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by zaramot
Wed Feb 05, 2020 7:17 pm
Forum: 3D/2D models
Topic: Ring of Elysium maxscript
Replies: 25
Views: 2502

Re: Ring of Elysium maxscript

Thanks for the great script! A noob question: Is it possible to batch import .dfont files into scene? Yes, it's possible of course - but not a good idea for now, since some of not working .dfont or .dat could spoil whole process - 3d max will freeze, crash ect (if you at first check a batch of file...
by zaramot
Wed Feb 05, 2020 7:13 pm
Forum: 3D/2D models
Topic: Ring of Elysium maxscript
Replies: 25
Views: 2502

Re: Ring of Elysium maxscript

Here's updated script, should import much more models (.dfont, .dat). I have bones and weights support, though I have no idea how to explain to majority of users how to find them :( They are nameless, have same .dat extension and you need to have basic hex editor knowledge to easily spot them. I'll ...
by zaramot
Tue Feb 04, 2020 10:49 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 145
Views: 20438

Re: Rainbow Six: Siege Models Thread

Really amazing, do you plan to share some of your work? Sure, I'm mostly sharing stuff which I did or doing, with rare examples when it's just for my personal use only or not finished for end-user, not user friendly xD So, of course with siege I could post everything I did later on, so anyone could...
by zaramot
Tue Feb 04, 2020 9:22 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 145
Views: 20438

Re: Rainbow Six: Siege Models Thread

This tool for ubisoft games is great, but as creator said himself he can't do nothing with encrypted for honor .forges, so I have no idea how it would help you even if it was open-sourced. I checked PS4 version already xD As I said I'm very interested in For Honor. PS4 version working great - but up...
by zaramot
Tue Feb 04, 2020 7:37 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 145
Views: 20438

Re: Rainbow Six: Siege Models Thread

Don't know why but it's always run through steam, even if I'm running it from uplay. Not sure, if it's doing such thing with decrypting .exe with for honor - like with siege. Though, even if I don't have much hope, I still really want those models for myself, so I'm highly motivated and don't mind t...
by zaramot
Tue Feb 04, 2020 6:50 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 145
Views: 20438

Re: Rainbow Six: Siege Models Thread

Zaramot, xD. Don't worry about russian, I'm russian speaker too. I kind of assumed that xD by the nickname, though kept my assumptions with myself lol Well, I have no idea what type of encryption for honor is using exactly, I guess it's AES. Though, since it's denuvo game + has anticheat system :) ...
by zaramot
Tue Feb 04, 2020 5:15 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 145
Views: 20438

Re: Rainbow Six: Siege Models Thread

Well, yeah since it's using havok - there might be, that they have skeletons somewhere too. Though, from what I saw atm, they were physics/collision related files. Honestly I haven't checked much yet, I have some plans but it was more like a brief research (to get geometry and make a texture convert...
by zaramot
Tue Feb 04, 2020 4:03 pm
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 145
Views: 20438

Re: Rainbow Six: Siege Models Thread

O_o could you elaborate a bit more on your process? That seems very odd, considering the fact that you managed to get all parts of a character that should be scattered randomly among an entire .forge archive if not even a couple of them. Did you gather a list of needed pieces from ondemand.forge? W...
by zaramot
Tue Feb 04, 2020 11:25 am
Forum: 3D/2D models
Topic: Rainbow Six: Siege Models Thread
Replies: 145
Views: 20438

Re: Rainbow Six: Siege Models Thread

zaramot, did you get .dat files from forge or did you grab them from game memory? If first, how did you locate all Ash related pieces? I got .dat from .forge archives, with quickbms script. Just a luck, I don't know name of this character, I never played the game (just some random female) - parts w...
by zaramot
Sat Jan 18, 2020 2:12 am
Forum: Game Archive
Topic: [Request] Update script for QQ sfc file -Ring of Elysium
Replies: 6
Views: 648

Re: [Request] Update script for QQ sfc file -Ring of Elysium

I don't think this, particular bms script could be edited in the way you want. I made some edits inside this script and extracted TableBin.sfc along with other important .sfc archives, but unfortunately there's no actual names in .sfc arhives, only hashes. I think, they should be linked to some file...
by zaramot
Thu Jan 16, 2020 7:44 pm
Forum: 3D/2D models
Topic: Ring of Elysium maxscript
Replies: 25
Views: 2502

Re: Ring of Elysium maxscript

As I assumed, skeleton was in separate file (bones inside models are not good, they had less sense to me xD), a lot of small skeletons were lying around xD Thankfully, it was easy to find and import them and weights were fine too. I think, same - exact same thing is with Moonlihgt Blade, maybe I'll ...
by zaramot
Thu Jan 16, 2020 3:50 pm
Forum: 3D/2D models
Topic: Middle-earth: Shadow of War maxscript (.skel .mesh)
Replies: 55
Views: 12882

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

If you mean levels-buildings and props (most of them), then nooo they are using another format and need another script. I know this, because long time ago I was building Minas Morgul in fallout 4 using models from SoW
https://www.youtube.com/watch?v=7d0NGB2i7h8
by zaramot
Wed Jan 15, 2020 6:12 pm
Forum: 3D/2D models
Topic: Ring of Elysium maxscript
Replies: 25
Views: 2502

Re: Ring of Elysium maxscript

It appears, this game just changed it's state for me xD It looks like it has some cool armors! I saw at least 3, that means, I'm personally interested in those models, so I'll try to download client now and I'll work on import maxscript with bigger motivation and interest :)
by zaramot
Sun Jan 12, 2020 2:51 am
Forum: 3D/2D models
Topic: Warframe Online MaxScript
Replies: 99
Views: 26095

Re: Warframe Online MaxScript

Yup, warframe using morphs, basically base head mesh is the same, that's why NR ripping it too, as you said. Face aren't using facial rig, so basically they don't need specific skeleton and since they have same polygon/vertex count they don't need separate info files, that explain mismatch between t...