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[PC] Lords of the Fallen 2014 maxscript

Post questions about game models here, or help out others!
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zaramot
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[PC] Lords of the Fallen 2014 maxscript

Post by zaramot » Fri Feb 13, 2015 12:44 pm

Hi guys! Here's maxscript to import [PC] Lords of the Fallen 2014 models with bones and weights (3ds max 2009-2014) if anyone interested :)
BMS script by Aluigi & Ekey to extract files http://aluigi.altervista.org/papers/bms ... fallen.bms

P.S. This game requires some 'digging" in files, but those models are definitely worth it, IMHO. Report bugs

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TheMask85
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Re: [PC] Lords of the Fallen 2014 maxscript

Post by TheMask85 » Fri Feb 13, 2015 7:59 pm

thank you very much for your work!
would this also work for environmental pieces/static objects?

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Re: [PC] Lords of the Fallen 2014 maxscript

Post by zaramot » Fri Feb 13, 2015 9:45 pm

Well, not planned, since there's no proper way to extract files with right names for now :( I bet you will have hard times with finding even character models which should be supported by my script. So, if there will be any questions with that, I will gladly answer to all of them
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Re: [PC] Lords of the Fallen 2014 maxscript

Post by TheMask85 » Sat Feb 14, 2015 2:20 am

unfortunately that file doesn't seem to work.

Sample:
https://www.dropbox.com/s/4me8jic9h4lus ... 8b.7z?dl=0

using 3DSMax 2012

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Re: [PC] Lords of the Fallen 2014 maxscript

Post by Tosyk » Sat Feb 14, 2015 3:10 am

Nice work, man. Unfortunately leg meshes won't import.
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Re: [PC] Lords of the Fallen 2014 maxscript

Post by zaramot » Sat Feb 14, 2015 10:09 am

TheMask85, sorry was a small mistake in the script - fixed. Let me know about other not working files :)

EDIT: Fixed script for some legs meshes, thanks Tosyk for files and bug report!
Last edited by zaramot on Sun Feb 15, 2015 1:44 pm, edited 1 time in total.
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Re: [PC] Lords of the Fallen 2014 maxscript

Post by jmgg » Sat Feb 14, 2015 2:52 pm

How can I extract the .dat files?

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Re: [PC] Lords of the Fallen 2014 maxscript

Post by zaramot » Sat Feb 14, 2015 3:09 pm

You just need to extract .pkg files. Then you will get .dat files right? Then, you just need to identify models among this files - by opening them in any hex editor and look for line char_ or monster_/npc_ at the beginning of file or just trying to import them with script (not with word _apex first). Generally model parts are near to each other, so if you find any part - like boots others are near too. That's the only way for now - game is very well protected, so it's impossible to extract files with correct names and so on. I'm trying to create a list of models now, you must know what most of models are in common.pkg
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Re: [PC] Lords of the Fallen 2014 maxscript

Post by Szkaradek123 » Sat Feb 14, 2015 3:19 pm

Hi
Here is a small script for less digging in searching for models.
It finds name model in dat file, creates new folder 'fmesh_files' and copy dat file as fmesh file with model name.
For importing use maxscript.
It requires Blender 249 and Python 26.
How use:
1.run blend file
2.in Blender Text Window press alt+p , select any dat file and wait some time.

This game use probably the same game engine as Blood Knights.
And like in Blood Knights all informations about textures, materials, meshes and models are in managers,
in this case in "data_bin.pkg".
Unfortunately they use full names of files , not numbers or hashes.

Updated: 2015-02-15
- for cloth files go to new folder 'cloth_files'. No names. (try search at offset 447 )
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Last edited by Szkaradek123 on Sun Feb 15, 2015 4:41 pm, edited 1 time in total.

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Re: [PC] Lords of the Fallen 2014 maxscript

Post by TheMask85 » Sat Feb 14, 2015 7:43 pm

Thanks Guys!
Here's another Sample:
https://www.dropbox.com/s/44eptqf7r4xcq ... 32.7z?dl=0

"char_blacksmith" still appears without leg meshes. maybe it's stored somewhere else? couldn't find them though.
"char_demon_beastmaster" and "char_boss_demon_03" won't load.

keep up the great work!

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Re: [PC] Lords of the Fallen 2014 maxscript

Post by zaramot » Sat Feb 14, 2015 9:20 pm

Fixed. Here's updated script. As for this blacksmith guy, I think he's some sort of a ghost - so, don't have legs (but he should have skirt, hmm strange). Maybe skirt is somewhere else? :)

EDIT: Updated for Tosyk's model

EDIT: Updated script for models to use same skeleton, without creating a new one all the time
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Last edited by zaramot on Mon Feb 16, 2015 7:41 pm, edited 4 times in total.
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Re: [PC] Lords of the Fallen 2014 maxscript

Post by Tosyk » Sun Feb 15, 2015 1:01 am

found a model with broken weights.
http://www.mediafire.com/download/83s3a8dmmxnus9p
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Re: [PC] Lords of the Fallen 2014 maxscript

Post by Tosyk » Sun Feb 15, 2015 3:21 pm

Szkaradek123 wrote:Hi
Here is a small script for less digging in searching for models.
It finds name model in dat file, creates new folder 'fmesh_files' and copy dat file as fmesh file with model name.
thanks for this, Szkaradek123. really helpfull. what about all the rest files, which your script doesn't touch, are they not meshes?
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Re: [PC] Lords of the Fallen 2014 maxscript

Post by zaramot » Sun Feb 15, 2015 4:03 pm

I assume there should be other type of LOTF meshes among them, it's physics-clothing meshes like all capes, cloth, skirts of player's armor and so on. You can see them in my picture at the first post - and they should be imported with LOTF_Apex script
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Re: [PC] Lords of the Fallen 2014 maxscript

Post by Tosyk » Sun Feb 15, 2015 4:15 pm

zaramot wrote:I assume there should be other type of LOTF meshes among them, it's physics-clothing meshes like all capes, cloth, skirts of player's armor and so on. You can see them in my picture at the first post - and they should be imported with LOTF_Apex script
wait, but this is common _body mesh.
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