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Re: [PC] Dark Souls III model import maxscript
Posted: Sun May 15, 2016 10:44 am
by zaramot
Yup, I can xD I'm working on it now. I have several games to finish with. So, it's not as fast as I want it to be.
Re: [PC] Dark Souls III model import maxscript
Posted: Sun May 15, 2016 10:47 am
by dibe91
I see. on your list there by chance darksider 2? because with some models, such as constructs, they do not have the skeleton and not the t-mode!
Re: [PC] Dark Souls III model import maxscript
Posted: Mon May 16, 2016 9:42 am
by zaramot
Dibe91, here's skeleton.hkx from Demon's Souls, can you import/convert it with tools for Dark Souls 1 animations you told me about? Or with havoc tools? I need to know if I should make import-script for this, or we will do this in easier way xD
Re: [PC] Dark Souls III model import maxscript
Posted: Mon May 16, 2016 10:58 am
by dibe91
to use that tool dark souls 1, it is necessary to convert it with HKX converter of skyrim. if you want to use what you have to adapt the converter for skeletons demon's souls.
This is the instrument link.
http://www.nexusmods.com/skyrim/download/37272
I also leave the link to the dark souls instruments 1.
https://github.com/Danilodum/dark_souls_hkx/releases
Re: [PC] Dark Souls III model import maxscript
Posted: Mon May 16, 2016 11:38 am
by zaramot
I think it will be easier for me to make my own script then xD I though, it might work just from the start

Re: [PC] Dark Souls III model import maxscript
Posted: Mon May 16, 2016 11:56 am
by dibe91
zaramot wrote:I think it will be easier for me to make my own script then xD I though, it might work just from the start

but then it begins again or fix your old script?
Re: [PC] Dark Souls III model import maxscript
Posted: Mon May 16, 2016 12:39 pm
by zaramot
Fix old + add new one for bones:)
Re: [PC] Dark Souls III model import maxscript
Posted: Mon May 16, 2016 3:37 pm
by Sundownsyndrome
HunterAP wrote:Hey Zaramot, my friend has gone through all the character files and has this list of issues to share with you:
c1090 - broken UVs for black mass.
c2170 - missing entire meshes.
c2200 - mangled mesh.
c3040 - broken UVs for arms and possibly face.
c3140 - skeleton is completely misaligned; master at X: 9652.342, Y: 25911.4, Z: 8532.084. may be other problems.
c5030 - skeleton for nameless king off, probably not a huge problem though since he's intact in c5010.
c5110 - broken UVs for black mass.
c5140 - missing entire meshes.
c5160 - mangled torso mesh.
c5210 - skeleton might be incorrect.
The "black mass" is referring to the monster that comes out of Iudex Gundyr and some lesser hollows.
Good luck with these, and thanks again for all the work you put in to this.
friend here - and cripes, i forgot to mention something: c2170 isn't missing any meshes. rather, it's an issue with how it's actually missing any sort of skin weights for a couple of meshes on it - particularly the cloth if you haven't checked it out yet. apologies for mixing that up.
Re: [PC] Dark Souls III model import maxscript
Posted: Mon May 16, 2016 6:12 pm
by dibe91
zaramot wrote:Fix old + add new one for bones:)
sorry if I'm pushy, but do you think you put so much time?
Re: [PC] Dark Souls III model import maxscript
Posted: Mon May 16, 2016 8:50 pm
by zaramot
Well, I guess I don't have a choice xD If someone would like to play with Havok tools and convert .hkx skeletons, it's possible to use animations too. I would make script just to pick existing skeleton, so basically you convert .hkx into any format for 3ds max, and then import model over it with my script
Re: [PC] Dark Souls III model import maxscript
Posted: Mon May 16, 2016 10:08 pm
by dibe91
I was wondering but it would be possible to get the NPC? for I have looked in the character there. I would love to be able to take a npc the demon's souls or dark souls and be able toglere or put the helmet.
Re: [PC] Dark Souls III model import maxscript
Posted: Tue May 17, 2016 4:05 pm
by Sundownsyndrome
you're asking for something that he can't really do. NPCs all have generated faces that come from the same base as the player face, meaning if you're going to recreate an NPC, you're going to have to either rip it or manually adjust every vert til you get the look of the NPC. of course, the NPC faces aren't generated randomly, they're consistent throughout. there's probably some data somewhere in the files detailing that sort of thing - where, i have no clue. best to just leave it be for now.
Re: [PC] Dark Souls III model import maxscript
Posted: Wed May 18, 2016 3:13 pm
by andrewcrinxi
Hi guys i have a question, it's possible open FLV file with Noesis? (dark souls III) or i need 3dsmax 2012 for open flv? thanks in advance

Re: [PC] Dark Souls III model import maxscript
Posted: Thu May 19, 2016 4:57 am
by KingFisher
Anyone know if this is compatible with 3ds Max 2014? When I run it, it just freezes up the entire program, but I could be using it wrong. If not, any word on a Noesis script?
Re: [PC] Dark Souls III model import maxscript
Posted: Thu May 19, 2016 10:34 am
by andrewcrinxi
KingFisher wrote:Anyone know if this is compatible with 3ds Max 2014? When I run it, it just freezes up the entire program, but I could be using it wrong. If not, any word on a Noesis script?
need 3dsmax 2012, launch script, select Skeleton.hkx, select c***.flever, done...but all bone are trash for now..but this script is cool because only this can open flever (and you can't import animation) and if you want open TPF, you need Noesis plugin! i hope a plugin for Flever! this guy's are awesome!
