![]() ![]() fault.aspx, look for the beta 2 version of the extractor which can convert the. Uses CryEngine 1, cgf files can be viewed and extracted using 3dObjectConverter, I've messed around with a hex editor but it would be nice to see a converter to make them into normal cgf files to be more easily manipulated)Įve Online (Tools. smd and imported to max using HL2 smdimporter above, Tool: )ĪION MMORPG (Look here for extraction and conversion info viewtopic.php?f=10&t=2848&st=0&sk=t&sd=a. Stalker: Clear Sky: (can be converted to. smd and imported to max using HL2 smdimporter above, Tool: ) Lineage 2 (Not skinned or rigged) (Tools: ), see above for Gildor's updated tools. Some of them have models that are as good as some recent games, despite the older engine. I will see if I can find/post scripts for them if anyone is interested. QUAKE 3 ENGINE GAMES: Most links to tools for these games are out of date, but I have been able to import models and animations from all of them into Max in the past. Quake Wars Game itself used newer binary versions of MD5MEsh files, and files that come with the SDK are version 11 I think, but the newer tools can handle them. You can go right into the md5mesh file with a text editor and delete it (it's pretty easy to spot when you compare it to a D3 file) and then there is no difference. Quake 4 the Quake 4 md5mesh files are essentially the same as the D3 files, except that they have collision geometry. Vampire: the Masquerade - Bloodlines (Animations don't work with the current tools, but rigging is ok)ĭOOM 3 ENGINE GAMES (Tools are here:, but also check out Gildor's updated md5mesh importer linked above) (Half Life 2 engine, tools are here: Models must first be decompiled using the mdldecompiler from the link, then imported using the. =10&t=2117and check here a worldshift archive extractor. Worldshift Update Feb 11: Uses Nifs, check the niftools forum for an updated nif.xml file to enable nifskope to work with these. Warhammer Online (Uses Nifs for all static meshes, animated meshes are proprietary and are being worked on by these people, but it doesn't look like they plan to release anything for the public. I've got most of the textures working, but some nice programmer really needs to simplify this for us.) nif files from this game, but look here viewtopic.php?f=18&t=3263 to get the. dds files from the nif)Ītlantica Online (Nifskope and Max Nif importer can manipulate. Requiem: Bloodymare (one of my favorites, use blender to extract the imbedded. Megami Tensei: Imagine (use blender to extract the imbedded. Here are the GAMEBRYO GAMES that I have had success with from the Niftools list:ĭark Ages of Camelot (Animations are not supported) The fine people at have created a list with Game titles and extractors where available: Nif file format games are abundant (Gamebryo Engine). psk/.psa files directly into 3dsMax.Ĭlick here for an up-to-date list of the many games that are supported by this excellent tool: Umodel also has the capability of exporting Unreal packages to idSoftware's md5mesh and md5anim format, which can be imported back to Max using gildor's updated md5mesh importer script ( )įurthermore, Gildor has also created the ActorX Importer for 3ds Max, which enables you to import. Gildor has created an amazing tool called umodel, which is available here: with which you can extract psk/psa files from a variety of Unreal engine games. UNREAL ENGINE GAMES: (updated September 27 2009): I will add links to the scripts when I find them all: Here are some games with which I've had a lot of success getting into 3dsmax using plugins or scripts. ![]() Have a hard time imagining 295 trillion megabytes? Hilbert suggests thinking of it this way: "If we would use a grain of sand to represent one bit each of the 295 trillion, we would require 315 times the amount of sand that is currently available on the world’s beaches.Cool Topic, I've always wanted a list like this. As of 2007, the latest year that Hilbert reviewed, humankind was able to store 295 trillion optimally compressed megabytes, to communicate almost 2 quadrillion megabytes, and to carry out 6.4 trillion MIPS (million instructions per second) on general-purpose computers. It represents an immense number nonetheless. At this rate, computers by the end of the century will have the "computational power and ability to store as much information as that which can be stored in the molecules of all humankind's DNA," said one of the researchers, Martin Hilbert from the University of Southern California.Ĭurrent capacity is still only enough for 0.33 percent of the information that can be stored in all DNA molecules of one human adult, Hilbert said. ![]()
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