Help us keep the site up! Got some change to spare? Why not donate a few bits and buy us a coffee. Image

Offering 35$ for writing import max script

Post questions about game models here, or help out others!
lumis
beginner
Posts: 38
Joined: Sat Nov 30, 2013 9:32 pm
Has thanked: 29 times
Been thanked: 1 time

Offering 35$ for writing import max script

Post by lumis »

As the topic says i'm offering 35$ to anyone who will write me a ms script or plugin that will support "autoskinning", bones, weights etc. Current importer i've got is limited, so that we can basically call it mesh importer since it won't autoskin anything, even though geometry binary file format stores all the info needed for this.
If you're interested ill send you all needed files including current plugins, part of source and game files, just pm me first ;d

Unfortunately the uploaded plugins will work only on the outdated version of 3ds max they were bound to. My offer is valid only if we do it via PM - means, if you'll get the script ready, send me some examples that files were imported correctly and i'll send you money via paypal, then you'll send me your script, must be compatible with since my exporter is bound to this version.
Prefer only trustworthy users, with decent amount of posts. Sorry for all the mistakes in the terminology, hope you understand what i need.

P.S Not sure if that matters, but the game that models are from is really old and totally unknown, so no need to be worry cuz I'm not asking you to get me a script for tera/aion or any similar game :keke:
Last edited by lumis on Sat Nov 14, 2015 3:51 pm, edited 5 times in total.
User avatar
Rimbros
ultra-veteran
ultra-veteran
Posts: 495
Joined: Fri Jul 09, 2010 12:23 am
Has thanked: 41 times
Been thanked: 14 times

Re: Offering 15$ for writing import max script for the old g

Post by Rimbros »

lumis wrote:As the topic says i'm offering 15$ to anyone who will write me a ms import script or plugin that will support "autoskinning", bones, weights etc. Current importer i've got is limited, so that we can basically call it mesh importer since it won't autoskin anything, even though geometry binary file format stores all the info needed for this.
If you're interested ill send you all needed files including current plugins, part of source and game files, just pm me first ;d

Unfortunately the uploaded plugins will work only on the outdated version of 3ds max (8.0) they were bound to. My offer is valid only if we do it via PM - means, if you'll get the script ready, send me some examples that files were imported correctly and i'll send you money via paypal, then you'll send me your script, must be compatible with 3ds max 8.0 since my exporter is bound to this version.
Prefer only trustworthy users, with decent amount of posts. Sorry for all the mistakes in the terminology, hope you understand what i need.

P.S Not sure if that matters, but the game that models are from is really old and totally unknown, so no need to be worry cuz I'm not asking you to get me a script for tera/aion or any similar game :keke:

//Little change of plans, from now on i'll pay 15$ for the import script only, don't need export script anymore. I'm in serious need of this script, so if you can help be i'll be really grateful and will gladly pay
Send pm to Mr. Adults and offer the $15 USD, i shure he can do this.

On second thought, don't do that, because MrAdults doesn't do those kinds of requests and I shouldn't be volunteering him like this because it's really rather impolite of me.
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/

Personal Game repository samples, send PM
lumis
beginner
Posts: 38
Joined: Sat Nov 30, 2013 9:32 pm
Has thanked: 29 times
Been thanked: 1 time

Re: Offering 15$ for writing import max script for the old g

Post by lumis »

Rimbros wrote: Send pm to Mr. Adults and offer the $15 USD, i shure he can do this.
On second thought, don't do that, because MrAdults doesn't do those kinds of requests and I shouldn't be volunteering him like this because it's really rather impolite of me.
I don't really want to offend anyone with my offer but I guess it's much more sensible than asking you all to do it for free. So far no1 is interested, go ahead spread the info all over the world of xentax :P
User avatar
TaylorMouse
ultra-veteran
ultra-veteran
Posts: 340
Joined: Mon Sep 26, 2011 12:51 pm
Has thanked: 11 times
Been thanked: 84 times

Re: Offering 15$ for writing import max script for the old g

Post by TaylorMouse »

I've read your post, like 50 times, true , my mother tongue is not English, but I still haven't got the slicest idea what you are talking about or what you actually want...

