Raiderz from MAIET its a new promise game, this game particulari hare hacked by something people, now its posible found the files to mount a server for this game, of Course MAIET close all the private servers a this time.
Texture Format: .MRF come with .001, .002 Etc..
Mesh Format: .MRF come with .001, .002 Etc.. (come with speedtree file)
Mesh Download
http://www.megaupload.com/?d=PDQ5IYVA
Good Luck.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Raiderz Model File Format
- Rimbros
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Raiderz Model File Format
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
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Re: Raiderz Model File Format
Hmm where have I read about this before...
EDIT: right found it lol
mrf is the archive.
viewtopic.php?f=21&t=5899
This is a bms script for those archives
Run it on fileindex.msf in the main folder to unpack everything.
Some discussion on it. May be useful.
viewtopic.php?f=16&t=4994
I'll probably try to figure out the outline on my own lol
EDIT: right found it lol
mrf is the archive.
viewtopic.php?f=21&t=5899
This is a bms script for those archives
Run it on fileindex.msf in the main folder to unpack everything.
Some discussion on it. May be useful.
viewtopic.php?f=16&t=4994
I'll probably try to figure out the outline on my own lol
- Rimbros
- ultra-veteran
- Posts: 495
- Joined: Fri Jul 09, 2010 12:23 am
- Has thanked: 41 times
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Re: Raiderz Model File Format
Finale can u made the plugin for Noesis? of course with Texture Support.
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
-
- M-M-M-Monster veteran
- Posts: 2382
- Joined: Sat Apr 09, 2011 1:22 am
- Has thanked: 170 times
- Been thanked: 307 times
Re: Raiderz Model File Format
This format stores normals and UV's with the faces.
I either need to figure out how to do immediate mode rendering properly, or convert per-face to per-vertex.
I either need to figure out how to do immediate mode rendering properly, or convert per-face to per-vertex.