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Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Mon Jul 01, 2019 11:54 pm
by andree
PredatorCZ wrote: ↑Wed Jun 26, 2019 11:35 pm
andree wrote: ↑Wed Jun 26, 2019 9:29 pm
.motstm_data archive files can be renamed into .anm files and can be used with this plugin, but it only loads one animation from the .motstm_data archive, can you add in support for remaining animations inside the .motstm_data files?
motstm_data is a stream file, motstm is TOC, I should be able to make bms script for extracting files...
Are you still working on it?
Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Fri Jul 26, 2019 2:04 am
by Takato Matsukj
Any update on this?
Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Tue Aug 27, 2019 5:37 pm
by Takato Matsukj
bump
Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Thu Sep 19, 2019 10:28 pm
by andree
What is taking for this too long, can someone make a fork of the 3ds max plugin?
Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Fri Oct 11, 2019 5:30 pm
by Takato Matsukj
Bump
Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Sun Dec 08, 2019 3:25 pm
by PredatorCZ
XenoMax v1.2 has been released
Added support for global framed animations. #1 #5
Fixed some crash exceptions. #6
Fixed end frame animation glitches.
Rearranged tab order for dialogs.
Added key shortcuts for dialogs.
Added support for 2020.
A new checkbox in the Animation Import dialog has been added to import global framed animations.
Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Mon May 25, 2020 11:15 am
by demonslayerx8
Just to let ya know, Xenoblade Chronicles Definitive Edition works w/o textures checked, if it's checked, it'll just crash. Reason why is cause most of the textures are BC7 format.
was able to export the raw data for the textures, and used RawTex to figure out the format.
Also, instead of .arc files now, it now uses .chr files, which is shared with multiple models

Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Wed Jul 01, 2020 6:56 am
by Gremkin
Feeling really stupid with this, and feel like I am missing something really obvious with it all.
When importing models into 3DS Max 2018, I only get textures on a few models.
Rest of the time they are grey, is there something I am meant to do to get the textures to load all the time?
Then textures are exporting to a separate folder.
But if I export the model from 3DS Max the textures are staying grey.
Any help will be appreciated!
received_3108180635909733.jpeg
Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Thu Jul 09, 2020 12:48 am
by Takato Matsukj
If anyone is interested in joining a discord server for xenoblade ripping. PM me.
Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Thu Aug 13, 2020 1:26 am
by lucidgate
Hey guys I've tried to use this tool and it seems to work but I'm having trouble extracting my chr_pc.cpk file which I think the main character models and outfits are because I can't find them anywhere else.
Is someone able to send me the Lin and Elma models with their outfits/textures if they are accessible from that file?
Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Tue Oct 13, 2020 4:54 am
by Takato Matsukj
I dont really check xentax a lot so if ppl wanna join
https://discord.gg/27Wz4QB
Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Wed Dec 23, 2020 5:05 am
by alazeldorky
demonslayerx8 wrote: ↑Mon May 25, 2020 11:15 am
Just to let ya know, Xenoblade Chronicles Definitive Edition works w/o textures checked, if it's checked, it'll just crash. Reason why is cause most of the textures are BC7 format.
was able to export the raw data for the textures, and used RawTex to figure out the format.
Also, instead of .arc files now, it now uses .chr files, which is shared with multiple models
How were you able to export out the textures?
Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Wed Dec 23, 2020 5:29 am
by demonslayerx8
alazeldorky wrote: ↑Wed Dec 23, 2020 5:05 am
demonslayerx8 wrote: ↑Mon May 25, 2020 11:15 am
Just to let ya know, Xenoblade Chronicles Definitive Edition works w/o textures checked, if it's checked, it'll just crash. Reason why is cause most of the textures are BC7 format.
was able to export the raw data for the textures, and used RawTex to figure out the format.
Also, instead of .arc files now, it now uses .chr files, which is shared with multiple models
How were you able to export out the textures?
via hex editing and exporting all the textures into a single BNTX, then using a bntx bms script to extract. It's a tedious process.
Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Wed Dec 23, 2020 5:41 am
by alazeldorky
demonslayerx8 wrote: ↑Wed Dec 23, 2020 5:29 am
alazeldorky wrote: ↑Wed Dec 23, 2020 5:05 am
demonslayerx8 wrote: ↑Mon May 25, 2020 11:15 am
Just to let ya know, Xenoblade Chronicles Definitive Edition works w/o textures checked, if it's checked, it'll just crash. Reason why is cause most of the textures are BC7 format.
was able to export the raw data for the textures, and used RawTex to figure out the format.
Also, instead of .arc files now, it now uses .chr files, which is shared with multiple models
How were you able to export out the textures?
via hex editing and exporting all the textures into a single BNTX, then using a bntx bms script to extract. It's a tedious process.
Yikes. I've been trying to get the textures for Vanea (NP630109) but there only seems to be a face texture and nothing else....which seems wrong
Re: Xenoblade Chronicles X/2 3ds max plugin
Posted: Thu Feb 18, 2021 2:00 am
by Rayved
Are there any plans to get an exporter working for this? I'd like to mod characters and textures and play with them in game.