T.
User avatar
Bastien
advanced
Posts: 70
Joined: Sun Apr 15, 2012 1:08 am
Has thanked: 27 times
Been thanked: 13 times

Re: Offering 15$ for writing import max script for the old g

Post by Bastien »

Send me the format/script you have, and I'll see what I can do.
If only the weight information is missing, that should be very easy. You didn't say if the current script import bones, though.
I don't care about the money.
lumis
beginner
Posts: 38
Joined: Sat Nov 30, 2013 9:32 pm
Has thanked: 29 times
Been thanked: 1 time

Re: Offering 15$ for writing import max script for the old g

Post by lumis »

TaylorMouse wrote:I've read your post, like 50 times, true , my mother tongue is not English, but I still haven't got the slicest idea what you are talking about or what you actually want...

T.
This is why I apologized for lack of knowledge in naming "things I need":o You could always ask ^^
Bastien wrote:Send me the format/script you have, and I'll see what I can do.
If only the weight information is missing, that should be very easy. You didn't say if the current script import bones, though.
I don't care about the money.
Well current plugin can actually import meshes/bones/animations but its missing "autoskinning" or idk how to call it ^^ but when I import a mesh + its bones/animations, the mesh isn't skinned at all, and this is what I need, cuz when I import a mob or armor part its practically useless and has to be skinned/weighted from 0 which is pointless since model stores all the info to "autoskin" the mesh while importing.
Last edited by lumis on Sat Nov 14, 2015 3:53 pm, edited 1 time in total.
lumis
beginner
Posts: 38
Joined: Sat Nov 30, 2013 9:32 pm
Has thanked: 29 times
Been thanked: 1 time

Re: Offering 15$ for writing import max script for the old g

Post by lumis »

20$ to anyone who will get me this script EVER:o

Once i get the script it will never be released/shown/resold and I will be the only one using it :roll:
lumis
beginner
Posts: 38
Joined: Sat Nov 30, 2013 9:32 pm
Has thanked: 29 times
Been thanked: 1 time

Re: Offering 20$ for writing import max script

Post by lumis »

Here are the files to play with, maybe that will push this topic a bit ;d Still waiting for someone to write this script for 20$.

Code: Select all

http://www12.zippyshare.com/v/90065847/file.html
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4131
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1123 times
Been thanked: 2150 times

Re: Offering 20$ for writing import max script

Post by shakotay2 »

I'm not interested in the money.
Anyway some thoughts to share.

From the video (gues you made it?) the problem seems to be interesting.

But looks like someone had to start from scratch.

With blender I could import the armor mesh Cw_4_a01.gb without UVs.

The Tw_bone.gb does not make much sense to me:
Image

The 3 animations were imported but all I got were armature/pose entries in the Outliner window, no structures.

The Visual Studio projects for the Max im-/exporter would be more valuable if they were complete.

Atm in the exporter project these files are missing for example:
#include "Max.h"
#include "stdmat.h"
#include "decomp.h"
#include "cs/bipexp.h"
#include "cs/Phyexp.h"
#include "iparamm2.h"
#include "iskin.h"


Having a compileable importer project we could think about changing it into a Max-independend importer for example.
But that's just a guess.

Last not least: you didn't mention the author of the Max import/export projects.
Are the sources public?
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change. [roll]
"You quoted the whole thing, what a mess."
lumis
beginner
Posts: 38
Joined: Sat Nov 30, 2013 9:32 pm
Has thanked: 29 times
Been thanked: 1 time

Re: Offering 20$ for writing import max script

Post by lumis »

shakotay2 wrote:I'm not interested in the money.
Anyway some thoughts to share.

From the video (gues you made it?) the problem seems to be interesting.

But looks like someone had to start from scratch.

With blender I could import the armor mesh Cw_4_a01.gb without UVs.

The Tw_bone.gb does not make much sense to me:
Image

The 3 animations were imported but all I got were armature/pose entries in the Outliner window, no structures.

The Visual Studio projects for the Max im-/exporter would be more valuable if they were complete.

Atm in the exporter project these files are missing for example:
#include "Max.h"
#include "stdmat.h"
#include "decomp.h"
#include "cs/bipexp.h"
#include "cs/Phyexp.h"
#include "iparamm2.h"
#include "iskin.h"


Having a compileable importer project we could think about changing it into a Max-independend importer for example.
But that's just a guess.

