10/14/2019 Decrypt Max Script Rollout
Question: What is an MSE File? Have you found, downloaded or received an MSE file, but don't know which software program is required to open it? Before attempting to open an MSE file, you'll need to determine what kind of file you are dealing with and whether it is even possible to open or view the file format. Answer: Files which are given the.MSE extension are known as Encrypted Maxscript files, however other file types may also use this extension. If you are aware of any additional file formats that use the MSE extension, please let us know.
How to open a MSE file: The best way to open an MSE developer file is to simply double-click it and let the default assoisated application open the file. If you are unable to open the file this way, it may be because you do not have the correct application associated with the extension to view or edit the MSE file. This developer file format was added to our database by a visitor to this site, but no additional information was provided. We have yet to investigate this file type further, or there was not enough information available at the time to report accurately on the format. Please check back soon for more information as we are constantly updating our file descriptions based on search frequency.
Rollout funfunfun 'fanaeean' width:160 height:144. Is not modified.And the code body is also encrypted by a random key after calculate the dummy head data.But since maxscript must be decrypt before 3ds max run it.The random seed is exist in the head of the result.mse file,too. And to those max script tool author who want to protect.
Tip: Try to open the MSE file using a text-editor such as Notepad, as many file types contain simply contain unformatted plain-text and can viewed correctly using this method.
Hi I've just added some bug fixes. Animations can now use scaling.
Start position should be ok. Added yaz1 decryption. Fixed skinning (issue with root bone) Changed install method. I still need to add btp file support and Mat support (Minda's animated hair color). I also tried merging some characters and animations. In the images below the mask and large hand (scale animation is from the hair bones) are added to Minda by aligning them to the matching bones and then setting the parent link.
MaxBMDBeta03.zip ((((http://www.4freeimagehost.com/show.php?i=PUSH818998f2e070.jpg). I originally created a separate mesh for each texture like BmdView2 and then applied skinning to each mesh. It looks like some of the vertexes are shared (face and eyes) and it's really one mesh with multiple textures. It ended up being easier to create one mesh and use one material with multiple textures. To select each element group go to 'Editable Mesh / Element' modifier and select each item.
To select face groups by the texture used go to 'Editable Mesh / Polygon'. Open the 'Surface Properties' rollout and use the 'Select ID' button. You could use the 'Detach' button to create new meshes but it will affect the skinning.
I might add a checkbox in the UI to extract each material as a separate mesh but it might take a few weeks (low priority). I haven't used Maya before but it sounds like the exporter doesn't support bones / skins. If you export it as a Maya file and import it back into 3ds max does it still have bones? Maybe another Maya exporter is required.
I currently save the animations as.anm files for use in the character assembly. This makes it easier for me to manager the animations and also allows them to be applied to other characters e.g. Sword fighting Minda. I'm not sure how Maya uses animations and what the best format would be. Would it help if I just load all animations one after another (might be useful for panda.x exporter)? Thanks for the tip about the hair, I'll check that out first. I've never noticed the bdl files before.
It looks like they can also be imported. The uploaded version now allows for bdl files to be opened. The bones are rigged to the model. After importing I freeze the mesh and hide the bones.
To view the bones select the character icon and a rollout on the right hand side should display the character panel. Under the 'Character assembly' section change the 'Display' type from 'Low Res Objects' to 'All objects'. Moving the bones will now move the mesh.
To view the skin modifier first unfreeze all objects (right click in view port and select 'Unfreeze all'). Then select the mesh and in the top right hand of the screen you should see the skin modifier. Expand it and you can view the envelope weights. I'm only testing this in 3ds Max 2008 now so it might run differently in older versions.
MaxBMDBeta04 (http://rapidshare.com/files/119735619/MaxBMDBeta04.zip.html). I just checked out Ganondorf from Demo3204.arc 0.rarcdir archive bmdv demo32ganoncut 00gp1.bmd and it looks ok.
I'm not sure where the original character is. Could you post the path to the bmd file? I forgot about rapidshares validation codes. I'll upload new releases to megaupload from now on. I was thinking about writing some code in XNA Game Studio and was wondering if there's anymore game info that can be extracted like AI, animation sequences, model linking (e.g.
Link model, hat, sword), sounds, height maps etc. I'm amazed that some people are actually able to decipher the binary files. MaxBMDBeta04.zip (same as the last file but hosted on megaupload. If you want to get a challenge, try to find and desipher the file that contains data about the objects that is placed in a level. Objects such as trees, flowers, stones and other interactive things.
Ganondorf from The Wind Waker is in file Gnd.arc. Will try to find the other Ganondorf's as you mentioned.
