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ARchive_neXt

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TrumpetPro
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Re: ARchive_neXt

Post by TrumpetPro » Mon Dec 18, 2017 9:01 pm

I found something interesting in the importer's code, thanks to a (lucky, I guess) crash.
Excerpt from arxfnimport.ms:

Code: Select all

	--	End Build Meshes
	
	--	Skin Meshes
	
	--	Removed
	/*
	if arxVersion == "V5" then (
	
		for i = 1 to srtArxModelData.skinCount do (
		
			arxImportUI.lblProgress.text = "Skinning"
			
			if srtArxSkinData[i].arxBoneCount > 0 then (
			
				newMesh = (getNodeByName meshArray[i])
				
				max modify mode
				select newMesh
				addModifier newMesh (skin())
				
				--	Add Bones
				
				for x = 1 to srtArxSkinData[i].arxBoneCount do (
				
					skinOps.addBone newMesh.skin (getNodeByName (boneArray[srtArxSkinData[i].arxBones[x] + 1])) 0
					
				)
				
				--	End Add Bones
				
				update newMesh
				max select none
				select newMesh
				
				--	Add Weights
				
				arxImportUI.pgbProgress.value = 0
				
				for x = 1 to srtArxMeshData[i].vertCount do (
				
					mySkin = newMesh.skin
					
					for y = 1 to 8 do (
					
						if srtArxMeshData[i].arxBones[x][y] > 0 then (
						
							myBone = srtArxMeshData[i].arxBones[x][y]
							myWeight = srtArxMeshData[i].arxWeights[x][y] / 255.0
							
							skinOps.setVertexWeights mySkin x myBone myWeight
							
						)
						
					)
					
					arxImportUI.pgbProgress.value = 100.0 * x / srtArxMeshData[i].vertCount
					
				)
				
				update newMesh
				max select none
				
				--	End Add Weights
				
			)
			
		)
		
	)
	*/
Looks like there was a weight importer at one point. Any way to enable this again? Uncommenting it doesn't seem to do anything with AC4.
And was it ever actually implemented in a version of the importer/software?

EDIT: Just read a bit more, some older versions did have skeleton and skin support (v2.01.17 through v2.01.22). Anybody have downloads for those?

TrumpetPro
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Re: ARchive_neXt

Post by TrumpetPro » Mon Dec 18, 2017 10:59 pm

Never mind about the ARXImporter. Just found ALL of TBOTR.net's downloads. http://www.tbotr.net/Downloads/

EDIT: Wait, it doesn't include any of the V2 versions before they removed skinning and weights. Are they gone forever? Could somebody either give a version of the arximporter with weight support and tell me how to use it, or send me a download you happen to have on your PC? Thanks

EDIT 2: I removed all the commented skin-related lines, and now I get this error:
https://imgur.com/a/gvoks

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Eda61
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Re: ARchive_neXt

Post by Eda61 » Tue Dec 19, 2017 11:45 pm

TrumpetPro wrote:Never mind about the ARXImporter. Just found ALL of TBOTR.net's downloads. http://www.tbotr.net/Downloads/

EDIT: Wait, it doesn't include any of the V2 versions before they removed skinning and weights. Are they gone forever? Could somebody either give a version of the arximporter with weight support and tell me how to use it, or send me a download you happen to have on your PC? Thanks

EDIT 2: I removed all the commented skin-related lines, and now I get this error:
https://imgur.com/a/gvoks
What script did you use here? [send me the linkin]

how did you know it worked before?if you are sure that you are working in advance, there is only one reason you do not work now.(you are using 3ds max 18) It does not work in the new 3ds max.
I think you should try it in older versions to find out

TrumpetPro
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Re: ARchive_neXt

Post by TrumpetPro » Wed Dec 20, 2017 1:53 am

Eda61 wrote:
TrumpetPro wrote:Never mind about the ARXImporter. Just found ALL of TBOTR.net's downloads. http://www.tbotr.net/Downloads/

EDIT: Wait, it doesn't include any of the V2 versions before they removed skinning and weights. Are they gone forever? Could somebody either give a version of the arximporter with weight support and tell me how to use it, or send me a download you happen to have on your PC? Thanks

EDIT 2: I removed all the commented skin-related lines, and now I get this error:
https://imgur.com/a/gvoks
What script did you use here? [send me the linkin]

how did you know it worked before?if you are sure that you are working in advance, there is only one reason you do not work now.(you are using 3ds max 18) It does not work in the new 3ds max.
I think you should try it in older versions to find out
Do you know what version of 3DS Max it did work on? I have 2016 and 2018, but can download 2014 if nessessary.
http://www.mediafire.com/file/jtloijixi ... mporter.7z

EDIT: Just downloaded 3DS Max 2014, wasn't working. That's the oldest version I have.