Last not least: you didn't mention the author of the Max import/export projects.
Are the sources public?
First of all thanks for your interest ^^ Some part of the only public sources is in the package that I uploaded and these are the official sources (leaked from the game owners somehow)
About the cash i'm offering, well since i'm not able to contribute with my knowledge, to make myself look "more acceptable" and also asking you all to make this script for free isn't right, i just decided to pay someone to do this. Obviously I offended some of you with my topic already and i'm sorry for that cuz it wasn't my intention.

Current import plugin is really limited, i'd even say it's retarded :o Once imported armours/monsters are totally useless, they can't be exported back to the game cuz of missing skin etc

Short description of previously attached import/export plugins:
Blender import/export - unofficial plugins created by the guy who quited the scene long time ago, source not released
3dsmax import - unofficial plugin created by one of scene modelers, source not released
3dsmax export - offcial plugin created by game owners, source or part of it leaked together with compiled plugin

Thanks to your tip about missing files i found this two pretty huge folders(more than 300mb after unpacking oO) anyway i think that might be it, tons of sources and other stuff included, sadly it's still missing most parts of import source...

Code: Select all

http://www44.zippyshare.com/v/55874643/file.html
Last edited by lumis on Sat Nov 14, 2015 3:54 pm, edited 1 time in total.
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4131
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1123 times
Been thanked: 2150 times

Re: Offering 20$ for writing import max script

Post by shakotay2 »

lumis wrote:Short description of previously attached import/export plugins:
Blender import/export - unofficial plugins created by the guy who quited the scene long time ago, source not released
The python script is the source.

The guy's name is Peter S. Stevens aka Phantom on forum ragezone com. His last update is from one year ago.
You'll find a reupload here: http://forum.ragezone.com/f241/kalonlin ... ost7910877 but you'll have to register to gain access.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change. [roll]
"You quoted the whole thing, what a mess."
lumis
beginner
Posts: 38
Joined: Sat Nov 30, 2013 9:32 pm
Has thanked: 29 times
Been thanked: 1 time

Re: Offering 20$ for writing import max script

Post by lumis »

shakotay2 wrote:
lumis wrote:Short description of previously attached import/export plugins:
Blender import/export - unofficial plugins created by the guy who quited the scene long time ago, source not released
The python script is the source.

The guy's name is Peter S. Stevens aka Phantom on forum ragezone com. His last update is from one year ago.
You'll find a reupload here: http://forum.ragezone.com/f241/kalonlin ... ost7910877 but you'll have to register to gain access.
Well okay my bad, never worked with blender to be honest and i'm not familiar with any coding language^^
Little edit: So it actually supports what i need? Since it's blender script maybe someone could rewrite it to be compatible with noesis ;d

Edit vol2: Just imported some armour parts in blender and indeed it does what i need, unfortunately i couldnt export it to any suitable format that would support rigged models which i could import to 3ds max later (collada,fbx,smd doesnt work at least for me -,-)

So yea guys i guess you got a nice base to work on, i mean the blender import plugin xD Get me the damn max script or plugin now please :O

Here's a download link for this plugin, thanks to shakotay for finding fixed one

Code: Select all

http://www3.zippyshare.com/v/13766054/file.html
User avatar
Bastien
advanced
Posts: 70
Joined: Sun Apr 15, 2012 1:08 am
Has thanked: 27 times
Been thanked: 13 times

Re: Offering 20$ for writing import max script

Post by Bastien »

You have more chances or getting your problem solved by posting/searching why the blender export doesn't work than with this:
Get me the damn max script or plugin now please :O
Blender has export for 3ds, even in the old 2.4 version, have you tried that?
If it doesn't work, you cant ry to save the file and open it with the newest version 2.69 and try to export it from there.
fatduck
mega-veteran
mega-veteran
Posts: 315
Joined: Wed Aug 02, 2006 10:07 pm
Has thanked: 10 times
Been thanked: 94 times

Re: Offering 20$ for writing import max script

Post by fatduck »

I just installed the client today. But the name of the bones and meshes don't match! how do you know which bones belongs to which?

Also, I notice on data/config/config.pk is a passworded zip. and seems to have the data I needed. Do you know the password?
No more Fatduck, no more FatImporter, Byebye everyone!
lumis
beginner
Posts: 38
Joined: Sat Nov 30, 2013 9:32 pm
Has thanked: 29 times
Been thanked: 1 time

Re: Offering 20$ for writing import max script

Post by lumis »

Here it is
Last edited by lumis on Sat Nov 14, 2015 3:42 pm, edited 2 times in total.
Post Reply