Edit: PM'ed you with something and tried on Link. Same problem. It freezes on this line: setNormal modelMesh i normalsi I edited the whole part about normals out, and then it worked. Also, can you explain the 'missing textures' command line thing that's in the readme? I can't understand.
It would be great to be able to get the object placements in the level. Unfortunately I've never had much luck desiphering any files.
I've updated the code to ignore the undefined normals. I didn't know that bmd files are used by Wind Walker. Does anyone have a list of games that use the bmd format?
To extract the tga files I use an old version of bmdView.exe (source code included). This doesn't extract all the images.
If you get a popup that says 'Error generating dds / tga image file(s)' then you need to use BmdView2 to extract the rest of the images. For gnd.bmd it's unable to extract three images and creates temporary files in the 'Textures' folder (ganonall.ERROR, ganonkenall.ERROR and toonGN.ERROR). Open gnd.bmd using bmdView2.exe and from the main menu select 'File/Export Textures.'
Set the save type as 'tga files' and set the filename to anything (I use ' as the filename e.g. You then need to rename tga files to exclude the prefix e.g. 'ganonall.tga' - 'ganonall.tga'. In the 'Textures' folder replace the.ERROR files with the.tga files with the same name, then delete the.ERROR files. Run the MaxScript importer again and it should work.
It looks like I'm missing the shader settings to get the toon effect (Not sure how to reproduce this in 3DS Max). If the bmdview2 code was modified to run as a command line application that used the same arguments as the bmdView.c code in my source folder then the previous procedure wouldn't be necessary.
I was unable to compile the code using Visual Studio Express and I hardly ever get the missing textures issue when extracting the TWW models so I don't plan on updating it. MaxBmdBeta05.zip (BmdView2.exe ((installer from somewhere in this thread It might not be the latest version). Thanks, I'll have to check out those other games sometime. The BMDView.exe file should go into 3ds max's root folder e.g.
C: Program Files Autodesk 3ds Max 2008 BmdView.exe. I think I had some problems with the paths on 3DS max versions earlier than 2008 (path can't contain spaces). You could try placing BMDView.exe into the C: path then search the MaxBMD.ms script for 'UPDATE BMDVIEW.EXE PATH' and uncomment the '- bmd.SetBmdViewExePath 'C: ' line.
If that fails you could manually extract the images using BmdView2 and then search MaxBMD.ms for the following if (ExtractImages) then ( DrawScene ) and change it to just DrawScene. Ok, I just found out that 3ds 9 is lower than 2008.
That explains why I get the start path spaces error. But I still don't get extracted any textures when I export anything. No error files either. I will get back to you when I get 3ds 2009 and try it there. Edit: Ok, with 3ds 2009, it still won't extract the images. It does not even make.error files.
Edit2: In some files it assign the wrong files to the textures. In Tetra's case (Zl.arc) it uses the eye texture for the body, resulting in a strange result. It sounds like BmdView.exe is in the correct path for the script because you should get an error message if it's not found. I've only tried this on windows, what operating system are you using? If you create a folder in C: called MaxBMD and add the BmdView.exe and gnd.bdl files and then run the command below from command prompt does it generate the images? C: MaxBMD BmdView.exe 'C: MaxBMD gnd.bdl' 'C: MaxBMD ' When the maxscript runs does it generate the following structure?
Gnd.max Textures/.tga (is the folder also missing or just the images?) Animations/.anm I think BmdView.exe probably doesn't support most of the Wind Walker textures so it might be easier to run the script once and ignore the errors. Then use BmdView2.exe to extract the tga images to the Textures folder (using ' as the filename). To prevent having to rename the texture names all the time you could also update the following in the MaxBMD.ms file. texturePrefix = ' Replace with texturePrefix = ' It should work when the script is run again.
I'm using Vista. When I tried to use it now, I got a message saying 'The application has failed to start because its side-by-side configuration is incorrect.
Please see the application event log for more details.' I believe it have something to do with Visual Basic. Also, that happens when I try to start the program. Are you sure you have compiled it properly, that is, not in a debug mode or something that requires me to install a sdk or something of C# or C? Or do I simply have to update C?
(Which I believe is the cause of it). Hi guys i hope ill will not be banned for this reply. I uhant u, to see this.bmd and just tell me if this plug-in can open it.
I have try open it but just get this error: 'strRead += (bit.intAsChar (ReadByte f ))' on the script and a pop-up MaxScript Rollout Exception: - Unable to convert: undefinied to type: Integrer Can u make this.bmd to be read? (is 5.bmd on the folder) Hope i don't disturbing u, and hope u can help me. Thx for your time!
