WWE Legends of Wrestlemania bms script

Post questions about game models here, or help out others!
Post Reply
CodeMan89
advanced
Posts: 70
Joined: Wed Jun 16, 2010 1:04 pm

WWE Legends of Wrestlemania bms script

Post by CodeMan89 » Fri Jun 25, 2010 12:56 am

I need a BMS script that extracts yobj files properly. If the yukes.bms file works, let me know.

Also the yukes .yobj importer always gives me "msh FN error."

brienj
VIP member
VIP member
Posts: 288
Joined: Mon May 02, 2005 1:48 pm
Location: Louisville, KY
Has thanked: 10 times
Been thanked: 68 times
Contact:

Re: WWE Legends of Wrestlemania bms script

Post by brienj » Fri Jun 25, 2010 8:57 pm

CodeMan89 wrote:I need a BMS script that extracts yobj files properly. If the yukes.bms file works, let me know.

Also the yukes .yobj importer always gives me "msh FN error."
Not sure why you would bother asking, since you could have easily used the yukes.bms script and found that it works. ;)

Also, are you trying to import Xbox 360 .yobj files, since that is what the importer is made for, which is explained in that thread too?

CodeMan89
advanced
Posts: 70
Joined: Wed Jun 16, 2010 1:04 pm

Re: WWE Legends of Wrestlemania bms script

Post by CodeMan89 » Sat Jun 26, 2010 3:39 am

I tried that already. It was even Xbox 360 files. Everytime it's the same thing.

"msh FN error"

Are the files corrupted or what?



P.S. When I use quickbms with the script, after it finishes extracting the files, I get the "QuickBMS has stopped responding" error and it closes. That's why I asked in the first place. Also I am using 3ds max 2011

CodeMan89
advanced
Posts: 70
Joined: Wed Jun 16, 2010 1:04 pm

Re: WWE Legends of Wrestlemania bms script

Post by CodeMan89 » Sat Jun 26, 2010 4:41 am

Actually, The Endian plugin won't load because of this problem.

DLL <ENDIAN.DLX> DOESN'T IMPLEMENT THE FOLLOWING FUNCTIONS
LIBNUMBERCLASSES
LIBCLASSDESC

brienj
VIP member
VIP member
Posts: 288
Joined: Mon May 02, 2005 1:48 pm
Location: Louisville, KY
Has thanked: 10 times
Been thanked: 68 times
Contact:

Re: WWE Legends of Wrestlemania bms script

Post by brienj » Mon Jun 28, 2010 3:06 am

CodeMan89 wrote:I tried that already. It was even Xbox 360 files. Everytime it's the same thing.

"msh FN error"

Are the files corrupted or what?



P.S. When I use quickbms with the script, after it finishes extracting the files, I get the "QuickBMS has stopped responding" error and it closes. That's why I asked in the first place. Also I am using 3ds max 2011
Are these the character model files in the \pac\ch\ folder, or some other pac file in the game? Also, I know the plugin was made for 3ds Max 2010, but works on some older versions, not sure if it works on 3ds Max 2011, but you will need the Endian plugin to work or it definitely won't work.

I can not help you with anything, unless you say what file you are working on. ;)

CodeMan89
advanced
Posts: 70
Joined: Wed Jun 16, 2010 1:04 pm

Re: WWE Legends of Wrestlemania bms script

Post by CodeMan89 » Mon Jun 28, 2010 2:17 pm

I am working on pac/ch/. If it helps, I can just try the plugins on 3ds max 2010.

CodeMan89
advanced
Posts: 70
Joined: Wed Jun 16, 2010 1:04 pm

Re: WWE Legends of Wrestlemania bms script

Post by CodeMan89 » Tue Jun 29, 2010 2:09 am

Sorry. I just found out from chrrox that you need to run rumbleroses2.ms then the .yobj importer.

but everytime i run it, this happens:

--Syntax error: at bad, expected <factor>
--In line: fname = "C:\\float2txt\\rumble roses\\test.yobj"

What needs to change to fix this?

CodeMan89
advanced
Posts: 70
Joined: Wed Jun 16, 2010 1:04 pm

Re: WWE Legends of Wrestlemania bms script

Post by CodeMan89 » Sun Jul 11, 2010 5:31 am

Sorry to bump this, but i need help.

edit: Actually, I need a .yobj importer that works with newer .yobj files.

Post Reply