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by mariokart64n
Thu Oct 17, 2019 7:45 pm
Forum: 3D/2D models
Topic: Middle-earth: Shadow of War maxscript (.skel .mesh)
Replies: 43
Views: 7810

Re: Middle-earth: Shadow of War maxscript (.skel .mesh)

Sorry for the bump A request was made through the xentax discord to have zaramot's maxscript converted to a noesis plugin. I have gone through zaramot's maxscript line for line and convert it comparably to python, the attached script below will work with Noesis fmt_shadowofwar_mesh.zip *The script o...
by mariokart64n
Sun Jun 11, 2017 4:13 pm
Forum: 3D/2D models
Topic: Need an export script
Replies: 7
Views: 724

Re: Need an export script

I looked at the format and I would have to say this is a good format for someone that wanted to learn all this stuff Anyway I did a mockup maxscript here: /* ---------------------------------------------------------- MAXSCRIPT Description: Mockup import script to import kings bounty crossworlds bma ...
by mariokart64n
Wed Mar 29, 2017 11:02 am
Forum: 3D/2D models
Topic: Spider-Man 3 PC
Replies: 75
Views: 10199

Re: Spider-Man 3 PC

its very hard to make a model importer with only one sample. its a lot easier with several samples of different sizes. type 36 is models quickbms script goto 0x394 for i = 0 < 152 get hash long get type long get offset long get size long string NAME p= "%08x" hash string EXT p= "%02x" type string N...
by mariokart64n
Fri Mar 17, 2017 5:48 am
Forum: 3D/2D models
Topic: Sudden Attack - Noesis Script Creation
Replies: 21
Views: 3817

Re: Sudden Attack - Noesis Script Creation

Once I get more comfortable with python and the noesis module I'll try out rapi, it seems the easiest way to read buffers :D @ TRDaz The two file samples you posted have two different vertex structures, and I failed to locate a vertex definition for them. I think you need to look at a few samples an...
by mariokart64n
Wed Feb 01, 2017 9:09 am
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 92
Views: 12625

Re: Import Tuner Challenge [XBOX360]

I looked a file that was posted above named "00000c3a.dat"
I'm not sure if thats even the same thing you guys are looking at. But the format had geometry in it so I imported it, looks like a light :/ *boring*

Image
by mariokart64n
Tue Jan 31, 2017 10:12 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460850

Re: Dead or Alive series formats and tools

Thanks that verifies what I had thought was going on with the Object Tool, strange that he didn't allow that field in the GUI so you could just edit it. Anyway the shader codes I collected need to be review, depending on how dynamic these shader id's are this might be troublesome, otherwise easy and...
by mariokart64n
Tue Jan 31, 2017 9:24 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460850

Re: Dead or Alive series formats and tools

Hey thanks for the info, yes I had looked at the blender scripts but that wasn't too helpful. Since from years ago I was already able to import model data, so mesh importing is not an issue. I also had a look at the "object tool" source and from what I understand it does not create a new TMC, but ra...
by mariokart64n
Mon Jan 09, 2017 1:38 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460850

Re: Dead or Alive series formats and tools

Hey I'm writing a maxscript for DOA5LR on the PC I'm just having problems understanding the MCAPACK, cpf and ACSCLS blocks, can anyone give me some pointers? Format Structure Overview: (*.Tmc) File // PC Version, Little Endian Header // Bound Box, File Name, Block Info o MdlGeo // Defines a Model Ob...
by mariokart64n
Tue Sep 13, 2016 1:13 am
Forum: 3D/2D models
Topic: Audition ["*.RGM"]
Replies: 8
Views: 1762

Re: Audition ["*.RGM"]

I looked at the format that had a model and there is a value that was 0 before that is now a vertex count followed by model data

you can see the video here;
https://youtu.be/Ax_ghwMjnNI

and I'll upload the maxscript that was used *It was only written and tested for one file*
by mariokart64n
Fri Sep 09, 2016 4:00 am
Forum: 3D/2D models
Topic: Audition ["*.RGM"]
Replies: 8
Views: 1762

Re: Audition ["*.RGM"]

Hi, i saw your videos in YouTube And i found Exactly what i always wanted to see ! Someone explaining how to write import script for 3DS Max And very interesting video about binary mesh file ! And i would like to know since Im really new in this world of modding If you could help me about an "easy"...
by mariokart64n
Fri Mar 18, 2016 4:03 am
Forum: 3D/2D models
Topic: [HELP] Converting models from Bloody Roar 3
Replies: 7
Views: 1262

Re: [HELP] Converting models from Bloody Roar 3

Hello using FurryFan's BMS script to unpack the "IMAGE00.DAT" I was able to look at the "TTM" files, which I assumed are models. But there are other file types with the same base name, which makes me believe model components may be spread across other files. SEQ: File Record? TTM: Geometry? TI: Text...
by mariokart64n
Sat May 23, 2015 1:47 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460850

Re: Dead or Alive series formats and tools

eh sorry i said i was gonna write some stuff up last week, but then got hooked playing the witcher3. i still havent forgotten. modding should be easy just needs someone to doe the coding eh
by mariokart64n
Fri May 15, 2015 4:50 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2005
Views: 460850

Re: Dead or Alive series formats and tools

its the long weekend, I'll see if i can write something in maxscript.

what are you guys wanting to do ?