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Re: ARchive_neXt

Post by RunaWhite » Sun Dec 24, 2017 4:49 pm

As far as I know the arx importer available never imported weights and bones. There only is the skeleton support with info in ARchive_NeXT, but tha't pretty much it.
MDA will correct me if I'm wrong though.

halfway
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Re: ARchive_neXt

Post by halfway » Wed Dec 27, 2017 5:04 pm

hey guys! all of you!
i'm so sorry but all of this try (for everything about forge) is bullshit! (im so so so so so sorry about that, but thats true)
i created a tool for Price of Persia 2008 and the forgoten sands
and i edited texture, font & glyph, text of subtitles and menus
just that... and you guys are not a hard work, a humen can get to everything with trying...
just trying on a tool for unsourse & resourse forge. i did it for prince of persia... but not working on other games
and ARchive_neXt is not a real texturing...
just try on decompressing tool on forge files... just that... everything else is crap!
anyway, sorry about that...

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Re: ARchive_neXt

Post by ttruva » Sat Dec 30, 2017 12:23 am

Hi,

Thanks for this great explorer.
I wanna export a model from Assasin's Creed: Revelations, but for any model which I click, I am getting an error and it makes me terminate the program. The first error outputs the followings;
Error viewing the model!
Microsoft.DirectX.Direct3D.Mesh.FromFile(String filename, MeshFlags options, Device device, GraphicsStream& adjacency, ExtendedMaterial[]& materials, EffectInstance[]& effects)
Microsoft.DirectX.Direct3D.Mesh.FromFile(String filename, MeshFlags options, Device device, GraphicsStream& adjacency, ExtendedMaterial[]& materials, EffectInstance[]& effects)
ARchive_neXt.arxFrom.arxInitializeGraphics(String mdlFile)
After that:
Error drawing the mesh!
ARchive_neXt.arxForm.arxDrawMesh()

Did any of you guys export "Basilica Cistern" from Assasin's Creed: Revelations ?

Thanks in advance,

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Re: ARchive_neXt

Post by ravenov » Fri Jan 05, 2018 9:33 pm

Hi guys, searching for days, for months, and it's a year now, we asked for Rainbow six siege ARchive_neXt support, but no one want to tell us the method to do that, i know two guys who are capable to do that but they don't want to share it, so it's impossible ?!

HamMerRon
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Re: ARchive_neXt

Post by HamMerRon » Sun Feb 04, 2018 10:41 am

Hello guys, will there be an unpacker for AC:O ?

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mwesten1
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Re: ARchive_neXt

Post by mwesten1 » Mon Feb 19, 2018 10:35 pm

i want to get few models from Paris in assassins creed unity, but every time i want to see a mesh, i get an error and have to close program from task manager. Anyone has the solution?

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Re: ARchive_neXt

Post by Graesholt » Sat Mar 03, 2018 9:16 am

mwesten1 wrote:i want to get few models from Paris in assassins creed unity, but every time i want to see a mesh, i get an error and have to close program from task manager. Anyone has the solution?
I'm in pretty much exactly the same sitiation.
I want pretty much just a single weapon mesh from Unity (maybe a few others, once I find out how, but nothing grand or significant in scale) but whatever I try i get errors every time I try to open a mesh.
MDA said somewhere on here that you should, despite the error, still be able to export meshes, however, this is not true for me, ceaseless pop-ups make any sort of export quite impossible.

TrumpetPro
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Re: ARchive_neXt

Post by TrumpetPro » Tue Mar 13, 2018 4:51 am

Any plans for Assassin's Creed: Origins or weighted skeleton support?

kiltro
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Re: ARchive_neXt

Post by kiltro » Thu Mar 29, 2018 4:09 pm

Getting errors and no preview here too

Image

Also if I right click on the Mesh and export all as obj, I get nothing when imported in Blender, I've tried in Maya without any luck too... (obj are more or less 100kb)

Please help [roll]

halobungie
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Re: ARchive_neXt

Post by halobungie » Fri Apr 06, 2018 4:51 pm

Hello,
is it possible to rip 3d Models from Assassin's Creed Origins too? If yes, how?

MaZTeR
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Re: ARchive_neXt

Post by MaZTeR » Sat Apr 14, 2018 10:33 pm

I'm not sure if it's just me, but i am unable to extract succesfully any models from Ghost Recon: Wildlands. On Archive_Next, when trying to view any mesh, it gives endless amounts of errors and if you try to export the content of a spesific mesh folder into .obj format, the final product is completely broken.

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