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Martial Empires / Seven Souls

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chrrox
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Martial Empires / Seven Souls

Post by chrrox »

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.
Image
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Re: Martial Empires / Seven Souls

Post by jaden »

wow great stuff chrrox
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Re: Martial Empires / Seven Souls

Post by Tosyk »

Thanks for the script chrrox. I'm tried your script on max 2008, but it wont importing skin modifier, why this happen?
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Re: Martial Empires / Seven Souls

Post by chrrox »

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
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Re: Martial Empires / Seven Souls

Post by Tosyk »

chrrox 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
yes, i checked the script and my folders, everithing is fine, and i sucsesfully importing meshes and skeleton but without skin modifier, and no errors :?
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Re: Martial Empires / Seven Souls

Post by chrrox »

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
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Re: Martial Empires / Seven Souls

Post by Tosyk »

chrrox 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
yes, it does
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Re: Martial Empires / Seven Souls

Post by chrrox »

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.
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Re: Martial Empires / Seven Souls

Post by Tosyk »

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.
ok, i installed 2011 x32 version, and every time getting same error:

Code: Select all

-- Syntax error: at bad, expected <factor>
-- In line: f = fopen fname "rb"
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Re: Martial Empires / Seven Souls

Post by chrrox »

this should work in 2011
2011 just hates comments and spaces its annoying that's all that is changed.
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Re: Martial Empires / Seven Souls

Post by Tosyk »

chrrox wrote:this should work in 2011
2011 just hates comments and spaces its annoying that's all that is changed.
thanks, now script can loading models and sometimes bones, but it cause me an error at the line 317 (select msh)

add: same error for 2010 3ds max
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Re: Martial Empires / Seven Souls

Post by chrrox »

I think its your language you might want to try copying the max script and pasting it into a new one.
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Re: Martial Empires / Seven Souls

Post by Tosyk »

chrrox wrote:I think its your language you might want to try copying the max script and pasting it into a new one.
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!

p.s.: it's strange, because all of your scripts before work perfectly on my PC, only this two working in strange way :?
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Re: Martial Empires / Seven Souls

Post by Tosyk »

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:

Code: Select all

msh = $s_200002620
select msh
skinMod = skin ()
addModifier msh skinMod
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
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Re: Martial Empires / Seven Souls

Post by finale00 »

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"

Image

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
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