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Search found 8 matches

by ChunYu
Wed May 17, 2023 1:58 pm
Forum: Website
Topic: We wish the site to continue (Y/N)
Replies: 103
Views: 25987

Re: We wish the site to continue (Y/N)

I am quite new to this site. Obviously Xentax is a gem, tiny but elegant and very valuable. It's a golden mine for me. Finnacially I'm willing and able to help, just establish a patraen page and I'll pay. But I don't think there's any possibility that people can share your labor, at least not as wil...
by ChunYu
Mon Jul 18, 2022 4:42 am
Forum: Game Archive
Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Replies: 309
Views: 150202

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

how i need rename skeleton, and re-skin mean i lost original in-game skin wights wich i get from noesis, or i can transfer it or hold for new skeleton? The skin weights from Noesis will be copied and transfered to the maxscript skeleton. That's why the rename is neccesary. The "load mesh"...
by ChunYu
Sat May 28, 2022 3:42 am
Forum: Game Archive
Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Replies: 309
Views: 150202

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

If the animation looks good in 3dsMax, then the fbx exported should be OK for Noesis or any other game engine. I've tested Noesis and UE4 and they are working all right.
If you are still encounting problems maybe you could check the export options in 3dsmax, I hope that helps. [roll]
by ChunYu
Fri May 27, 2022 10:02 am
Forum: Game Archive
Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Replies: 309
Views: 150202

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

It seems you are trying to import the animations into Noesis. But the bones created by Gh0stBlade's python script are different than the skeleton created by my 3dsmax script for the bones are having different "base rotation". I guess it's the reason of the twisted result in Noesis. btw, do...
by ChunYu
Fri May 27, 2022 5:54 am
Forum: Game Archive
Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Replies: 309
Views: 150202

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Do you upload your model?
Sorry, but I don't think it's permitted here to share real game assets.
You should be able to get one following Gh0stBlade's instructions on the first post of this thread.
And you can rig any other model with the skeleton created by my tool.
by ChunYu
Wed May 25, 2022 7:37 am
Forum: Game Archive
Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Replies: 309
Views: 150202

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Yes. Practically we only need the first 185 bones, that's the maximum bone count in the animation files. The rest bones can be deleted because their names might mess up with the real id. I add a new button to make the renaming easier. Be careful not to use this button more than once otherwise the bo...
by ChunYu
Mon May 23, 2022 7:53 am
Forum: Game Archive
Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Replies: 309
Views: 150202

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Thanks to Ekey, Gh0stBlade for all the previous excellent work, and thanks to MrAdults for creating Noesis. Here's the animation import tool for RotTR, using 3dsmax script. ------------------------------------------------------------------- Notes: This tool only works for skeletal animations of the ...