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[PC] Quantum Break .RMDP
- volfin
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Re: [PC] Quantum Break .RMDP
This was never meant to be some kind of bulk import tool or mass converter. And I can't turn it into that. Sorry.
You can look at a guy's post here: viewtopic.php?p=125912#p125912
He made a script to import in 1000 files in one go for this game. but that game is a lot lower poly meshes. Frankly I think after 10 blender will crash. So use at your own risk, I won't offer support on this type of thing.
You can look at a guy's post here: viewtopic.php?p=125912#p125912
He made a script to import in 1000 files in one go for this game. but that game is a lot lower poly meshes. Frankly I think after 10 blender will crash. So use at your own risk, I won't offer support on this type of thing.
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Re: [PC] Quantum Break .RMDP
Yes i saw that but unfortunately i can't do that as not skilled in Blender Script making. If he adds support for this game then sure.. As of the moment i am porting the map manually into an GTA Style it be fully explorable. I did research and have a rough idea how to get placements from .META files from each file in separate placement type files and have an 3DS Max script to place them objects. Every .META file contains coordinates of X,Y,Z and Rotations. Me and a few buds going to get it possible.volfin wrote:This was never meant to be some kind of bulk import tool or mass converter. And I can't turn it into that. Sorry.
You can look at a guy's post here: viewtopic.php?p=125912#p125912
He made a script to import in 1000 files in one go for this game. but that game is a lot lower poly meshes. Frankly I think after 10 blender will crash. So use at your own risk, I won't offer support on this type of thing.
Examples:
Bounding Box:
Code: Select all
"objectType":
"r::BoundBox",
"objectVersion":
1,
"m_vMin": "-2.9424445629119873 -4.3495821952819824 18.573249816894531",
"m_vMax": "0.11948671191930771 4.5004186630249023 28.464319229125977"
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Re: [PC] Quantum Break .RMDP
using blender 2.78 and 2.27 and max 2016 and 2018.volfin wrote:it still does, nothing has changed. You must be doing something wrong.
maybe being out the game for over a year has made me rusty. but it doesn't look right. the bones are not available in 3ds max.
here's a pic of my process below.

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Re: [PC] Quantum Break .RMDP
the skeletons used to show up using the older version of the plugin when i export FBX from blender and import into 3d max.volfin wrote:oh I don't know about 3ds max, but it should still work for blender. I only made the blender plugin.
now i wonder how UberBlack got the latest version to work when he export FBX from blender and import FBX into max.
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Re: [PC] Quantum Break .RMDP
Hey there,
Every time I try to import a wedmesh into Blender, it says "the signature of (...) is invalid:0". Do you know what that means or how to fix it @volfin?
EDIT: I'm using Blender 2.77
Every time I try to import a wedmesh into Blender, it says "the signature of (...) is invalid:0". Do you know what that means or how to fix it @volfin?
EDIT: I'm using Blender 2.77
- udkultimate
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Re: [PC] Quantum Break .RMDP
Hello guys.
Sorry for bumping an old thread, but I would like to know if is possible to extract animations from Quantum Break game.
Thanks.
Sorry for bumping an old thread, but I would like to know if is possible to extract animations from Quantum Break game.
Thanks.
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Re: [PC] Quantum Break .RMDP
How does one use this with Control and import into Blender (possibly Blender 2.80)?
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Re: [PC] Quantum Break .RMDP
Looks like we'll need a new model importer. Relevant file formats seem to be .binfbx and .binskeleton. I uploaded some character samples: https://www23.zippyshare.com/v/YmPEVAtb/file.html