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Re: Game import MAXScripts

Posted: Tue Dec 16, 2014 5:21 pm
by Chipicao
Nothing is supposed to happen after you drag&drop. Follow steps 2 and 3.

Re: Game import MAXScripts

Posted: Mon Dec 22, 2014 6:24 pm
by raykingnihong
HI Chipicao, my friends, thank you for your great work. I used Milestone Importer v1.2 script test SuperstarsV8Racing game, error, I am using max2012 and max2015. here is a sample file car02.rar https://onedrive.live.com/redir?resid=6 ... file%2crar.

Re: Game import MAXScripts

Posted: Tue Dec 23, 2014 3:54 pm
by Chipicao
Sorry but Superstars V8 Racing is not supported. Only Superstars V8 Next Challenge and the others I listed.

Re: Game import MAXScripts

Posted: Tue Dec 23, 2014 4:34 pm
by raykingnihong
Chipicao wrote:Sorry but Superstars V8 Racing is not supported. Only Superstars V8 Next Challenge and the others I listed.
Hi Chipicao, thank you very much for your help.

Re: Game import MAXScripts

Posted: Thu Dec 25, 2014 9:00 am
by nosfornos
MotoGP 14 will be supported for the Milestone Importer?

Re: Game import MAXScripts

Posted: Thu Jan 01, 2015 5:24 pm
by HeliosAI
Hello =)

I have a question about the Unity 3d game Dreamfall: Chapters.

While the script exports every texture fine and loads most character models, there are some characters that do not appear in the list after loading the archieves at all (they are definetly ingame tho and their textures extract fine when choosing to extract all textures). I tested the old and the new version of the importer and both just don't show them on the list. Is there a fix for this or sth i'm doing wrong?

Re: Game import MAXScripts

Posted: Thu Jan 01, 2015 7:49 pm
by Chipicao
Can you give me a couple of character names that you can't find?

Re: Game import MAXScripts

Posted: Tue Jan 06, 2015 5:16 pm
by JoshuaX
Hi Chipicao,
I just wonder - is there a way that Dunia 2 mesh importer script will/would properly named imported meshes by their internal names? Find a proper wheels mesh (or other car part like engine, exhaust etc...) to import for imported car model mesh is a quite a adventure... ;)

Re: Game import MAXScripts

Posted: Tue Jan 06, 2015 5:49 pm
by Chipicao
There are no internal mesh names! Mwuahahaha :twisted:
Sorry. The format does does have names for dummy nodes, which I see I forgot to apply, but even those are null strings in The Crew.

The script will probably get a refresh soon to allow multiple file import and LOD selection.

Re: Game import MAXScripts

Posted: Tue Jan 06, 2015 6:08 pm
by JoshuaX
Chipicao wrote:The script will probably get a refresh soon to allow multiple file import and LOD selection.
No meshes / material internal names = bad news
Multiple file import and LOD selection optin = good news
At the end - thank you!

Re: Game import MAXScripts

Posted: Tue Jan 06, 2015 6:15 pm
by Chipicao
You might want to check this, maybe it will help in some way: viewtopic.php?p=102641#p102641

Re: Game import MAXScripts

Posted: Sun Jan 11, 2015 9:45 am
by nav00811
Can anyone tell me how to unpack The Crew dat files... Gibbed Dunia 2 is not working for me

Re: Game import MAXScripts

Posted: Sun Jan 11, 2015 10:20 am
by Chipicao
All required tools are here: viewtopic.php?f=10&t=11719

Re: Game import MAXScripts

Posted: Mon Jan 12, 2015 3:03 pm
by Snoopy
Hello, thank you for so many importers. I am having trouble importing tracks from pcars. I get this message:

-- End: undefined
-- OBJini: "C:\Users\****\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\en-US\plugcfg\gw_objimp.ini"
-- modelDir: #("D:", "DOWNLOAD", "pcars", "pCars", "Pakfiles", "TRACKS", "extracted")
-- matcount: 360
-- start: 56876509
-- iFiletype: #.sgb
>> MAXScript Rollout Handler Exception:
-- Unable to convert: undefined to type: Integer64 <<

I am using max 2014, I tried 2011 and it crashed there too. Maybe it was a different exception there. I tried the florence and dubai tracks. Works fine for cars.

Re: Game import MAXScripts

Posted: Mon Jan 12, 2015 7:53 pm
by Chipicao
There seem to have been many problems with tracks during pCars development.
To be honest the track import part was a bit of a patch-job on my part.

When the game is released I will have another look at the format and update the script, or perhaps make a faster standalone converter.
Until then I'm sorry but I don;t have the time.