part of the texture id is a value near the start of the file but i got bored trying to figure out how the other half worked so this will have to do.
The Forum is up for sale: XeNTaX Forum looking for new owner
Martial Empires / Seven Souls
-
chrrox
- Moderator
- Posts: 2602
- Joined: Sun May 18, 2008 3:01 pm
- Has thanked: 57 times
- Been thanked: 1411 times
Martial Empires / Seven Souls
Here is a max script to import models with bones and weights it will also attempt to apply a texture tho it does not work every time.
part of the texture id is a value near the start of the file but i got bored trying to figure out how the other half worked so this will have to do.

part of the texture id is a value near the start of the file but i got bored trying to figure out how the other half worked so this will have to do.
You do not have the required permissions to view the files attached to this post.
- Tosyk
- double-veteran

- Posts: 1020
- Joined: Thu Oct 22, 2009 10:24 am
- Location: Russia, Siberia
- Has thanked: 266 times
- Been thanked: 147 times
- Contact:
Re: Martial Empires / Seven Souls
Thanks for the script chrrox. I'm tried your script on max 2008, but it wont importing skin modifier, why this happen?
-
chrrox
- Moderator
- Posts: 2602
- Joined: Sun May 18, 2008 3:01 pm
- Has thanked: 57 times
- Been thanked: 1411 times
Re: Martial Empires / Seven Souls
what error do you get?
also the directory must be correct for it to see the bones
say you use the bms script you will get the folder
char
you must have the meshes in
char\mesh
and the bones in
char\bind
also the directory must be correct for it to see the bones
say you use the bms script you will get the folder
char
you must have the meshes in
char\mesh
and the bones in
char\bind
- Tosyk
- double-veteran

- Posts: 1020
- Joined: Thu Oct 22, 2009 10:24 am
- Location: Russia, Siberia
- Has thanked: 266 times
- Been thanked: 147 times
- Contact:
Re: Martial Empires / Seven Souls
yes, i checked the script and my folders, everithing is fine, and i sucsesfully importing meshes and skeleton but without skin modifier, and no errorschrrox wrote:what error do you get?
also the directory must be correct for it to see the bones
say you use the bms script you will get the folder
char
you must have the meshes in
char\mesh
and the bones in
char\bind
-
chrrox
- Moderator
- Posts: 2602
- Joined: Sun May 18, 2008 3:01 pm
- Has thanked: 57 times
- Been thanked: 1411 times
Re: Martial Empires / Seven Souls
does this add a skin modifier in max 2008
select a mesh and then run this script does it add a skin modifier?
skinMod = skin ()
addModifier $ skinMod
select a mesh and then run this script does it add a skin modifier?
skinMod = skin ()
addModifier $ skinMod
- Tosyk
- double-veteran

- Posts: 1020
- Joined: Thu Oct 22, 2009 10:24 am
- Location: Russia, Siberia
- Has thanked: 266 times
- Been thanked: 147 times
- Contact:
Re: Martial Empires / Seven Souls
yes, it doeschrrox wrote:does this add a skin modifier in max 2008
select a mesh and then run this script does it add a skin modifier?
skinMod = skin ()
addModifier $ skinMod
-
chrrox
- Moderator
- Posts: 2602
- Joined: Sun May 18, 2008 3:01 pm
- Has thanked: 57 times
- Been thanked: 1411 times
Re: Martial Empires / Seven Souls
I have no idea then you can try 2010 thats what i use.
if its not giving errors i can not say why it wont add a skin modifier.
if its not giving errors i can not say why it wont add a skin modifier.
- Tosyk
- double-veteran

