. Added ability to load Additive animations. Added ability to suppress logging of missing bones. Added asset caching for faster loading. Fixed few crash problems. Added catch handling for non-critical errors. Fixed referenc...
by PredatorCZ
Thu Jul 09, 2020 10:54 am
Forum: 3D/2D models
Topic: Havok 3ds max/Noesis importer/exporter plugins
Replies: 80
Views: 13368

Re: Havok 3ds max/Noesis importer/exporter plugins

... Backyard Wrestling - Don't Try This at Home uses this physic engine aswell. ... Can you tell me which files are havok animation files? There must be a way to find out right? ... This title uses only a physics module. There aren't any Havok files to begin with. A lot of games are using physics m...
by PredatorCZ
Fri Jul 03, 2020 4:34 pm
Forum: 3D/2D models
Topic: Havok 3ds max/Noesis importer/exporter plugins
Replies: 80
Views: 13368

Re: Havok 3ds max/Noesis importer/exporter plugins

I think I'm gonna need to focus on Noesis as well. It uses like the first version of library or something...
by PredatorCZ
Wed May 20, 2020 8:25 pm
Forum: Game Archive
Topic: Xenoblade Chronicles X/2 format bible
Replies: 22
Views: 8639

Re: Xenoblade Chronicles X/2 format bible

So I tried extracting the updated .ard and .arh file with the quickbms script with quickbms version 0.9.2 and it didn't extract all files, is it the updated .ard and .arh files or it is the script itself I need to edit? This thing is still being updated? Damn. From this error message, it seems, tha...
by PredatorCZ
Fri May 01, 2020 2:25 pm
Forum: 3D/2D models
Topic: Revil (RE Engine, MT Framework) 3ds max plugin
Replies: 17
Views: 3378

Re: Revil (RE Engine, MT Framework) 3ds max plugin

RevilMax v1.4 has been released.

Added support for RE7.
More fixes.
by PredatorCZ
Sun Apr 26, 2020 8:28 pm
Forum: 3D/2D models
Topic: Revil (RE Engine, MT Framework) 3ds max plugin
Replies: 17
Views: 3378

Re: Revil (RE Engine, MT Framework) 3ds max plugin

RevilMax v1.3 has been released.

Fixed positions for mot78 formats. #6
Fixed frame distribution for Big Endian LMT formats.
Fixed crash when loading pose animations. #3
Minor crash fixes.
Added some missing codecs.
by PredatorCZ
Tue Apr 21, 2020 8:39 am
Forum: 3D/2D models
Topic: Revil (RE Engine, MT Framework) 3ds max plugin
Replies: 17
Views: 3378

Re: Revil (RE Engine, MT Framework) 3ds max plugin

askB wrote:
Mon Apr 13, 2020 5:22 pm
Have you personally tested Resident Evil 3? I have tried numerous times and it keeps crashing on me.
Tested only demo. There wasn't a release version, when it was in the development .
by PredatorCZ
Mon Apr 06, 2020 7:51 pm
Forum: 3D/2D models
Topic: How to get rid of seams visible on terrain mesh?
Replies: 4
Views: 313

Re: How to get rid of seams visible on terrain mesh?

Hello, from what I've seen, it looks like UV channel is leaking due low res texture. I don't know how textures looks like, so it's just an assumption. From the screen without textures, it looks like issue with normals, I'm not a Noesis expert, but I had similar issue when model had implicit (smoothi...
by PredatorCZ
Sat Apr 04, 2020 8:59 pm
Forum: 3D/2D models
Topic: Revil (RE Engine, MT Framework) 3ds max plugin
Replies: 17
Views: 3378

Re: Revil (RE Engine) 3ds max plugin

RevilMax v1.2 has been released Added support for LMT loading. Added support for motlist99, mot78 formats. RE motion formats are now properly sampled. Added resample option (animation will be resampled to current scene FPS) Added option to load all animations at once (ranges will be printed into lis...
by PredatorCZ
Sat Apr 04, 2020 12:28 pm
Forum: 3D/2D models
Topic: Resident Evil 3 Remake
Replies: 3
Views: 691

Re: Resident Evil 3 Remake

Please, do not ask for warez content, this is not the forum for that.
by PredatorCZ
Mon Mar 30, 2020 7:25 am
Forum: 3D/2D models
Topic: Apex Engine 3ds max plugin
Replies: 38
Views: 6063

Re: Apex Engine 3ds max plugin

Do you have anything that can process the engine's .streampatch files for terrain? You have some references in your ApexLibrary but I'm unsure how to use it. https://github.com/PredatorCZ/ApexLib/blob/master/src/StreamPatch.cpp I tried compiling the repo in Clion but it keeps failing. https://paste...
by PredatorCZ
Mon Feb 17, 2020 8:40 am
Forum: Code Talk
Topic: Noesis python API
Replies: 1
Views: 1292

Re: Noesis python API

Sadly, Noesis supports only 2 UV sets (viz `rpgBindUV1BufferSafe`, `rpgBindUV2BufferSafe`). You could try to store third UV (and possibly 4th set) as a vertex color (RG channels). For example, 3ds max loads vertex color as an uv set with index 0 (vertex alpha as -2, but only Alpha channel). Noesis s...
by PredatorCZ
Mon Feb 03, 2020 9:07 am
Forum: 3D/2D models
Topic: Doom 3 MD5 V6 (PC)
Replies: 3
Views: 850

Re: Doom 3 MD5 V6 (PC)

People are crazy nowdays, bumping 10 year old post. This is a result of 10 minute search: Doom 3 mod with Alpha Shotgun: https://www.moddb.com/mods/alpha-shotgun-mod A thread, where Version 6 is discussed: https://www.doomworld.com/forum/topic/57897-alpha-shotgun-mod/ Most importantly here: https://...
by PredatorCZ
Mon Jan 20, 2020 12:49 pm
Forum: 3D/2D models
Topic: Havok 3ds max/Noesis importer/exporter plugins
Replies: 80
Views: 13368

Re: Havok 3ds max/Noesis importer/exporter plugins

Hi, first of all, great plugin and cheers for all the hard work you put into it and also for making it public. I'm trying to use animations from Darksouls 3 for an educational Project and the import in 3Ds Max 2018 works perfectly with your plugin, I just got an issue with the rootmotion data. All ...
by PredatorCZ
Thu Jan 09, 2020 3:00 pm
Forum: 3D/2D models
Topic: Warframe Online MaxScript
Replies: 101
Views: 27749

Re: Warframe Online MaxScript

Texture tinting is usually done by lerping/mixing. For example: // lerp(color1, color2, alpha) tint = lerp(color1, color2, R_Channel); tint = lerp(tint, color3, G_Channel); tint = lerp(tint, color4, B_Channel); Tint is then multiplied or averaged into diffuse texture, like: diffuse = diffuseTexture ...