Looks very promising !
Do you think it could also apply to Unreal Engine 3 games ?
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Search found 11 matches
- Thu Feb 18, 2021 11:39 am
- Forum: 3D/2D models
- Topic: porting UE4 maps cross engines (well, eventually :D)
- Replies: 3
- Views: 225
- Sat May 09, 2020 8:27 pm
- Forum: Website
- Topic: Username Change Request?
- Replies: 21
- Views: 8623
Re: Username Change Request?
Hi, is it possible to change my username to "Klaus" ?
Thanks. Regards.
Thanks. Regards.
- Mon Feb 10, 2020 12:04 pm
- Forum: 3D/2D models
- Topic: Bloodborne
- Replies: 358
- Views: 92946
Re: Bloodborne
It works but then you have to convert the dds files with :
https://github.com/microsoft/DirectXTex ... exconv.exe
- Sun Dec 23, 2018 7:58 pm
- Forum: 3D/2D models
- Topic: [PC] Dark Souls III model import maxscript
- Replies: 355
- Views: 96973
Re: [PC] Dark Souls III model import maxscript
I don't understand what you mean. i got flv files with bindertool. but, smd importer seems won't import flv files. what is the connection between smd importer and flv file? can i export flv file to smd file with bindertool? Ah yes I forgot to mention between flv and smd, I'm using the model convert...
- Sat Dec 22, 2018 1:58 pm
- Forum: 3D/2D models
- Topic: [PC] Dark Souls III model import maxscript
- Replies: 355
- Views: 96973
Re: [PC] Dark Souls III model import maxscript
Yes it's a plugin (by Wunderboy) and it imports smd (a format by Valve) you can get from flver through Bindertool.burningchicken wrote:smd importer? is that 3dsmax plugin? and can i import flv files with that?Kunzt wrote: It works for me, but I'm not using this script, I'm using bindertool and a smd importer.
- Fri Dec 21, 2018 9:57 pm
- Forum: 3D/2D models
- Topic: [PC] Dark Souls III model import maxscript
- Replies: 355
- Views: 96973
Re: [PC] Dark Souls III model import maxscript
Hello guys, I'm tying to get all weapons in Dark Souls III. but i have a problem with UV. some of weapons UV doesn't fit with textures. how can i fix it? Try 180 degrees on U. I tried that first, but i think that is not the solution It works for me, but I'm not using this script, I'm using binderto...
- Fri Dec 21, 2018 11:45 am
- Forum: 3D/2D models
- Topic: [PC] Dark Souls III model import maxscript
- Replies: 355
- Views: 96973
Re: [PC] Dark Souls III model import maxscript
Try 180 degrees on U.burningchicken wrote:Hello guys,
I'm tying to get all weapons in Dark Souls III.
but i have a problem with UV.
some of weapons UV doesn't fit with textures.
how can i fix it?
- Wed Apr 04, 2018 9:47 am
- Forum: 3D/2D models
- Topic: Bloodborne
- Replies: 358
- Views: 92946
Re: Bloodborne
Every map is like this, most objects are pretty much placed with their pivots at world origin, except instances and external objects.StoryBook wrote:hunter's dream map object's already had position.
but some object don't have position(building)
By the way, don't forget to mirror models.
- Mon Feb 26, 2018 5:38 pm
- Forum: 3D/2D models
- Topic: Bloodborne
- Replies: 358
- Views: 92946
Re: Bloodborne
I've extracted and converted every map models and textures, and i'm currently reassembling levels. Actually most of the models look pretty close to level positions with their pivots at world origin. Except instances of course, not that much in fact, which coordinates are located in msb files. I too...
- Fri Feb 23, 2018 11:34 am
- Forum: 3D/2D models
- Topic: Bloodborne
- Replies: 358
- Views: 92946
Re: Bloodborne
I've extracted and converted every map models and textures, and i'm currently reassembling levels.
Actually most of the models look pretty close to level positions with their pivots at world origin.
Except instances of course, not that much in fact, which coordinates are located in msb files.
Actually most of the models look pretty close to level positions with their pivots at world origin.
Except instances of course, not that much in fact, which coordinates are located in msb files.
- Mon Feb 29, 2016 11:09 pm
- Forum: 3D/2D models
- Topic: PSX Silent Hill Model Format Help
- Replies: 33
- Views: 13289
Re: PSX Silent Hill Model Format Help
I'm using the same method as Giromancy, in 3ds Max, mapping tiles on 1x1 snapping planes. But i didn't deactivate the fog and elevate the cam, i'de be glad if someone can explain to me how it's done in ePSXe.
Edit : I found a Cheat Engine table.
Edit : I found a Cheat Engine table.