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Ring of Elysium maxscript
Re: Ring of Elysium maxscript
Thanks for the great script! A noob question: Is it possible to batch import .dfont files into scene?
Re: Ring of Elysium maxscript
Hi When I import the model ,Some can succeed,
But there are still some problems when importing models!
The model was stretched for no reason!
And there are many
Here is the attachment --- Format *.dat
But there are still some problems when importing models!
The model was stretched for no reason!
And there are many
Here is the attachment --- Format *.dat
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- zaramot
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Re: Ring of Elysium maxscript
Here's updated script, should import much more models (.dfont, .dat). I have bones and weights support, though I have no idea how to explain to majority of users how to find them They are nameless, have same .dat extension and you need to have basic hex editor knowledge to easily spot them. I'll try to figure out something xD
Screen of the not working sample from above.
Screen of the not working sample from above.
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Making model-import scripts, PM
- zaramot
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Re: Ring of Elysium maxscript
Yes, it's possible of course - but not a good idea for now, since some of not working .dfont or .dat could spoil whole process - 3d max will freeze, crash ect (if you at first check a batch of files and they will work it makes sense, to import them all, but it's pointless, since you already checked them lol). Later when script will cover most of models, I will do it or let you pick any amount of them in dialog window, not just one but - like 10 for example.
Making model-import scripts, PM
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Re: Ring of Elysium maxscript
Remember that .QSG is also the model files too.There's a small problem when I use this script to find and open .QSG file.It doesn't appear.zaramot wrote: ↑Wed Feb 05, 2020 7:13 pm Here's updated script, should import much more models (.dfont, .dat). I have bones and weights support, though I have no idea how to explain to majority of users how to find them They are nameless, have same .dat extension and you need to have basic hex editor knowledge to easily spot them. I'll try to figure out something xD
Screen of the not working sample from above.
For bones and weight,how about making a simple tutorial video?
- zaramot
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Re: Ring of Elysium maxscript
Could you pack .QSG samples for me? I can't extract game right now, don't have space. As for tutorial, if I will not figure out anything better I'll do it, weights are okay you don't need to do anything with them - just find skeletons.
Making model-import scripts, PM
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Re: Ring of Elysium maxscript
Is there a way to do this without Max? I'm sorry if there is a thread somewhere about this, I couldn't find anything. I don't have max and it's kinda expensive lol
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Re: Ring of Elysium maxscript
Just run maxscript-import mesh-export mesh-import into blender/maya/UE4.VNLAthomas wrote: ↑Thu Apr 16, 2020 10:23 pm Is there a way to do this without Max? I'm sorry if there is a thread somewhere about this, I couldn't find anything. I don't have max and it's kinda expensive lol
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Re: Ring of Elysium maxscript
Here's updated script, should import *.QSG models,but without skeleton.48464385 wrote: ↑Sun Feb 09, 2020 2:54 amRemember that .QSG is also the model files too.There's a small problem when I use this script to find and open .QSG file.It doesn't appear.zaramot wrote: ↑Wed Feb 05, 2020 7:13 pm Here's updated script, should import much more models (.dfont, .dat). I have bones and weights support, though I have no idea how to explain to majority of users how to find them They are nameless, have same .dat extension and you need to have basic hex editor knowledge to easily spot them. I'll try to figure out something xD
Screen of the not working sample from above.
For bones and weight,how about making a simple tutorial video?
@zaramot Is it time to make a tutorial on how to rig bones?
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- RokkuDayo
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Re: Ring of Elysium maxscript
Í found 4 files inside ACTORS.SFC which I think handle skeletons somehow, kinda hard to know without the file names, I wanted to test them with your script but I have no idea how to make it read these files.
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Re: Ring of Elysium maxscript
Hey,guys.I thought I found the animation list in .sfc file.It seems to be used in Moonlight Blade.May help to import animation.
SteamLibrary\steamapps\common\Ring of Elysium\data_bas_0\DATA\CONFIG\SFC_ANIM.LST You need this .vfs extractor instead of dzs_qq.bms to correctly get all files.
https://zenhax.com/viewtopic.php?f=9&t= ... =20#p49017
SteamLibrary\steamapps\common\Ring of Elysium\data_bas_0\DATA\CONFIG\SFC_ANIM.LST You need this .vfs extractor instead of dzs_qq.bms to correctly get all files.
https://zenhax.com/viewtopic.php?f=9&t= ... =20#p49017
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Re: Ring of Elysium maxscript
I extractd some c++ headers from Ring of Elysium\SFC\Common.sfc and guess their filename by their #define
For anyone like me who want to study shader and restore them in UE4
Btw, that .sfc file stored many macro including gamemode.
I wonder if bone weights logic are stored in QSSHADER_QSSkinning.h so that we can rebuild character skeleton meshes.
For anyone like me who want to study shader and restore them in UE4
Btw, that .sfc file stored many macro including gamemode.
I wonder if bone weights logic are stored in QSSHADER_QSSkinning.h so that we can rebuild character skeleton meshes.
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Re: Ring of Elysium maxscript
I feel dumb for asking this, but this seems to be the only thread with information on the topic. I'm trying to extract the model for Big Joe, but I can't for the life of me figure out how to extract it.
Re: Ring of Elysium maxscript
Unfortunety I can't help, I've recreated both Hikage and Big Joe however spent many hours looking for the files
There is definitely a way of finding the weights just not a script kiddie ;c
There is definitely a way of finding the weights just not a script kiddie ;c