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Revil (RE Engine, MT Framework) 3ds max plugin
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PeterZ
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Re: Revil (RE Engine, MT Framework) 3ds max plugin
Which script should I use to import model files from resident evil 5,6,rev,rev2
I tried your MT FRAMEWORK TOOLS to import pl1010.mod model from rev,but 3dmax crashed when I used REVIL 3DS MAX PLUGIN to import .lmt animation in 3dmax 2017.
I tried your MT FRAMEWORK TOOLS to import pl1010.mod model from rev,but 3dmax crashed when I used REVIL 3DS MAX PLUGIN to import .lmt animation in 3dmax 2017.
- PredatorCZ
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Re: Revil (RE Engine, MT Framework) 3ds max plugin
RevilMax V1.5 has been released
- Removed 32bit support.
- Added support for 2021.
- Added ability to load Additive animations.
- Added ability to suppress logging of missing bones.
- Added asset caching for faster loading.
- Fixed few crash problems.
- Added catch handling for non-critical errors.
- Fixed reference pose from -1 frame to -1 tick.
- PredatorCZ
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- PredatorCZ
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Re: Revil (RE Engine, MT Framework) 3ds max plugin
RevilMax V1.6 has been released.
Hotfix V1.6.2 has been released.
Fixed crash, when loading some LMT files.
- Stability fixes.
- New config format (moved to XML).
- Message boxes no longer shows, when suppressing prompts.
Hotfix V1.6.2 has been released.
Fixed crash, when loading some LMT files.
- PredatorCZ
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Re: Revil (RE Engine, MT Framework) 3ds max plugin
RevilMax v1.7 has been released.
- Fixed RE glitchy rotations #14
- Fixed RE wandering bones #11
- Fixed RE indetity rotations for pose bones
- Fixed RE3 subscript exceptions when loading all
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qs12
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Re: Revil (RE Engine, MT Framework) 3ds max plugin
Resident Evil Village support?PredatorCZ wrote: ↑Mon Mar 08, 2021 10:55 pm RevilMax v1.7 has been released.
- Fixed RE glitchy rotations #14
- Fixed RE wandering bones #11
- Fixed RE indetity rotations for pose bones
- Fixed RE3 subscript exceptions when loading all
- PredatorCZ
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Re: Revil (RE Engine, MT Framework) 3ds max plugin
RevilMax v1.7 has been released.
- Added support for motlist486, mot458 formats.
- Added support for 2022.
- Added Iceborne LMT support.
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Darkhowlings
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Re: Revil (RE Engine, MT Framework) 3ds max plugin
Does it mean now it support MHW Iceborn models? No longer need Blender?PredatorCZ wrote: ↑Sun May 23, 2021 10:33 am RevilMax v1.7 has been released.
- Added support for motlist486, mot458 formats.
- Added support for 2022.
- Added Iceborne LMT support.
And even for mod?
- PredatorCZ
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Re: Revil (RE Engine, MT Framework) 3ds max plugin
Motions only, but I didn't had time to test them.Darkhowlings wrote: ↑Sun May 23, 2021 1:46 pm Does it mean now it support MHW Iceborn models? No longer need Blender?
And even for mod?
Re: Revil (RE Engine, MT Framework) 3ds max plugin
First just want to say thanks, fora all your efforts! This really is a sexy plugin
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Can you give us an option to choose which and how many animations to load at once? instead of load just one or all of them ?
Also,with latest 1.8 and 1.8.1 releases, loading LMT animations ´ll crash MAX 2017. 1.7 still works fine though.
Can you give us an option to choose which and how many animations to load at once? instead of load just one or all of them ?
Also,with latest 1.8 and 1.8.1 releases, loading LMT animations ´ll crash MAX 2017. 1.7 still works fine though.
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einherjar007
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Re: Revil (RE Engine, MT Framework) 3ds max plugin
I see to the Monster Hunter Rise file, but doesn't seem to support it in motlist.484.
If you need a sample file, I can prepare it.
*EDIT
The upcoming Monster Hunter Stories 2 is developed using the MT Framework.
The *.arc file is zlib and can be decompressed with offzip. Neither *.mod files nor *.lmt can be used with plugins.
If you need a sample file, I can prepare it.
*EDIT
The upcoming Monster Hunter Stories 2 is developed using the MT Framework.
The *.arc file is zlib and can be decompressed with offzip. Neither *.mod files nor *.lmt can be used with plugins.
- 09williamsad
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Re: Revil (RE Engine, MT Framework) 3ds max plugin
What offzip command did you use?einherjar007 wrote: ↑Mon Jun 28, 2021 6:12 am I see to the Monster Hunter Rise file, but doesn't seem to support it in motlist.484.
If you need a sample file, I can prepare it.
*EDIT
The upcoming Monster Hunter Stories 2 is developed using the MT Framework.
The *.arc file is zlib and can be decompressed with offzip. Neither *.mod files nor *.lmt can be used with plugins.
I am not getting anything beyond dat files in my attempts.
My archive of models, audio, textures etc: <Link removed due to site policy> Google my username to find it.
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einherjar007
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Re: Revil (RE Engine, MT Framework) 3ds max plugin
use -a -1.09williamsad wrote: ↑Fri Jul 09, 2021 9:15 pm What offzip command did you use?
I am not getting anything beyond dat files in my attempts.
I tried it with the demo version. It may be different in the product version.
If the file is not encrypted, we can infer the format of the file in the header.
- 09williamsad
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Re: Revil (RE Engine, MT Framework) 3ds max plugin
Looks like it has changed.einherjar007 wrote: ↑Sat Jul 10, 2021 3:39 am
use -a -1.
I tried it with the demo version. It may be different in the product version.
If the file is not encrypted, we can infer the format of the file in the header.
" 0x0819581e .
- zlib Z_DATA_ERROR, the data in the file is not in zip format
or uses a different windowBits value (-z). Try to use -z -15
0x08299e6d .
- zlib Z_DATA_ERROR, the data in the file is not in zip format
or uses a different windowBits value (-z). Try to use -z -15
0x0832b000
- no valid full zip data found"
Samples https://mega.nz/folder/PT4wnIja#w1qy0KrBcqI2w9u0ubiueg
My archive of models, audio, textures etc: <Link removed due to site policy> Google my username to find it.