- Posts: 1020
- Joined: Thu Oct 22, 2009 10:24 am
- Location: Russia, Siberia
- Has thanked: 266 times
- Been thanked: 147 times
- Contact:
Re: Martial Empires / Seven Souls
ok, i installed 2011 x32 version, and every time getting same error:chrrox wrote:I have no idea then you can try 2010 thats what i use.
if its not giving errors i can not say why it wont add a skin modifier.
Code: Select all
-- Syntax error: at bad, expected <factor>
-- In line: f = fopen fname "rb"-
chrrox
- Moderator
- Posts: 2602
- Joined: Sun May 18, 2008 3:01 pm
- Has thanked: 57 times
- Been thanked: 1411 times
Re: Martial Empires / Seven Souls
this should work in 2011
2011 just hates comments and spaces its annoying that's all that is changed.
2011 just hates comments and spaces its annoying that's all that is changed.
You do not have the required permissions to view the files attached to this post.
- Tosyk
- double-veteran

- Posts: 1020
- Joined: Thu Oct 22, 2009 10:24 am
- Location: Russia, Siberia
- Has thanked: 266 times
- Been thanked: 147 times
- Contact:
Re: Martial Empires / Seven Souls
thanks, now script can loading models and sometimes bones, but it cause me an error at the line 317 (select msh)chrrox wrote:this should work in 2011
2011 just hates comments and spaces its annoying that's all that is changed.
add: same error for 2010 3ds max
-
chrrox
- Moderator
- Posts: 2602
- Joined: Sun May 18, 2008 3:01 pm
- Has thanked: 57 times
- Been thanked: 1411 times
Re: Martial Empires / Seven Souls
I think its your language you might want to try copying the max script and pasting it into a new one.
- Tosyk
- double-veteran

- Posts: 1020
- Joined: Thu Oct 22, 2009 10:24 am
- Location: Russia, Siberia
- Has thanked: 266 times
- Been thanked: 147 times
- Contact:
Re: Martial Empires / Seven Souls
i checked all your words: on 2 PC with diffrent system languages and with several 3ds maxs, also i copied script to new one and nothing!chrrox wrote:I think its your language you might want to try copying the max script and pasting it into a new one.
p.s.: it's strange, because all of your scripts before work perfectly on my PC, only this two working in strange way
- Tosyk
- double-veteran

- Posts: 1020
- Joined: Thu Oct 22, 2009 10:24 am
- Location: Russia, Siberia
- Has thanked: 266 times
- Been thanked: 147 times
- Contact:
Re: Martial Empires / Seven Souls
some progress of my problem, and also solution
if you have a problem with importing weights, just import first *.msh file (g200002620.msh) and evaluate next command:
then Resting your max and after that you can loading any "7 Souls" model you want
p.s.: after reloading max you need repeat this operation, don't know why this happen, but now it's only one solution
if you have a problem with importing weights, just import first *.msh file (g200002620.msh) and evaluate next command:
Code: Select all
msh = $s_200002620
select msh
skinMod = skin ()
addModifier msh skinModp.s.: after reloading max you need repeat this operation, don't know why this happen, but now it's only one solution
-
finale00
- M-M-M-Monster veteran

- Posts: 2382
- Joined: Sat Apr 09, 2011 1:22 am
- Has thanked: 170 times
- Been thanked: 307 times
Re: Martial Empires / Seven Souls
What are the bsb files?
I opened them in hex and it looks like it was done in .max, but couldn't import it. So maybe it being done in max doesn't mean anything.
This file is called "prop_1024.bsb"

The name of the bsb is the same as the name of the max in the file.
The textures that are references are stored in another folder called "textures" and were dumped by the bms.
Ok, I know what they might be (environment objects like architecture and walls and trees and stuff based on the filename) lol.
Here are some samples
I opened them in hex and it looks like it was done in .max, but couldn't import it. So maybe it being done in max doesn't mean anything.
This file is called "prop_1024.bsb"

The name of the bsb is the same as the name of the max in the file.
The textures that are references are stored in another folder called "textures" and were dumped by the bms.
Ok, I know what they might be (environment objects like architecture and walls and trees and stuff based on the filename) lol.
Here are some samples
You do not have the required permissions to view the files attached to this post.