P.S sorry for my bad eng.:(. Thanks for solving the issue. I used visual studio C 2005 express with a release build. It definitely looks like something is wrong with my setup. If anyone else has another compiler or knows how to get it working in VS C 2005 then could they please rebuild it and upload it (source already in zip file source/bmdview.c). Otherwise I'll try to try to get it updated sometime tomorrow.
I'll try to get the textures working for Zl.arc sometime this week. I don't think the plugin is able to load these files. The plugin can only import files that can be viewed in BmdView2. I don't think the plugin is able to load these files.
The plugin can only import files that can be viewed in BmdView2. Ah.:( And in this case can u help with some ideeas,.
Telling me how to understand the file format. I realy need to convert this in smd or 3ds format and viceversa.
Or if u coud make a plug-in for me i realyse u don't need to make this efort and u don't earn enithing.but if u nead help for graphic design i will always help Is something important to me this.bmd format and is killing me alive: beg u for help. Ah.:( And in this case can u help with some ideeas,. Telling me how to understand the file format. I realy need to convert this in smd or 3ds format and viceversa.
Or if u coud make a plug-in for me i realyse u don't need to make this efort and u don't earn enithing.but if u nead help for graphic design i will always help Is something important to me this.bmd format and is killing me alive: beg u for help. First: delete the link from your first post, it's copyright protected material. Next, stop beggin' for stuff, you can try to change it yourself, the source is provided. That's it for now, next time, please be a little nice for your first post, than all will be happy. It might not be your setup that is wrong. It might just be the wrong way of compiling, or just me that have not the right tools. On this page: it says: A common mistake is to xcopy the application to a different machine without installing the VC80 CRT redist in that machine.
A different common mistake is to compile the application in debug mode, and try to use the application in a machine with only retail VC80 CRT redist installed. Application compiled in debug mode will depend on the debug version of VC80 CRT, and there is no redist for it. In both cases, the application will not launch due to Sxs failure (not able to find VC80 CRT.). What do you conclude from that? I only use Java as programming language, so I don't know what you need for C. Thanks, it looks like the redistribution libraries you mentioned need to be installed on the clients machine 32 bit system: Microsoft Visual C 2005 Redistributable Package (x86) (64 bit system: Microsoft Visual C 2005 Redistributable Package (ia64) (I don't have any extra PC's so I can't test this.
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Sorry spinne but I won't be able to work on these files. Even if I did have some free time I don't really understand the file formats. I just converted thakis's C code to maxscript. Thanks, it looks like the redistribution libraries you mentioned need to be installed on the clients machine 32 bit system: Microsoft Visual C 2005 Redistributable Package (x86) (64 bit system: Microsoft Visual C 2005 Redistributable Package (ia64) (I don't have any extra PC's so I can't test this. Sorry spinne but I won't be able to work on these files. Even if I did have some free time I don't really understand the file formats.
I just converted thakis's C code to maxscript. I whant just to know if you will have some free time and u think u can do something to encript/decript them, a litle soft.
Or a plug-in or something. If u can, then i will w8. 10 yars if its neaded. Isan't a problem.:D I DONT WHANT TO ABUSE, so i will let u an messenger id on private and if u will have some time free. Thx for your time!!! - BTW that files isant ilegal.s.
Is part of an online game and can be dwl for free. So this is public files (free, no license or other.). Hi guys i hope ill will not be banned for this reply. I uhant u, to see this.bmd and just tell me if this plug-in can open it. I have try open it but just get this error: 'strRead += (bit.intAsChar (ReadByte f ))' on the script and a pop-up MaxScript Rollout Exception: - Unable to convert: undefinied to type: Integrer Can u make this.bmd to be read?
/url(is 5.bmd on the folder) Hope i don't disturbing u, and hope u can help me. Thx for your time! P.S sorry for my bad eng.:( you need to remove that link. Its illegal to distribute copyrighted material.
Thanks, it looks like the redistribution libraries you mentioned need to be installed on the clients machine 32 bit system: Microsoft Visual C 2005 Redistributable Package (x86) (64 bit system: Microsoft Visual C 2005 Redistributable Package (ia64) (I don't have any extra PC's so I can't test this. Sorry spinne but I won't be able to work on these files.
Even if I did have some free time I don't really understand the file formats. I just converted thakis's C code to maxscript. I will test it out as soon as I can. But regarding the unextractable textures, why didn't BMDViewer 2 work with commandline again? Was it because of some modification you did on BMDViewer?
Isn't it possible to do the same modification of BMDViewer 2? And Spinne, where are the BMD's from? This method are Nintendo games only, namely Zelda (TWW and TP) and Mario (Sunshine, Galaxy and Mario Kart).
