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Search found 465 matches
- Tue Aug 12, 2014 12:46 pm
- Forum: 3D/2D models
- Topic: Game import MAXScripts & tools
- Replies: 312
- Views: 219948
Re: Game import MAXScripts
No use, I explained what's going on with the new format.
- Tue Aug 12, 2014 12:04 am
- Forum: 3D/2D models
- Topic: Game import MAXScripts & tools
- Replies: 312
- Views: 219948
Re: Game import MAXScripts
OK, I think I know what's going on. The link I posted is for viewing the script in plain-text, and your browser or mediafire fails to save it. Try this: http://www.mediafire.com/download/klxd1nx5x47xjlp/I3Dimport_1.2.mcr Open it in notepad first and make sure it begins with "-- I3D model import...
- Mon Aug 11, 2014 9:40 pm
- Forum: 3D/2D models
- Topic: Game import MAXScripts & tools
- Replies: 312
- Views: 219948
Re: Game import MAXScripts
Can you send me a sample via PM?
- Sun Aug 10, 2014 5:51 pm
- Forum: 3D/2D models
- Topic: Game import MAXScripts & tools
- Replies: 312
- Views: 219948
Re: Game import MAXScripts
Sorry, I3D importer doesn't work with the new version of Farming Simulator because they changed the format. It is now compressed and/or encrypted, and unless somebody makes an extractor there's not much I can do.
- Fri Aug 08, 2014 2:52 pm
- Forum: General game tools
- Topic: Unity Assets Explorer [v 1.2]
- Replies: 189
- Views: 469105
Re: Unity Assets Explorer [v 1.2]
Some assets don't have a name, just a blank string.
- Wed Aug 06, 2014 3:30 pm
- Forum: 3D/2D models
- Topic: Game import MAXScripts & tools
- Replies: 312
- Views: 219948
Re: Game import MAXScripts
I saw your PM but unfortunately my hands are full these days. I'll see what I can do and I'll post here.
- Wed Aug 06, 2014 12:12 am
- Forum: Game Archive
- Topic: The Crew fat/dat archives
- Replies: 188
- Views: 85214
Re: The Crew fat/dat archives
I found out where position and UV multipliers are stored, and also managed to link all meshes to nodes. Now all that's left is reading materials and putting all these pieces together. http://thumbnails111.imagebam.com/34332/abf810343318648.jpg Each car is split into a dozen files... By the way, I st...
- Tue Aug 05, 2014 11:58 pm
- Forum: 3D/2D models
- Topic: Watch Dogs XBG models
- Replies: 159
- Views: 72895
Re: Watch Dogs XBG models
Vertex position and UV scaling (yes, vertices are also scaled per model): @offset 36 VPscale = [float, float] @offset 48 UVscale = [float, float] These values are used with a HLSL mad function inside the shaders, which basically means Vp = int16*VPscale.y + VPscale.x . The same for UV coordinates. T...
- Mon Aug 04, 2014 5:35 am
- Forum: Game Archive
- Topic: Volkswagen Sports Car Challenge 2 (.ae3)
- Replies: 2
- Views: 1779
Re: Volkswagen Sports Car Challenge 2 (.ae3)
If it's the Huracan you want, you'll find it here: http://drivemyhuracan.lamborghini.com/ It's unity and you can import it with my script http://forum.xentax.com/viewtopic.php?f=16&t=11095 http://thumbnails110.imagebam.com/31547/3c245d315467282.jpg http://thumbnails111.imagebam.com/31547/f75f713...
- Mon Aug 04, 2014 2:06 am
- Forum: Game Archive
- Topic: The Crew fat/dat archives
- Replies: 188
- Views: 85214
Re: The Crew fat/dat archives
Importer, not ripper ;) The script is able to decode the vertex format (FVF code) and read all LODs and submeshes with vertex color, normals, UV1-UV3, material names. TODO list: - attach moving parts (doors, steering wheel) to corresponding bones DONE - read material files, properties and textures -...
- Sun Aug 03, 2014 9:21 am
- Forum: Game Archive
- Topic: The Crew fat/dat archives
- Replies: 188
- Views: 85214
- Sat Aug 02, 2014 12:19 pm
- Forum: 3D/2D models
- Topic: Game import MAXScripts & tools
- Replies: 312
- Views: 219948
Re: Game import MAXScripts
Added scripts for garagefuse.com models in the Away3D collection. http://thumbnails112.imagebam.com/34256/41fdab342554359.jpg http://thumbnails111.imagebam.com/34256/886cf2342554371.jpg http://thumbnails109.imagebam.com/34256/18ec46342554364.jpg http://thumbnails111.imagebam.com/34256/3c5a8034255436...
- Sat Aug 02, 2014 10:45 am
- Forum: Code Talk
- Topic: double floats in quickbms
- Replies: 4
- Views: 2582
Re: double floats in quickbms
Is there any way for the script to check if quickbms_4gb_files.exe is used, something like quickbmsver?
- Fri Aug 01, 2014 4:56 pm
- Forum: Game Archive
- Topic: The Crew fat/dat archives
- Replies: 188
- Views: 85214
- Fri Aug 01, 2014 12:12 pm
- Forum: Game Archive
- Topic: The Crew fat/dat archives
- Replies: 188
- Views: 85214
Re: The Crew fat/dat archives
Nice work man! Hope we'll get a public release soon