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Maxunderground news unavailable

Taking some 3D models out of a game
show user profile  LOL500
I suddenly though of this great way to get some assets.
I know there is a software called 3d ripper dx that other people say does the job but I was kind of wondering why we can't like just open a game file with max and get the model?
read 560 times
9/1/2012 8:17:01 AM (last edit: 9/1/2012 8:17:01 AM)
show user profile  horizon
Because they don't usually come as simple common 3d files for everyone to see.

And by way to get some assets I'll assume you mean look at them


read 552 times
9/1/2012 8:26:20 AM (last edit: 9/1/2012 8:26:20 AM)
show user profile  LionDebt
Because ripping the art out of a game just so you can have some assets for your own use is like ripping the hearts out of kittens to feed your sadistic hunger for flesh. It's pretty much akin to piracy, which shares it's place up there with theft and general douchebaggery.

Although, certain games ship with a modding community, which is usually a bunch of die-hard elitists who live in their moms' basements aspiring to greatness by creating Minecraft cubes that can do magical things. There is the rare case in which some of these modders actually can rub their braincells together and create their own highly successful project (see DayZ). But, in these rare cases the individual in question already knows how to create their own assets alongside programming and implementation within an established engine.

To that end, it is acceptable to pull assets out of a game only for research purposes - to see 'how' they are put together, 'how' they function within the engine, and 'what' they look like through a software package like 3DS Max. And finally, to answer your questions, not every game studio or publisher wishes you to know their tricks and secrets, often using custom or newly established file formats, meaning that exporters/rippers have to be created by 3rd parties.
read 530 times
9/1/2012 3:29:31 PM (last edit: 9/1/2012 3:29:31 PM)
show user profile  Kajico
What LionDebt said. Most companies like to keep their assets packages, mostly because it cost them a lot of my in paying 3D artists to make them. There's also DLC to consider, if your items are easily usable in MAX, what's the point of having you pay for certain content and assets if you can just replace current assets with DLC ones that you opened in max.

There's just countless reason's why a company doesn't want you to have them, then there's the technical ones.

Some game engines have to have assets packaged a certain way that's proprietary to the engine. Just like how LW and Softimage needs their scenes packaged a certain way that isn't compatible with 3DS max.

Now there are a few engines out there that use generic object formats that can be imported into 3D programs. I remember you could natively import Quake (or was it Diablo) models right into Lightwave, and there was a free to use game engine out there that used .3ds for object models.


(\/) (°,,,°) (\/) Woop woop woop!




read 507 times
9/1/2012 11:47:24 PM (last edit: 9/1/2012 11:47:24 PM)
show user profile  advance-software
... and some say, here you are, go wild.

http://armada2.filefront.com/file/Storm3D_Object_Definition_SOD_File_Format;98714

http://armada2.filefront.com/file/Armada_Storm3D_SOD_Utilities;14126

... as a result, armada has a fairly extensive modding community.

more modding = more interesting game = more sales.

take a look at milkshape - it has support for converting to/from loads of game formats.

read 501 times
9/1/2012 11:56:19 PM (last edit: 9/2/2012 12:28:03 PM)
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