So if they are of another game, it's just coincidence that they have the same extension. They do not require the same formatting even if they have the same extension. Edit: I tried to download and install it, but I still get the error message when lauching the program. But I did not restart so I will try again later today. Spinne: Those files look like bmd files from a Gameboy DS game.
They use a different file format than the bmd files from the cube, so we won't be able to help you here. Try to find some DS tools.
Nop.is files from a free client for online games, the game name is Mu And no problem, thx eniwey And Spinne, where are the BMD's from? This method are Nintendo games only, namely Zelda (TWW and TP) and Mario (Sunshine, Galaxy and Mario Kart). So if they are of another game, it's just coincidence that they have the same extension. They do not require the same formatting even if they have the same extension.
The game is an online game, the files ar free, just the serverside have copyrights, clientside is free. When u whant to play u will pay like on WOW game diference is on wow u nead to buy client side Ies the file extension is similar so i waz thinking that i coud be luky. I just ask for help coz i think that a coder coud help to decript them/encript them and to remeke the client maps end this just for fun, just like a hobby, not other things. You need to remove that link. Its illegal to distribute copyrighted material. U nead to go and sleep., no ofence but i had talk about this 2 times: THE FILES DO NOT HAVE COPYRIGHTS Why??? Coz thei ar free, u can download the files from eny server, dont requerd instalation, cd-key.
In the license file is: free to use So don't flame boy End this files isan't from the game, this waz made by an argentinian coder and relised for free So stop flaming hire and see about your homework, will be better for u - Thx u guys for your advices and hope i wazant disturbing u so much. Have a nice day! Nop.is files from a free client for online games, the game name is Mu And no problem, thx eniwey The game is an online game, the files ar free, just the serverside have copyrights, clientside is free. When u whant to play u will pay like on WOW game diference is on wow u nead to buy client side Ies the file extension is similar so i waz thinking that i coud be luky.
I just ask for help coz i think that a coder coud help to decript them/encript them and to remeke the client maps end this just for fun, just like a hobby, not other things. U nead to go and sleep., no ofence but i had talk about this 2 times: THE FILES DO NOT HAVE COPYRIGHTS Why??? Coz thei ar free, u can download the files from eny server, dont requerd instalation, cd-key. In the license file is: free to use So don't flame boy End this files isan't from the game, this waz made by an argentinian coder and relised for free So stop flaming hire and see about your homework, will be better for u - Thx u guys for your advices and hope i wazant disturbing u so much. Have a nice day! Next time, tell us about such stuff earlier.
No need to be harsh about this, because, nearly everybody thought you would provide copyright protected material. So next time, tell us about it and it should be all fine. U nead to go and sleep., no ofence but i had talk about this 2 times: THE FILES DO NOT HAVE COPYRIGHTS Why??? Coz thei ar free, u can download the files from eny server, dont requerd instalation, cd-key.
In the license file is: free to use So don't flame boy End this files isan't from the game, this waz made by an argentinian coder and relised for free So stop flaming hire and see about your homework, will be better for u I don't live in the same time zone as you. Theres a big difference between flaming and informing. The only person I see flaming here is YOU. Refer to MasterPhW's post if you haven't already. It's great to see more screen shots. Just fixed some animation bugs and added support for.x file exporting (requires the kW x-port plugin from Any animations with scale or position changes (face animations) should work now. Also update the UI (see readme.txt).
I haven't had time to fix the texture path and bb.bdl issues yet. The image below is from some.x files I imported into xna. MaxBmdBeta06 (http://img253.imageshack.us/img253/9536/xnafq3.jpg. I just found out how to extract the sounds from Zelda: Twilight Princess at It also has a bunch of other cool utilities like wwdumpsnd (extracts sounds from The Legend of Zelda: The Wind Waker) at I've been wanting to get the hair color working for some time now. It looks like all the vertex colors are in greyscale for this character. I think the hair and the blue symbols might use the alpha channel to create a glowing effect (I haven't used shaders before and I didn't implement much of the Mat3 section.
For now I might just manually set it using the process you suggested. Does anyone know if it's possible to get facial animations like Demo0602.arc bmdr demo00midnacut00fc blend.bmd using Demo0602.arc bmdr demo06midnacut03fc 1o.bck. It looks like the bmd file only has one bone so I'm guessing it might be some kind of morphing animation.
