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by zaramot
Fri Apr 25, 2014 7:18 am
Forum: Game Archive
Topic: Dark Souls 2 file formats
Replies: 50
Views: 30042

Re: Dark Souls 2 file formats

So guys, 6 downloads - any one could report about Dark Souls 2 models? I tried script with Dark Souls 1 models nicely (I have the game), but didn't have much of DS 2 models.
by zaramot
Thu Apr 24, 2014 6:40 pm
Forum: Game Archive
Topic: Dark Souls 2 file formats
Replies: 50
Views: 30042

Re: Dark Souls 2 file formats

Could you try my apha script with models which aren't working? It's "raw" and unfinished but I want to know will it work or not. Thanks
by zaramot
Wed Apr 23, 2014 7:24 pm
Forum: Game Archive
Topic: Neverwinter Online .mset files
Replies: 4
Views: 2500

Re: Neverwinter Online .mset files

Hi Cra0! Thanks a lot for info and help. I tried offzip on some files, and from one of them I've got a chunk which I think is a mesh itself. It has "NXSMESH" header and I see counts for verts/faces also something like vertex/index buffers? But I can't make any use of this files, it looks l...
by zaramot
Tue Apr 22, 2014 1:29 pm
Forum: Game Archive
Topic: Neverwinter Online .mset files
Replies: 4
Views: 2500

Neverwinter Online .mset files

Hi guys!
I'm looking for help with extracting files from Neverwinter .mset archives. I like the game much and I want to explore model format. If someone could take a look on those samples it would be great! Thanks in advance
by zaramot
Sun Apr 20, 2014 7:42 am
Forum: 3D/2D models
Topic: Natural Doctrine
Replies: 7
Views: 3704

Re: Natural Doctrine

Here's maxscript for Nocturnal Doctrine models, it loads meshes with bones and weights - but there's no bone-parenting. I know what I should do to achive this, but can't figure out how to implement it via maxscript :P If any model will crash, let me know. http://i.piccy.info/i9/81a0532ff4501902f6323...
by zaramot
Sat Apr 19, 2014 10:22 am
Forum: 3D/2D models
Topic: Natural Doctrine
Replies: 7
Views: 3704

Re: Natural Doctrine

I wrote script for this game with bone+weights, but it's crappy a bit and needs to be finished. Otherwise I'll post it later as it is. Also some more samples would be great (just .scn model - no text). http://i.piccy.info/i9/2b98b49033dc4ea9864cacea625691b3/1397899325/35443/714029/pic_800.jpg http:/...
by zaramot
Wed Apr 16, 2014 7:38 am
Forum: 3D/2D models
Topic: PC Lost Planet 2 (2010) maxscript
Replies: 8
Views: 6106

PC Lost Planet 2 (2010) maxscript

Hi guys! Here's maxscript to import PC Lost Planet 2 models with bones (3ds max 2009-2012) http://i.piccy.info/i9/0ea780f269547d25d6bf9f6a500c313e/1397627399/32383/714029/1_800.jpg http://i.piccy.info/a3/2014-04-16-05-49/i9-6247187/744x574-r/i.gif http://i.piccy.info/i9/8a843562ddd761571cd07188fbc99...
by zaramot
Sun Apr 13, 2014 9:03 am
Forum: 3D/2D models
Topic: Project Diva F 2nd Noesis .osd
Replies: 29
Views: 17767

Re: Project Diva F 2nd Noesis .osd

PS3 version
by zaramot
Sun Apr 13, 2014 6:27 am
Forum: 3D/2D models
Topic: PC Star Trek: The Video Game (2013) maxscript
Replies: 2
Views: 5926

PC Star Trek: The Video Game (2013) maxscript

Hi guys! Here's maxscript to import Star Trek: The Video Game models with bones (3ds max 2009-2012) Here's tool by GMMan http://forum.xentax.com/viewtopic.php?f=32&t=10782 to extract game content from .cache archives 1. Load StarTrek_Bones.ms 2. Point it to a H.misc.cache file like KeenserBody_s...
by zaramot
Mon Apr 07, 2014 2:41 pm
Forum: 3D/2D models
Topic: Samurai Shodown: Sen .k2mp
Replies: 24
Views: 9712

Re: Samurai Shodown: Sen .k2mp

Maybe, if you could obtain native .x model, you could compare header from original DirectX format with file extracted with Jaeder, and then swap them.
by zaramot
Mon Apr 07, 2014 1:16 pm
Forum: 3D/2D models
Topic: Samurai Shodown: Sen .k2mp
Replies: 24
Views: 9712

Re: Samurai Shodown: Sen .k2mp

I think, you should rename them from .xof to .x and try to import them with DirectX importer, for 3ds max for example or in Blender. If they wouldn't work I'll try to explain how to import them in "my way" with script.
by zaramot
Sun Apr 06, 2014 12:10 pm
Forum: 3D/2D models
Topic: Offering 35$ for writing import max script
Replies: 51
Views: 21170

Re: Offering 35$ for writing import max script

Here's two scripts, one for skinned meshes and one for static meshes (*no_bones.ms). You must rotate all objects 90 degrees on X axis using working pivot+"angle snap toggle", to make them stand (if I make them auto-standing with script, animation works bad, don't know why xD). Edit: Fixed ...
by zaramot
Wed Apr 02, 2014 5:40 pm
Forum: 3D/2D models
Topic: Offering 35$ for writing import max script
Replies: 51
Views: 21170

Re: Offering 35$ for writing import max script

Ah, that's pretty much everything I planned to do with this game. Let's leave animation for someone more interested.
by zaramot
Tue Apr 01, 2014 8:05 pm
Forum: 3D/2D models
Topic: Offering 35$ for writing import max script
Replies: 51
Views: 21170

Re: Offering 35$ for writing import max script

That's almost good then. Not a bad news!
by zaramot
Tue Apr 01, 2014 6:44 pm
Forum: 3D/2D models
Topic: Offering 35$ for writing import max script
Replies: 51
Views: 21170

Re: Offering 35$ for writing import max script

Okay then, here's not animated meshes - export them and test ingame.