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PC Darksiders II: Death Lives maxscript
- zaramot
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Re: PC Darksiders II: Death Lives maxscript
Hmm, I guess, this could correct, that all bone weights are set to 1.0 it's a some sort of a golem. So, I'm sure each part of mesh weighted to some bone with 1.0 (all weights are red) it's doesnt require to have miltiple weights at all, I think. Though, if there's no bone-id's this is weird. And if all mesh parts are on the 0,0,0 coordinates (lying on the "floor" in 3ds max) I guess, those parts should be referensed to specific bones (their possition), I've seen something like that in many games, for example Armored Core series
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- PredatorCZ
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Re: PC Darksiders II: Death Lives maxscript
According to situation, additional bones in .o3d are reference transformation of model object.
Same "thing" also have static objects used in maps.
Same "thing" also have static objects used in maps.
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Re: PC Darksiders II: Death Lives maxscript
to tell the truth is not so. there is a model in which the mesh are in the right position to form the model in the position t mode!zaramot wrote:Hmm, I guess, this could correct, that all bone weights are set to 1.0 it's a some sort of a golem. So, I'm sure each part of mesh weighted to some bone with 1.0 (all weights are red) it's doesnt require to have miltiple weights at all, I think. Though, if there's no bone-id's this is weird. And if all mesh parts are on the 0,0,0 coordinates (lying on the "floor" in 3ds max) I guess, those parts should be referensed to specific bones (their possition), I've seen something like that in many games, for example Armored Core series
anyway, I thought maybe we can see in the animation files then see if you can find skinning! if you want, I can be passed all the models that have the same problem, although there is a model that has the normal bone weights, but the right arm is like constructs, fragmented.
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Re: PC Darksiders II: Death Lives maxscript
This model is integrated, If you ever saw construct in game you can notice when they're spawning they are multiple objects that are assembled into final pose. Also if you destroy them, those exact parts will break and fall away like normal physics object. Thats why they are "laying on ground".dibe91 wrote: to tell the truth is not so. there is a model in which the mesh are in the right position to form the model in the position t mode!
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Re: PC Darksiders II: Death Lives maxscript
And this T-posed model doesn't have bones, right? Can you send me this one? Maybe it doesn't have skeleton, but weights are there.
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Re: PC Darksiders II: Death Lives maxscript
of course! I leave you a folder with all the models that have the same problem: http://www.mediafire.com/download/v1538 ... models.rar
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Re: PC Darksiders II: Death Lives maxscript
I also had thought about this solution, but since I also wanted to use the original animations!shakotay2 wrote: (If you happen to find the boneids/weights I could think of building a skeleton manually, 50 bones are not too many. )
- shakotay2
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Re: PC Darksiders II: Death Lives maxscript
well, I had a look at construct_meleeb_gibsdeathpile.o3d, for the first bone CG_Melee_ShoulderPad_R_GIB they claim to be Position and Rotation included but I'm not shure about the 4 words before those strings.
So i just logged the floats - maybe you find it worth to build a skeleton from?
But I'm not sure - as always - because it's a dead pile? Does it even move?
1. CG_Melee_ShoulderPad_R_GIB
18.5056 1.19881 79.5893 87.4511 36.4022 -59.6333OK
2. Col_CG_Melee_ShoulderPad_R
-4.65084 0.805786 4.61512 -10.7199 -33.1909 3.62144
3. CG_Melee_ShoulderPad_L_GIB
-13.5157 0.799671 76.7312 40.3613 -14.8678 -6.09042
4. Col_CG_Melee_ShoulderPad_L
2.90184 0.857014 3.86457 -18.2893 31.5556 -20.1058
5. CG_Melee_Chest_R_GIB
6.20582 10.077 74.8764 28.9512 -3.17058 -11.7779
6. Col_CG_Melee_Chest_R
-0.299049 0.0619125 3.01348
7. CG_Melee_Back_L_GIB
-1.18319 -2.89943 71.9382 33.9333 1.1004 -8.67054
8. Col_CG_Melee_Back_L
-9.53674e-007 0.395168 4.21686 8.53775e-007 1.60083e-007 9.33814e-007
9. CG_Melee_Back_R_GIB
9.44193 -0.575027 77.0312 47.0661 -19.4313 -27.617
10. Col_CG_Melee_Back_R
-0.608807 0.592415 4.48188 1.70755e-005 3.84198e-006 -2.13444e-006
11. CG_Melee_Chest_L_GIB
-6.42328 5.71465 75.2441 36.1561 -23.4883 -10.4133
12. Col_CG_Melee_Chest_L
1.14441e-005 0.243343 3.388 5.97642e-006 2.56132e-006 3.4151e-006
13. CG_Melee_ForeArm_R_GIB
32.9846 3.05361 76.3196 44.5644 -46.554 35.0223
14. Col_CG_Melee_ForeArm_R
0.227783 -0.971281 1.2892 30.2567 -9.58765 5.22233
15. CG_Melee_Foot_L_GIB
-11.1498 6.99076 46.3042 26.8876 -20.3844 90.483
16. Col_CG_Melee_Foot_L
0.116283 0.343813 1.97467
17. CG_Melee_Foot_R_GIB
16.2906 11.7742 44.9202 27.2885 -25.8978 42.4238
18. Col_CG_Melee_Foot_R
-0.111542 0.243084 1.86281 -8.53773e-007 1.70755e-006 8.11085e-006
19. CG_Melee_ForeArm_L_GIB
-30.7238 1.22347 69.4801 72.7241 31.0357 -30.5267
20. Col_CG_Melee_ForeArm_L
-0.218575 -0.633118 1.08222 30.7858 5.92668 2.77158
21. CG_Melee_Spine1_GIB
2.68672 1.56323 65.9451 28.5818 -3.67543 9.80169
22. Col_CG_Melee_Spine1
-1.90735e-006 7.62939e-006 3.30225 -2.73208e-005 3.20165e-007 9.60496e-007
23. VFX_HeartStone
0.0 0.0 44.0216 0.0 0.0 0.0
So i just logged the floats - maybe you find it worth to build a skeleton from?
