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Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Sun Feb 15, 2015 4:23 pm
by zaramot
Hmm, I mean this type of meshes. I really didn't try Szkaradek's script yet - if it handles and renames them too, then all others should be not meshes or at least levels, props, environment.
Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Sun Feb 15, 2015 4:48 pm
by Tosyk
What about this mesh
char_hero_cleric_01_body.fmesh?
zaramot wrote:I really didn't try Szkaradek's script yet - if it handles and renames them too
doesn't seems so.
Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Sun Feb 15, 2015 5:11 pm
by zaramot
Well, file you provided it's just a torso - and it's a first type (main one) of skinned meshes, but there's extra stuff for each of character outfits, it's second format type, just some parts and they are important
Like this one - Char__hero_warrior_heavy_04_chest_cloth_01, without it character armor is incomplete. Do you agree?

Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Mon Feb 16, 2015 12:20 pm
by zaramot
Here's script for not skinned meshes like weapons (swords, daggers, shields)
Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Wed Oct 21, 2015 8:38 pm
by dadobojanic
Is there any way to see what map goes to specific object. So far i did all manually by checking uv maps and set manually.
Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Thu Sep 01, 2016 3:54 pm
by codenamehunk
HI! Anyone here? I'm making the retexture of the Last Traitor armor. It's working except the skirt because I don't know how to name the texture of the skirt of that set. Help anybody? I've tried, but nо luck.
This set is char_hero_cleric_04. If someone have max, could you please to look into it...
Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Fri Dec 09, 2016 12:08 am
by Jah
Hey!
The good news: Ekey have released the new extractor for LotF (from Oct 01, 2016). Now with the correct names and without ugly 00000xxx.dat files.
The bad news: it seems that this topic is dead ...
Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Fri Dec 16, 2016 11:27 am
by zaramot
Could you provide some correctly extracted 3d files? So, I could edit existing script.
Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Fri Dec 16, 2016 1:41 pm
by AinkRoin
Сan someone explain in detail how to use the script for the model in 3d max. I can`t understand =(
Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Fri Dec 16, 2016 5:58 pm
by zardalu
@AinkRoin:
What are you having trouble with specifically? The scripts are pretty straightforward to use.
1. First you will need to extract all of the files using the extractor from Ekey or others.
2. Put LOTF.ms, LOTF_Apex.ms, and LOTF_WEAPONS_STATIC.ms in your "C:\Program Files\Autodesk\3ds Max Design 2013\scripts" folder.
3. Open 3DS Max (i'm using 3DSMax Design 2013 x64) and go to MaxScript > Run Script.
4. Select the script you want to run:
LOTF.ms opens skeletal meshes (.fmesh files). So far they all work for me.
LOTF_Apex.ms I think is supposed to open the cloth meshes (.apb files, I think), although it does not seem to work for me. I could just be doing it wrong.
LOTF_WEAPONS_STATIC.ms opens the weapons and some static .fmesh files. I get errors on most static meshes.
@zaramot:
Good to see you are around. Thanks for your scripts, amazing work.
- Link changed to PM per forum rules -
char_demon_heavy.fmesh is a working skeletal mesh.
char_demon_heavy_cloth_02.apb is a non working cloth mesh (I think)
prop_mummy_01_inst_001.fmesh is a working static mesh
prop_anvil.fmesh is a non-working static mesh. I get the following error on import attempt with this and a lot of other static meshes:
--Runtime error: buildTVFaces: mesh has no texture vertices - $Editable_Mesh:prop_anvil1 @ [0.000000,0.000000,0.000000]
Let me know if there's anything else that is needed.
Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Sat Dec 17, 2016 11:40 am
by Jah
Hello, @zaramot! Huge thx to you, sir))
dont work for me so just in case:
http://dropmefiles.com/BPw57 (link will be dead after 31 december 2016)
char_hero_cleric_04_body_cloth_01 - it's seems to be a cloth, but LOTF_Apex.ms thrown an error: buildTVFaces: mesh has no texture vertices $Object001 (As Zardalu already mentioned)
chamber_anvil_column_large_base_001_inst_001 - well, that's a simple static mesh, so we just don't have any maxscript for this.
char_cleric - correct working set of 4 parts for cleric model (When importing all this parts in 3dsmax i've got 4 roots in menu. Is it ok?)
Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Sat Dec 17, 2016 1:28 pm
by AinkRoin
thanks for the help. It was possible to load a model, but was faced with another problem. How do I find the texture of it? By name it is impossible to find and close it does not lie. I took model char_hero_spell.fmesh
Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Sat Dec 17, 2016 10:37 pm
by Jah
As i already mentioned (in another forum
![Satisfied :]](./images/smilies/%5Bcolon%5D%5D.gif)
) there probably won't be a textures for this one. Or developers could use something like glow_fire_01 textures in common with some noise function and shader. But that armor looks like char_hero_cleric_07 without cloth, so you probably could use this one instead.
Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Wed Jan 11, 2017 7:06 pm
by raiziel
Hello. I have a couple of questions(
I used QBMS script which you have posted in the first message.
The program makes some kind of action but stops and displays a message in the bottom window :
- c_structs: "xmath" "CHUNKS" "(CHUNK_OFF - 0x10) / 4"
In the end, nothing happens and no result. What am I doing wrong? I will be glad if explain like an idiot because I think I followed the instructions but the result is not received but you have it means I missed something or did wrong.
Help please. Really need these models.
Re: [PC] Lords of the Fallen 2014 maxscript
Posted: Fri Jan 20, 2017 9:59 pm
by MorgothZeONE
I honestly would like to get some of the enemies and bosses.... I just don't know where to look for them