Dude! Thanks! I'll send you some *Happy thoughts*.
Send me money instead
and btw, you have some nice stuff over there, I especialy liked the "Dante has too many swords!, An updated re-release" thing!
I mean textures in the viewport / material
This will require some additional maxscript knowledge, besides when you have a complex scene this option might screw your computer so I'll leave this to another day.
And what about animation/movement in that game, does anyone know how to convert them so we can use in 3D Application?
It's been a while now since I started working on animation files without much success, now I'm waiting for some support from Revelation and hopefully this'll lead to something.
I havent tried your latest mod2max file yet
Well boy you should, the texture coords work fine on this release and it's about time you guys show us something interresting with all those extracted models and textures!
About the skin data,
I tried my approach, the 2 parts scripts that generate the mesh data and the skin data, after doing some modifications on the mesh I got a very clean mesh that reacts beautifully to the meshSmouth modifier (look at the pic below) the difference is very clear between the modified and unmodified hand.
The problem is the 2nd part, the script takes ages to execute, I mean for nero model (with 8000 verts approx) it took my celeron 2Ghz more than 2 hours with 100% cpu usage to complete (needless to say that the script is still under dev and test and I will have to test it more than once !!!!) After inspection and optimization, I figured out that the "ReplaceVertexWeights" (and alternatively "SetVertexWeights") command in maxscript is the one responsible for all this: without it, the whole script runs in 10seconds!!!
Unfortunately this is the only command capable of setting the weights, and I doubt recent processors will perform significantly faster but I'll try that anyway.
And just a reminder, the idea behind all this is that all the meshes in a model share the same vertex buffer, we can do whatever we want with the body parts (weld/attach/clean/...but not change vertex positions) and then correctly apply bone influences on the verts by going through the vertex buffer and checking for the right vertex.
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