But I'm not sure - as always - because it's a dead pile? Does it even move?
1. CG_Melee_ShoulderPad_R_GIB
18.5056 1.19881 79.5893 87.4511 36.4022 -59.6333OK
2. Col_CG_Melee_ShoulderPad_R
-4.65084 0.805786 4.61512 -10.7199 -33.1909 3.62144
3. CG_Melee_ShoulderPad_L_GIB
-13.5157 0.799671 76.7312 40.3613 -14.8678 -6.09042
4. Col_CG_Melee_ShoulderPad_L
2.90184 0.857014 3.86457 -18.2893 31.5556 -20.1058
5. CG_Melee_Chest_R_GIB
6.20582 10.077 74.8764 28.9512 -3.17058 -11.7779
6. Col_CG_Melee_Chest_R
-0.299049 0.0619125 3.01348
7. CG_Melee_Back_L_GIB
-1.18319 -2.89943 71.9382 33.9333 1.1004 -8.67054
8. Col_CG_Melee_Back_L
-9.53674e-007 0.395168 4.21686 8.53775e-007 1.60083e-007 9.33814e-007
9. CG_Melee_Back_R_GIB
9.44193 -0.575027 77.0312 47.0661 -19.4313 -27.617
10. Col_CG_Melee_Back_R
-0.608807 0.592415 4.48188 1.70755e-005 3.84198e-006 -2.13444e-006
11. CG_Melee_Chest_L_GIB
-6.42328 5.71465 75.2441 36.1561 -23.4883 -10.4133
12. Col_CG_Melee_Chest_L
1.14441e-005 0.243343 3.388 5.97642e-006 2.56132e-006 3.4151e-006
13. CG_Melee_ForeArm_R_GIB
32.9846 3.05361 76.3196 44.5644 -46.554 35.0223
14. Col_CG_Melee_ForeArm_R
0.227783 -0.971281 1.2892 30.2567 -9.58765 5.22233
15. CG_Melee_Foot_L_GIB
-11.1498 6.99076 46.3042 26.8876 -20.3844 90.483
16. Col_CG_Melee_Foot_L
0.116283 0.343813 1.97467
17. CG_Melee_Foot_R_GIB
16.2906 11.7742 44.9202 27.2885 -25.8978 42.4238
18. Col_CG_Melee_Foot_R
-0.111542 0.243084 1.86281 -8.53773e-007 1.70755e-006 8.11085e-006
19. CG_Melee_ForeArm_L_GIB
-30.7238 1.22347 69.4801 72.7241 31.0357 -30.5267
20. Col_CG_Melee_ForeArm_L
-0.218575 -0.633118 1.08222 30.7858 5.92668 2.77158
21. CG_Melee_Spine1_GIB
2.68672 1.56323 65.9451 28.5818 -3.67543 9.80169
22. Col_CG_Melee_Spine1
-1.90735e-006 7.62939e-006 3.30225 -2.73208e-005 3.20165e-007 9.60496e-007
23. VFX_HeartStone
0.0 0.0 44.0216 0.0 0.0 0.0
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: PC Darksiders II: Death Lives maxscript
that kind of model should be when the model is a mecchio of inanimate pieces which then make up together. are not also gladly that you can get something from them!
- shakotay2
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Re: PC Darksiders II: Death Lives maxscript
I've tried it with the hulk and it's not very promissing.
(I feel a waste of time and life... )
(I feel a waste of time and life... )
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: PC Darksiders II: Death Lives maxscript
It is already progress I would say, compared to the fact that there was nothing. try to see the "construct_championa"shakotay2 wrote:I've tried it with the hulk and it's not very promissing.
(I feel a waste of time and life... )
- shakotay2
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Re: PC Darksiders II: Death Lives maxscript
yeah, about 153 bones - would have to cut off up to 100 of them (a shitload of work) - also that reduced skeleton would not work with anims
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: PC Darksiders II: Death Lives maxscript
I think ver found the solution to my problem I found file called "construct_base.o3d" and I think I found the solution to the problem. in the file I found the word "Skeleton":
I leave the file:
http://www.mediafire.com/download/ldrkr ... t_base.rar
I leave the file:
http://www.mediafire.com/download/ldrkr ... t_base.rar
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Re: PC Darksiders II: Death Lives maxscript
ok, according zaramot, it is possible to solve the problem, but I first have to upload the files .o3d (the skeleton) and then the .dcm file (meshes). Now I'm trying to create one script that can only rot the .o3d file.