Posts: 8
|
Post by spookeydonkey on Apr 4, 2020 3:19:08 GMT 10
I had a virtual machine with IDK which version of 3ds max installed. I remember it was a VM as I also had some OLD ps1 3d model viewer that let me see some animations from the original RE1 and possibly export them. Memory is really iffy here.
Anyway, lost that VM. I did somehow recover a rendering animation I made, and I was wondering if the model is indeed from RE Darkside chronicles. What tools would I have used to even extract the animation? Video is here :
|
|
Posts: 8
|
Post by spookeydonkey on Aug 31, 2019 8:02:22 GMT 10
Any way I can use this plug in with Max 2020? It won't load the 2019 version. edit: I'll answer my own question: "No". Someone would need to recompile the plug-in with very minor changes (which can be accomplished with a few copy pastes, and changing a "2019" to "2020". I could probably do it myself, but I just removed Visual Studio as I have hard drive issues (why did I buy 2 128 Gb SSDs? Why?!) I may have an older version of Max on a VM somewhere, and in a few months if nobody updates the plug in maybe I can do it
|
|
Posts: 8
|
Post by spookeydonkey on Aug 29, 2019 19:20:25 GMT 10
I'd like to import some of the scenery (yeah, I know I'll most likely have to wade thru a hundred items I don't want to find one I "want"...though the names are kinda descriptive as to what they are) but no clue where to look. I'm going to assume only weapons are in the weapon folder, etc. Where would the items be? For example, I'd like to get some of the items in the wallpaper_09 (of the backgrounds included in the game folder). Cans, etc. I like to try to recreate some of these myself with the original model. edit: I found for example a file I would want to import with the following name: "sm36_113_labdocument01b_00ms.mesh.1808312334" It seems to be a lab document, how helpful. When I use the script, I get an error. Are not all .mesh files importable? I've imported character models and guns successfully using the script (is there a difference between the XNA version?) and I only get errors on anything not a gun or character
|
|
Posts: 8
|
Post by spookeydonkey on Sept 28, 2018 13:30:22 GMT 10
Hi guys, I have a weird issue. I'm using 3ds Max 2017, and importing using MT Framework.mzp. I think this works better than the regular MT Framework.ms for 2017, correct? I can import some enemy meshes (only been trying with zombie meshes) however I can't seem to import any meshes (only bones) of player characters. (Haven't tried Wesker Barry etc) I am using ARCtool to extract the .mod and assorted textures. Another quick related q: which bone is the master and which should I be using when I move the model? I can't remember the exact names but I believe the top hierarchy bone is "bone 255" after importing a .mod, and then there's another top level one right under it. I've uploaded a zombie with named bones and textures (probably not textured correctly) if anyone would be so good as to look at it. Wasn't sure of the format so I included a few (.max, .fbx, .chr), here's the file(s): s000.tinyupload.com/index.php?file_id=02408852256937463511p.s. And while I'm at it, I was trying to get the 1996 zombie model but I can't seem to find it in the enemies.rar that is provided. They all seem to be the new zombies. Which file holds it, anyone know? Even better would be a method to extract the models on my own (either from the psx release or the PC, sega saturn is probably impossible)
|
|
Posts: 8
|
Post by spookeydonkey on Sept 20, 2018 12:53:17 GMT 10
Hey guys, my goal is to have a character mesh with a few animations in a single file usable in 3ds max. This is possible right? This is what I've done so far: Ok, so I got a mesh from one of the RE games, I think I got Claire's mesh from one of the Chronicles games using Dolphin. I also have a few animations I want to save with the mesh, in a format usable in 3ds Max. So, in Max 2017 I use ActorX importer and choose an animation. Since I'm new and don't know what I'm doing, I choose a single animation and then export as 3ds Character file (.chr). I then open a scene I've been working on and choose Import -> Merge -> "Claire with death animation.chr". At this point, all I can do is position her and found out she animates once I press play or scrub the timeline. How would I choose which animation plays, if I had for example two or more animations imported before I saved the mesh as .chr? Should I even be saving as .chr and instead be using export.fbx instead? I'm very new to all of this, but I'm taking it one step at a time, I've been doing some beginner 3ds max tutorials and playing around on my own. I even bought a second monitor for this, since I really wanna learn how to use 3ds max. Hope I don't sound like a kiddo (no offense to youngsters!) I'm actually approaching middle age...just picking up a new hobby to replace a few bad ones I've decided to stop bonus question: how should I be scaling my characters according to my scenes? Claire Redfield is 169 cm tall. In my scene I have 2 buildings that I built using real world units (as opposed to generic units). What's my next step for scaling?
|
|
Posts: 8
|
Post by spookeydonkey on Mar 9, 2017 2:41:25 GMT 10
Thanks! I just now saw this tutorial for RE6 (Jump to 7:06) and she uses the eyedrop tool to automatically build the structure of textures (I'm sure I'm using the wrong vernacular). After that she just replaces the target file. Anyway, this is what I came up with just by drag and dropping. It took several tries to get it right for some of the body parts (Head and Chest): imgur.com/a/GyEBlWhat would be the best export format so I can play around with my new friend in Max 17? Or should I stick to 12 for now? And one more thing: Animations. For RE6 they're .psk files right? What about for REmake and RE0? Or are they in the mod file already? (Sorry for so many questions).
|
|
Posts: 8
|
Post by spookeydonkey on Mar 9, 2017 1:54:32 GMT 10
How can I load the models with the correct textures in 3ds Max 2012? I can currently load the models I want, however I'm not sure how to load the models with the textures applied to the correct locations (yes, I'm a beginner at this but I am trying to learn).
I've converted all the .tex files to .dds. I was assuming that the .mod file would see the .dds files and automagically apply all the textures to their correct places. Am I mistaken? Did I miss a step?
For example, I'm trying to load the Hunter (I think from RE0, may be from RE 1...filename is em2f).
In the .mod folder (em2f\model\em\em2f) I have my em2f.mod, and all the textures that are dumped by arctool.exe. I also converted all of these to .dds.
What step am I missing?
|
|