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Re: [PC] Dark Souls III model import maxscript

Posted: Thu Nov 30, 2017 8:26 pm
by dropoff
dibe91 wrote:well, but can the script give the right name to the texture? you know I'd be very comfortable
They are in same archive as a model. They should be.

Re: [PC] Dark Souls III model import maxscript

Posted: Sat Dec 02, 2017 10:01 am
by jnnpsubm
Can any one send me a copy of the max script? I cannot find it in this post...... my e-mail is [email protected], much thanks!

Re: [PC] Dark Souls III model import maxscript

Posted: Sat Dec 02, 2017 1:48 pm
by zaramot

Re: [PC] Dark Souls III model import maxscript

Posted: Sat Dec 02, 2017 3:00 pm
by jnnpsubm
zaramot wrote:Last post

viewtopic.php?f=16&t=14291&start=180
Thank you very much! With you max script and some other tools , I am able to add some DSIII char to my game engine base on DirectX12:
Image

not used normal map yet,still working on some dds texture format.

Re: [PC] Dark Souls III model import maxscript

Posted: Sat Dec 02, 2017 5:34 pm
by zaramot
jnnpsubm wrote:
zaramot wrote:Last post

viewtopic.php?f=16&t=14291&start=180
Thank you very much! With you max script and some other tools , I am able to add some DSIII char to my game engine base on DirectX12:
not used normal map yet,still working on some dds texture format.
I'm glad, that you've found it useful so far!

Re: [PC] Dark Souls III model import maxscript

Posted: Sat Dec 09, 2017 10:48 am
by TokiChan
Newscript will work with maps and static? :)

Re: [PC] Dark Souls III model import maxscript

Posted: Sat Dec 09, 2017 10:10 pm
by zaramot
For static should work, for maps I don't know! Never tried to import them actually.

Re: [PC] Dark Souls III model import maxscript

Posted: Sat Dec 09, 2017 10:44 pm
by dropoff
zaramot wrote:For static should work, for maps I don't know! Never tried to import them actually.
Maps have more than 1 uv maps and your tool import uv only for lightmaps.

Re: [PC] Dark Souls III model import maxscript

Posted: Sat Dec 09, 2017 10:54 pm
by zaramot
Ah, didn't know this. It's not very hard to implement though.

Re: [PC] Dark Souls III model import maxscript

Posted: Mon Dec 11, 2017 11:29 am
by fine197612
help~~ Script keeps asking to open hkx file first but I want to see static meshs only in the map folder (guess they are in data5)~

Re: [PC] Dark Souls III model import maxscript

Posted: Mon Dec 11, 2017 12:34 pm
by zaramot
Here's the script, same script just without bones. Though, as dropoff said maps has more than one uv channel - script should be updated for them. And I don't have any map/level file.

Re: [PC] Dark Souls III model import maxscript

Posted: Tue Dec 12, 2017 1:32 am
by dropoff
zaramot wrote:Here's the script, same script just without bones. Though, as dropoff said maps has more than one uv channel - script should be updated for them. And I don't have any map/level file.
Here is round plaza arena map models and textures.
https://mega.nz/#!pg1E0BII!x_izi3dsV_KC ... 4B4R_WJIpE

Re: [PC] Dark Souls III model import maxscript

Posted: Tue Dec 12, 2017 6:09 am
by fine197612
WOW~ You are the Hero! The script works as fine as Super!!! for both Characters and Objects~! Also I don't see any trouble on texturing. UV was so perpectly extracted too!
maxscriptok1.jpg

Re: [PC] Dark Souls III model import maxscript

Posted: Thu Dec 14, 2017 6:37 pm
by dibe91
error with the c1200. the skeleton does not follow the model
Image

Re: [PC] Dark Souls III model import maxscript

Posted: Tue Dec 19, 2017 12:18 am
by dibe91
dibe91 wrote:error with the c1200. the skeleton does not follow the model
Image
I want to point out two other models that have problems with the skeleton: the c1390, c1391