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[PC] Dark Souls III model import maxscript

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TokiChan
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Re: [PC] Dark Souls III model import maxscript

Post by TokiChan » Thu Nov 17, 2016 7:50 am

zaramot wrote:Hmm, I think I did something for static/props meshes. Not ssure if I uploaded this though, if not, than you could comment or delete bone import part in my script and it should work for static meshes.
I'm so sorry about spamming against, but when i try delete bone import section, max give me undefinied float error :scaredy:
I no have ideas... I'm no have skills in scripting...
I need some statics. Can you make script?
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Re: [PC] Dark Souls III model import maxscript

Post by TokiChan » Tue Nov 22, 2016 1:12 pm

Dragonoids (parts archive, BD_0100 and HD_0100, head have skeleton additing, but it no work)
Different formats, include FBX with SFM-like bones (head and tail is edit weight)
Final link http://fav.me/dapbw8v

Image

And I still need script for static... I'm noob in this :blue:
http://tokami-fuko.deviantart.com/
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Re: [PC] Dark Souls III model import maxscript

Post by TokiChan » Thu Nov 24, 2016 7:16 pm

Wolves and Greatwolf from dlc have broken Uvmap
(с6030, c6040, c6050)
How it must looks Image

And how it looks for me
Any chance or I must fix UVmap in max?
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http://tokami-fuko.deviantart.com/
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Re: [PC] Dark Souls III model import maxscript

Post by zaramot » Thu Nov 24, 2016 7:33 pm

Lol, what a strange looking dog xD Sure, I guess it could be fixed, but I don't have the game
Making model-import scripts, PM

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Re: [PC] Dark Souls III model import maxscript

Post by dibe91 » Thu Nov 24, 2016 8:57 pm

I can spend all models of Souls series. but I have to know what exactly

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Re: [PC] Dark Souls III model import maxscript

Post by TokiChan » Thu Nov 24, 2016 9:23 pm

zaramot wrote:Lol, what a strange looking dog xD Sure, I guess it could be fixed, but I don't have the game
Here are wolves [roll]
https://mega.nz/#!L4pVzLza!pZT_FKSbfWJI ... rXq9aIQ0kw
Idk about other ememies from DLC.. Corvians from that is correct and good :mrgreen:
I can send DLC files, if it be help

And I have similar problem with mail of hollow soldiers from original (c1101)
fbx https://mega.nz/#!voRngQZY!5daDmdlGM3bo ... L9-1-1TXYg
Originals files https://mega.nz/#!Hwp1QJoS!Atzs0TEug-Rq ... 8DFo7Ckn0g
http://tokami-fuko.deviantart.com/
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Re: [PC] Dark Souls III model import maxscript

Post by TokiChan » Thu Nov 24, 2016 9:31 pm

dibe91 wrote:I can spend all models of Souls series. but I have to know what exactly
Dom you have any DS2? [roll]
http://tokami-fuko.deviantart.com/
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Re: [PC] Dark Souls III model import maxscript

Post by dibe91 » Fri Nov 25, 2016 12:20 am

TokiChan wrote:
dibe91 wrote:I can spend all models of Souls series. but I have to know what exactly
Dom you have any DS2? [roll]
of course. but the question is which version? the base or the scholar?

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Re: [PC] Dark Souls III model import maxscript

Post by TokiChan » Fri Nov 25, 2016 4:42 pm

dibe91 wrote: of course. but the question is which version? the base or the scholar?
Scholar...
I have files, but can't unpack it (i try binder 3)
http://tokami-fuko.deviantart.com/
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Re: [PC] Dark Souls III model import maxscript

Post by dibe91 » Fri Nov 25, 2016 5:22 pm

TokiChan wrote:
dibe91 wrote: of course. but the question is which version? the base or the scholar?
Scholar...
I have files, but can't unpack it (i try binder 3)
noooooooooo There is a special version that opens only from the dark souls II files!

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Re: [PC] Dark Souls III model import maxscript

Post by TokiChan » Fri Nov 25, 2016 5:38 pm

dibe91 wrote:
TokiChan wrote:
dibe91 wrote: of course. but the question is which version? the base or the scholar?
Scholar...
I have files, but can't unpack it (i try binder 3)
noooooooooo There is a special version that opens only from the dark souls II files!
Ohh... And what binder is current for scholar? :oops:
Or may be just you have Sinh the dragon, Manus daughers and Prowling Magus?
http://tokami-fuko.deviantart.com/
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Re: [PC] Dark Souls III model import maxscript

Post by dibe91 » Fri Nov 25, 2016 8:07 pm

if you go on the site, it explains everything. we can have all models

https://github.com/Atvaark/BinderTool/releases

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Re: [PC] Dark Souls III model import maxscript

Post by Rhoenicx » Sun Nov 27, 2016 2:11 am

Hello everyone,

I am new to autodesk 3ds max, i managed to import a model (i took the soul of cinder) into autodesk but how do i put the uv map on the model?
Besides my question, is it possible to import items (swords, bows etc) into autdesk with the model import maxscript? because items do not have a skeleton.hkx file...

Thanks!

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Re: [PC] Dark Souls III model import maxscript

Post by TokiChan » Tue Nov 29, 2016 9:58 am

Rhoenicx wrote:Hello everyone,

I am new to autodesk 3ds max, i managed to import a model (i took the soul of cinder) into autodesk but how do i put the uv map on the model?
Besides my question, is it possible to import items (swords, bows etc) into autdesk with the model import maxscript? because items do not have a skeleton.hkx file...

Thanks!
You mean add textures?
It's simple - see texture additing/put on youtube
Example (from 0:40) https://www.youtube.com/watch?v=4Zt4yH_9LBs
http://tokami-fuko.deviantart.com/
Extracted, converted, rigged models :)
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Re: [PC] Dark Souls III model import maxscript

Post by matreco » Sat Dec 17, 2016 4:36 am

How are you guys extracting the flver´s?
Been reading thru a gazillion posts :|

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