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- Fri Jan 01, 2016 4:20 am
- Forum: 3D/2D models
- Topic: Moonlight Blade MMO model import maxscript
- Replies: 65
- Views: 64894
Re: Moonlight Blade MMO model import maxscript
Hey, did anyone here find the base models that have parts like arms, neck, etc? I tried to find them because many outfits don't have a neck part and there's empty space between head and clothes. If I remember right,arms are usually in .dfont files. In CBT3,neck with clothes. But in Open Beta,develo...
- Tue Apr 07, 2015 6:38 am
- Forum: Tutorials
- Topic: Parse model through disassembling or decompilation?
- Replies: 1
- Views: 1797
Parse model through disassembling or decompilation?
I just spent 2 hours on parsing bones data,but I still can't understand how they work.
Is is possible to parse model through disassembling or decompilation?
Track the program,and see how it read data,maybe I can figure out how bones data work?
Does anyone try this before?
Or it's impossible at all?
Is is possible to parse model through disassembling or decompilation?
Track the program,and see how it read data,maybe I can figure out how bones data work?
Does anyone try this before?
Or it's impossible at all?
- Fri Apr 03, 2015 2:21 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 499
- Views: 307265
Re: Extracting simple models
I just test my last maxscript in 2009 32bit , 2009 64bit , 2012 64bit , 2014 64bit , 2015 64bit It works fine in these version (If I didn't get that "Runtime error:Exceeded the vertex countSkin:Skin") When it works fine http://i.imgur.com/HeWf6Rg.jpg When I got "Runtime error:Exceeded...
- Fri Apr 03, 2015 6:43 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 499
- Views: 307265
Re: Extracting simple models
OK,got weights http://i.imgur.com/mP1RGek.jpg 3ds Max 2013 and above have some ridiculous problem about get Bone ID,so I have to write a GetBoneIDbyName function,which make my script more complex and slow Sometimes max will give me an "Runtime error:Exceeded the vertex countSkin:Skin" Some...
- Thu Apr 02, 2015 10:00 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 499
- Views: 307265
Re: Extracting simple models
Thanks to shakotay2. Now I got bones. http://i.imgur.com/PzNbzi4.jpg But still got some problems to set weights,any ideas? if (heapSize < 200000) then heapSize = 2000000 -- allow ~ 40 MB instead of just 7.5 MB. Prevents "Runtime Error: Out of scripter memory" fname = getOpenFileName \ capt...
- Tue Mar 31, 2015 1:37 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 499
- Views: 307265
Re: Extracting simple models
Here's original model,maybe it helps(.max 2012 and .fbx) http://www.mediafire.com/download/tn503m921rw90z5/Original+Model%28.max+and+.fbx%29.rar well, I really would like to know how you know how to code that! :D Just saw some posts in forum. If the result looks weird try adding this: newBone.transf...
- Mon Mar 30, 2015 5:39 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 499
- Views: 307265
Re: Extracting simple models
"Each bone transform needs to be combined with it's parent all the way up the hierarchy chain." What that mean? http://i.imgur.com/EI66uJV.jpg $leg_left_toes.transform *= $leg_left_ankle.transform $leg_left_ankle.transform *= $leg_left_knee.transform $leg_left_knee.transform *= $leg_left_...
- Mon Mar 30, 2015 6:06 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 499
- Views: 307265
Re: Extracting simple models
Then you could read some MaxScript online help to understand functions like BoneSys.CreateBone and skinOps.ReplaceVertexWeights for example. I know how BoneSys.CreateBone or skinOps.ReplaceVertexWeights work,what I don't understand are something like these(part of zaramot's script) maxweight = 0 if...
- Sun Mar 29, 2015 9:40 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 499
- Views: 307265
Re: Extracting simple models
Hi,shakotay I have been look up some maxscript with bone import but I have to say I am really confused because there is no comments. Here's a X format file(text version) I guess these data are used to create bone. But I just don't understand how to do it via maxscript. Frame root_ground { FrameTrans...
- Mon Dec 08, 2014 12:22 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 499
- Views: 307265
Re: Extracting simple models
Will you realease a tutorial about how to analysis bones&weights?
I can write maxscript to import mesh,but I don't know how bones&weights stored in files.No mention import them.
I can write maxscript to import mesh,but I don't know how bones&weights stored in files.No mention import them.
- Mon Dec 08, 2014 2:04 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 499
- Views: 307265
Re: Extracting simple models
Hi, "UV pos" is the starting position of the uv data in the vertex (stride) block. Thanks!That really help me. How did you judge vertex block size? 0x2A8~0x2AB: 3E 16 37 4A 0x2AC~0x2AF: 3E 16 37 4A 0x2D0~0x2D3: 3E 12 37 65 0x2D4~0x2D7: 3E 12 37 65 0x2F8~0x2FB: 3E 16 37 66 0x2FC~0x2FF: 3E ...
- Sun Dec 07, 2014 9:20 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 499
- Views: 307265
Re: Extracting simple models
Hi,shakotay I am confused about "UV pos" in hex2obj What's that? http://forum.xentax.com/viewtopic.php?f=16&t=10960 For this thread 0x29C is vertices start address,vertex block is 40 so 0x29C~0x2C4 is a vertex block. In these 40 bytes,first 12 bytes are verices coordinate Others,I just...
- Wed Nov 05, 2014 5:27 am
- Forum: 3D/2D models
- Topic: Moonlight Blade MMO model import maxscript
- Replies: 65
- Views: 64894
Re: Moonlight Blade MMO model import maxscript
WOW!What a surprise!I definitely support you to continue work on these models.

I love this game,girls are cute

I love this game,girls are cute
- Fri Jun 20, 2014 4:19 pm
- Forum: 3D/2D models
- Topic: Wii fatal frame 2 and 4 models?..
- Replies: 2
- Views: 2244
- Tue Jun 17, 2014 4:29 pm
- Forum: Game Archive
- Topic: [Xbox-360] Quantum Theory .pkmn
- Replies: 11
- Views: 6170
Re: [Xbox-360] Quantum Theory .pkmn
Hi,any news about the script? BTW,did you still remember the offzip command for unpack these .pkmn files? I tried these two: offzip.exe -a input_archive output_folder 0 offzip.exe -z -15 -a input_archive output_folder 0 But all I got are small files,obviously that's not correct. Some files: http://1...
