Page 1 of 25

[PC] Dark Souls III model import maxscript

Posted: Sat Apr 30, 2016 5:56 pm
by zaramot
Hi guys! Here's maxscript to import [PC] Dark Souls III character's/monster's models with bones (3ds max 2009-2012). Inside archive - maxscripts for models+.hkx bones.

Image

P.S. Script doesn't import weights (this part is disabled, you can check by yourself), you can enable it by uncommenting some areas in the script, but skeleton from model file will be twisted. Though, if you import model with weights and messed skeleton, I guess you will be able to use nice skeleton from .hkx file later :) 3ds max max users will understand, or any other who at least a bit experienced with 3 software. I will continue to work on Dark Souls 3 and DS2, so stay tuned if interested, I will show my progress here

Re: [PC] Dark Souls III model import maxscript

Posted: Sun May 01, 2016 6:38 pm
by zaramot
Here's Noesis plugin for .tpf texture containers, which should allow you to view and export textures for Dark Souls III

Image

Re: [PC] Dark Souls III model import maxscript

Posted: Sun May 01, 2016 9:07 pm
by TheMask85
holy crap! thank you for your work!
may i ask what lines you need to change in the 3dsmax script to enable weighting/skinning? even if it's broken.

one more thing. it seems all of the uv's are broken. unfortunately the textures won't fit.
Image
while the original diffuse looks like:
Image

Re: [PC] Dark Souls III model import maxscript

Posted: Mon May 02, 2016 7:17 pm
by zaramot
Don't worry I know that :) I'm working in order to solve any issues, though you can try this script, latest one I made. It will get you bones and weights+fixed uv's. I'm sure errors will be present, so fee free to report them here.

Image

Re: [PC] Dark Souls III model import maxscript

Posted: Tue May 03, 2016 8:07 am
by HunterAP
Awesome job, man! Just reporting some errors I've encountered:
UV's are really weird: they look fine, but are over 100x bigger than the 0-1 UV space, and the faces/elements are improperly shaped or sized no matter what I try to do. This is on pretty much all characters and all the weapons I've tested.

Soul of Cinder's (C2580 in CHR folder) sword is messed up.

Latly, Yhorm the Giant (C2560 in CHR folder) only loads part of his armor, but not his body and the rest of his armor, nor his weapons.

Keep at it, mate, this is great stuff.

Re: [PC] Dark Souls III model import maxscript

Posted: Tue May 03, 2016 11:11 am
by zaramot
Hmm, that's strange I don't have C2580, C2560 folder in that huge sample archive you sent me (tanks again for this). Are they from some other place? I can't test them right now unfortunately.

EDIT: I think I found models you talking about - messed sword in c5280 folder :)

Image

Re: [PC] Dark Souls III model import maxscript

Posted: Wed May 04, 2016 12:31 pm
by foobarwtf
zaramot thanks!
Pity fire keeper(c1400) don't have much body mesh under her clothes... :(
Image
(I believe I didn't apply the textures properly though, especially the files end with _r)

ps: the plugin for .tpf extension produces this image for 13th image in c2170.tpf:
Image
(and it seems c2170 have uvw mapping problems?)

Re: [PC] Dark Souls III model import maxscript

Posted: Wed May 04, 2016 3:10 pm
by zaramot
Hmm, I don't have textures and .flver model for c2170. Can you provide them? Plus, what about meshes under clothes for c1400? You mean some meshes not importing?

EDIT: Just checked c1400, and I don't have texture + flver for this one too. It might be, that script requires fixing for models of their category xD

P.S. Guys what about player characters, I think I have none + I'm curious if Dark Souls III have some nice/cool looking armors? I need Lorian's Armor Set, Outrider Knight Armor Set, Wolf Knight Set.

Re: [PC] Dark Souls III model import maxscript

Posted: Wed May 04, 2016 5:45 pm
by foobarwtf
I believe developers didn't put body meshes under clothes, and that's the reason I didn't see meshes under clothes.
And c5210 has some issues with it's clothes:
Image

Re: [PC] Dark Souls III model import maxscript

Posted: Wed May 04, 2016 6:00 pm
by zaramot
A bit fixed version of Noesis plugin from DS3 .tpf files, fixed error with c5210, c1400 and c2170 .tpf

Re: [PC] Dark Souls III model import maxscript

Posted: Fri May 06, 2016 7:42 am
by HunterAP
Wanted to inform you of an update, I tried your DSIII importer on Scholar of the First Sin FLV models, and it work 100% perfectly! I've been able to get all the DLC weapons, shields, and armors, but characters, maps, and objects can't be extracted from with any BinderTool version. Regardless, that's some awesome work!

As for more bugs with the script:
-Abyss Watchers (c3040) have some UV errors with their gauntlets.
-For the most part, models with the "goo" monsters inside of them (such as Iudex Gunder in c5110), the goo-monsters have improper UV's, although the rest of the model (such as Iudex Gunder himself) have proper UV's.

Thanks again for the great work! I'm really ecstatic that I finally got SotFS models working properly thanks to you.

Re: [PC] Dark Souls III model import maxscript

Posted: Fri May 06, 2016 11:00 am
by zaramot
Really nice to hear, that you managed to get models from SotFS! No need to thank me, I was very glad to help :) Though, script isn't finished, I'm going to make it work properly with DS3 and even with SotFS, with time eventually xD
Thanks for the bug report, I'll take a look at models you said

Re: [PC] Dark Souls III model import maxscript

Posted: Fri May 06, 2016 12:23 pm
by dibe91
but there are skeletons there are problems or not?

Re: [PC] Dark Souls III model import maxscript

Posted: Fri May 06, 2016 2:17 pm
by zaramot
With Dark Souls 3 shouldn't be problems with skeleton. Well, actually with DS2 too, but about this I'm not at 100% certain. For all dark souls series + demon souls should be possible now to solve skeleton issues. But for Dark Souls 2 as I understand there's no proper extractor, right? Just for DLC and SotFS

Re: [PC] Dark Souls III model import maxscript

Posted: Fri May 06, 2016 6:49 pm
by Doctor Loboto
That's what I was wondering. Does anyone know of a proper way of extracting the massive archive for SotFS so we can have the proper models? Bindertool doesn't work, nor does any of Rick's Tools.