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Search found 783 matches
- Fri Apr 25, 2014 7:18 am
- Forum: Game Archive
- Topic: Dark Souls 2 file formats
- Replies: 50
- Views: 30236
Re: Dark Souls 2 file formats
So guys, 6 downloads - any one could report about Dark Souls 2 models? I tried script with Dark Souls 1 models nicely (I have the game), but didn't have much of DS 2 models.
- Thu Apr 24, 2014 6:40 pm
- Forum: Game Archive
- Topic: Dark Souls 2 file formats
- Replies: 50
- Views: 30236
Re: Dark Souls 2 file formats
Could you try my apha script with models which aren't working? It's "raw" and unfinished but I want to know will it work or not. Thanks
- Wed Apr 23, 2014 7:24 pm
- Forum: Game Archive
- Topic: Neverwinter Online .mset files
- Replies: 4
- Views: 2514
Re: Neverwinter Online .mset files
Hi Cra0! Thanks a lot for info and help. I tried offzip on some files, and from one of them I've got a chunk which I think is a mesh itself. It has "NXSMESH" header and I see counts for verts/faces also something like vertex/index buffers? But I can't make any use of this files, it looks l...
- Tue Apr 22, 2014 1:29 pm
- Forum: Game Archive
- Topic: Neverwinter Online .mset files
- Replies: 4
- Views: 2514
Neverwinter Online .mset files
Hi guys!
I'm looking for help with extracting files from Neverwinter .mset archives. I like the game much and I want to explore model format. If someone could take a look on those samples it would be great! Thanks in advance
I'm looking for help with extracting files from Neverwinter .mset archives. I like the game much and I want to explore model format. If someone could take a look on those samples it would be great! Thanks in advance
- Sun Apr 20, 2014 7:42 am
- Forum: 3D/2D models
- Topic: Natural Doctrine
- Replies: 7
- Views: 3721
Re: Natural Doctrine
Here's maxscript for Nocturnal Doctrine models, it loads meshes with bones and weights - but there's no bone-parenting. I know what I should do to achive this, but can't figure out how to implement it via maxscript :P If any model will crash, let me know. http://i.piccy.info/i9/81a0532ff4501902f6323...
- Sat Apr 19, 2014 10:22 am
- Forum: 3D/2D models
- Topic: Natural Doctrine
- Replies: 7
- Views: 3721
Re: Natural Doctrine
I wrote script for this game with bone+weights, but it's crappy a bit and needs to be finished. Otherwise I'll post it later as it is. Also some more samples would be great (just .scn model - no text). http://i.piccy.info/i9/2b98b49033dc4ea9864cacea625691b3/1397899325/35443/714029/pic_800.jpg http:/...
- Wed Apr 16, 2014 7:38 am
- Forum: 3D/2D models
- Topic: PC Lost Planet 2 (2010) maxscript
- Replies: 8
- Views: 6135
PC Lost Planet 2 (2010) maxscript
Hi guys! Here's maxscript to import PC Lost Planet 2 models with bones (3ds max 2009-2012) http://i.piccy.info/i9/0ea780f269547d25d6bf9f6a500c313e/1397627399/32383/714029/1_800.jpg http://i.piccy.info/a3/2014-04-16-05-49/i9-6247187/744x574-r/i.gif http://i.piccy.info/i9/8a843562ddd761571cd07188fbc99...
- Sun Apr 13, 2014 9:03 am
- Forum: 3D/2D models
- Topic: Project Diva F 2nd Noesis .osd
- Replies: 29
- Views: 17869
Re: Project Diva F 2nd Noesis .osd
PS3 version
- Sun Apr 13, 2014 6:27 am
- Forum: 3D/2D models
- Topic: PC Star Trek: The Video Game (2013) maxscript
- Replies: 2
- Views: 5956
PC Star Trek: The Video Game (2013) maxscript
Hi guys! Here's maxscript to import Star Trek: The Video Game models with bones (3ds max 2009-2012) Here's tool by GMMan http://forum.xentax.com/viewtopic.php?f=32&t=10782 to extract game content from .cache archives 1. Load StarTrek_Bones.ms 2. Point it to a H.misc.cache file like KeenserBody_s...
- Mon Apr 07, 2014 2:41 pm
- Forum: 3D/2D models
- Topic: Samurai Shodown: Sen .k2mp
- Replies: 24
- Views: 9797
Re: Samurai Shodown: Sen .k2mp
Maybe, if you could obtain native .x model, you could compare header from original DirectX format with file extracted with Jaeder, and then swap them.
- Mon Apr 07, 2014 1:16 pm
- Forum: 3D/2D models
- Topic: Samurai Shodown: Sen .k2mp
- Replies: 24
- Views: 9797
Re: Samurai Shodown: Sen .k2mp
I think, you should rename them from .xof to .x and try to import them with DirectX importer, for 3ds max for example or in Blender. If they wouldn't work I'll try to explain how to import them in "my way" with script.
- Sun Apr 06, 2014 12:10 pm
- Forum: 3D/2D models
- Topic: Offering 35$ for writing import max script
- Replies: 51
- Views: 21251
Re: Offering 35$ for writing import max script
Here's two scripts, one for skinned meshes and one for static meshes (*no_bones.ms). You must rotate all objects 90 degrees on X axis using working pivot+"angle snap toggle", to make them stand (if I make them auto-standing with script, animation works bad, don't know why xD). Edit: Fixed ...
- Wed Apr 02, 2014 5:40 pm
- Forum: 3D/2D models
- Topic: Offering 35$ for writing import max script
- Replies: 51
- Views: 21251
Re: Offering 35$ for writing import max script
Ah, that's pretty much everything I planned to do with this game. Let's leave animation for someone more interested.
- Tue Apr 01, 2014 8:05 pm
- Forum: 3D/2D models
- Topic: Offering 35$ for writing import max script
- Replies: 51
- Views: 21251
Re: Offering 35$ for writing import max script
That's almost good then. Not a bad news!
- Tue Apr 01, 2014 6:44 pm
- Forum: 3D/2D models
- Topic: Offering 35$ for writing import max script
- Replies: 51
- Views: 21251
Re: Offering 35$ for writing import max script
Okay then, here's not animated meshes - export them and test ingame.
