Extracting summon monster models

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I have just send you what I did.
If you want to know why the aren't many people download 3DS Max 2011,in my opinion,then it's because it ain't FREE
And...what's "the file"?
The student edition is free, the only difference is you can't sell what you make, otherwise it's the same as the professional version, about the file, I meant the .3ds file you exported.

Bloody hell, if I can't get help here, I might as well screw the whole thing.


Summary:

I export the file as 3DS
File doesn't load in 3DS 2011 when using the import feature, "improper format"
Blender can't be used due to inability to export as DAE files
I need DAE format for a game
 
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I'm a blender user too so I won't be of much help.. But this sort of jumbled parts error also occurs sometimes in blender, If you don't mind the extra effort why not just organize those jumbled parts.. Afterall you will be modifying the model.. and while porting to ff7 you will have to cut them up to pieces again.

btw if you still want it heres what I promised http://www.mediafire.com/?0icay9ndxicnxdi
 
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I'm a blender user too so I won't be of much help.. But this sort of jumbled parts error also occurs sometimes in blender, If you don't mind the extra effort why not just organize those jumbled parts.. Afterall you will be modifying the model.. and while porting to ff7 you will have to cut them up to pieces again.

btw if you still want it heres what I promised http://www.mediafire.com/?0icay9ndxicnxdi
Managed to open the 3DS file in Blender and export it as an .OBJ file (with the 3D model in tact).  Why the same file refused to open up in 3DS Studio Max 2011 is beyond me.


Edit 4:54 PM  Got in into the program just fine (with textures) I just need to smooth it since the polygons look a little too rigid
shiva3ds.jpg
 
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Being backwards compatible doesn't mean much with any autodesk application really. I've used Maya 2010, 2011 and 2012 and every time a new one comes out, some issues are fixed and some new appear where everything used to work fine. Right now I use 2011 because 2012 had too many problems with animations. I'm guessing 3ds must be suffering from the same kind of um... bad engineering.
 
Well, the important thing is I finally got the thing to work, but in the end, all I did was piss everyone on the forums off, so yeah, no reason for me to lurk on these forums anymore.  :-\
 
Heh, I won't argue with you on that. You haven't even met the real douche on this forum yet and I hope you don't. His fun is to browse topics and nag people about how their ideas are impossible.
 
Heh, I won't argue with you on that. You haven't even met the real douche on this forum yet and I hope you don't. His fun is to browse topics and nag people about how their ideas are impossible.
I hope I don't either, but I got the model extracted, but the textures show up like s**t in 3DS Max (a gradient mess of weird colors, no matter what options I chose for the BMP), so I have someone redoing them so they look normal.
 
I believe the original model's don't have proper textures, If you're going to edit the textures you might want to make all new UV maps first ;D ;D ;D
 
You can use 3ds Max to Import/export OBJ and 3DS just make sure you use the right settings.

I'm using 3ds max 2012 and when i export to OBJ i just use the preset drop down menu there's one for blender which works perfectly.
(except that stupid Blender doesn't support smoothing groups, so always untick that lol)

I've never had any prob with importing and exporting with max for 5 years now, just look at videos on importing and exporting certain files.
 
I hope I don't either, but I got the model extracted, but the textures show up like s**t in 3DS Max (a gradient mess of weird colors, no matter what options I chose for the BMP), so I have someone redoing them so they look normal.
The models do not use textures at all, they use flat gouraud shading with colors interpolated based on the color of each vertex point.

You know how you can shade the FF7 text window by changing the colors of the corners? That how they shade whole models in FF7.
 
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Yep, but some models have textures for the eyes mouth and nose, so he might be referring to those..
 
Yep, but some models have textures for the eyes mouth and nose, so he might be referring to those..
No, the body textures themselves; they look like utter s**t in 3DS max and will have to be redone.
 
I'm pretty sure ff7 models don't have textures, aside for the face details on some characters. So I don't understand why you insist on body textures being messed up, read halkuns post above he pretty much nailed it already.
 
Perhaps this picture will do a better job describing. They have a lot gradients, but luckily someone is working on it.  Too bad these FF7 model  programs don't extract textures more efficiently. 

Note: 3DS Max 2011 Student Edition is just as fully functional as the professional version.

shiva3ds.jpg
 
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I am certain the thing where looking at is not textured, refer to halkuns post, he explained it already.

here to be easier,
The models do not use textures at all, they use flat gouraud shading with colors interpolated based on the color of each vertex point.

You know how you can shade the FF7 text window by changing the colors of the corners? That how they shade whole models in FF7.
I have nothing to add since it's explained well, Try to understand this first and Research what we exactly mean by texture files, it'll help, I know it's confusing at first but you'll get the hang of it, again use search when you want to clarify some things ;D ;D ;D
 
I am certain the thing where looking at is not textured, refer to halkuns post, he explained it already.

here to be easier,
I have nothing to add since it's explained well, Try to understand this first and Research what we exactly mean by texture files, it'll help, I know it's confusing at first but you'll get the hang of it, again use search when you want to clarify some things ;D ;D ;D
Alright, that makes more sense, but I have someone working on getting the shading fixed so that it works properly in 3DS Max and will have it by this weekend.  I know nothing regarding altering shading or altering textures.
 
Hehehe nice stuff. Seems like you go to Brawl Vault :P
 
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The shading on Shiva (as with every other character) is indeed vertex color. 3D Studio Max supports Vertex color, I can confirm that, but I'm not sure if any of the formats we can export the models as supports that sort of information. I was working on one that did, but never got to finish it.
If you're going to edit the models, it would probably be best scrapping the baked shading completly, though. I'd paint the model with plain colors and ask 3DStudio to give me an ambient occlusion lightmap.
 
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