This version should fix the bb.bdl issue that GaryCXJk found. When importing TWW models it's probably easier to uncheck the 'Export Textures' checkbox in the UI and use BmdView2 to extract the tga files (use ' as the filename). Thanks for the info thakis and Fluesopp, I've been stuck on the hair color for some time now. It looks like I'll need to learn how to use shaders. I'm going to be busy with some other things for the next few weeks so I probably won't be posting any updates for awhile. MaxBmd 0.7 (http://www.megaupload.com/?d=LPSBWTNQ). It looks like I accidently removed the notes about this from the readme file.
Place BmdView.exe in a path without any spaces like 'c://BmdView.exe' (also update the path in the code if using a path different to 'C://'). Open the MaxBMD.ms file and search for the line below. Then remove the '-' characters. bmd.SetBmdViewExePath 'C: ' - if Max version before 2008 and the path contains spaces the path will have to be manually updated Also remove the line below from MaxBMD.ms bmd.SetBmdViewExePath (getDir #maxroot) Then rerun the script. Hey Coder, I have a problem importing the textures of a model from Twilight Princess.
More specifically, when I try and import the model demo18dlinkcut00gp1.bmd (located in the Demo1800.arc file), it gives me the error message '- Unable to convert: undefined to type: String' The program stops the code at the line that says local fileName = texturePath + texturePrefix + text.stringtablev2 + '.tga' I notice alittle above that it says that that part of the code is hacky so you might have been planning to fix that, just wanted to let you know of a bug Note: The error message comes up even if I uncheck export textures or save animations. The importer loads all animations in the./bck folder. Ash.arc 0.rarcdir archive bmdr ash.bmd Ash.arc 0.rarcdir archive bck.bck If you use the '.x export' radio button it loads all animations one after another. It also uses kW X-port to export the mesh and animations to a.x file (might need to install kW X-port plugin). The 'character export' option will create a character assembly but it won't show any animations by default (animations saved to 'Ash.arc 0.rarcdir archive bmdr ash Animations.anm'). Select the character assembly and click the 'Insert animation' button in the modifier panel.
I like using character studio for animations so I started working on a script to convert them. It's still needs a lot of work and it only works on the ash character (Zelda TP) for now but it might be useful to someone. Be sure to untick 'Include scaling' and select the '.x export' radio button during import. Then run the ashConverter.ms script. BipedConverter (Test movie clip using motion captured bip file (1MB).
(Bip file is pjshowsuswhyinternsneedguidance.ra r from http://freemotionfiles.blogspot.com/search/label/BIP. Yeah, I figured that part out. But I'm talking about blending textures by vertex data. Here is some samples taken from BMDViewer 2, the Fishing Hole from TP. Proper render: Withouth Blending: Withouth vertex colors: Only vertex colors: Which leads me to think blending is done by vertex colors as alpha blending is done by a integrated channel in the images. This is not something which can be achieved by images. Here are some more images, from the rainbow: edit: As I checked some more, there are some textures that is blending with an alpha channel, such as the spider web in Impaz house.
It toggles when I press Q in BMD viewer, which indicates blending, but when I export the textures, it is an alpha channel on the texture. However, there is no such texture for the fishing pond. I just came across this plugin. But one major issue holding me back from using it. I get the plugin working and it imports what I want just fine. But the problem is, I can only select the bone objects and point helpers. I hide them all except the visible mesh (the banana object from Mario Kart for example), But I can't select it and modify it.
Nor does it even show up in the selection box. This prevents me from re-exporting it or adding modifiers. How do I select the actual mesh? It's in the scene, so I see no reason why it wouldn't let me select it. This is very odd. I didn't have this issue when I exported 3DS files with BMDViewer2 and opened them in max.
So no reason why it would do this. I'm using 3DS Max 6 by the way.
I will try get this working on Max 7 and see if that works any better. If I an get this working, this would sure beat using BMDViewer2. It's the bone object import/animation import stuff that is why I would want this to work.
EDIT: Just now found the problem. By default the importer imports the mesh as 'frozen'. I hit unfreeze all and now it lets me select it.Why does the importer import it as frozen?
This is bound to cause issues with less experienced 3DS Max users.:P. Hi, everyone.
I'm making a Zelda game, and with the great help of this script I can quite easily work with the models and animations. Fantastic work, Coder! Will there be updates for this script? I have some issues with it.
First of all, the models with one bone (like doors or Eldin bridge) may contain animations. This script just ignores them and this single bone. The second is the bone prefix, based on the filename. Some models, for example Link in each armor use same animations. But for doing that, i need to rename all models of the Link to an equal names before import. Some option to do not include prefix in bone names would be great. The last is that i get errors while importing specific models.
For example, fairy model ogdnv.bmd from AlAnm.arc (it says invalid normals) or door animation models from static.arc (unknown property: 'count' is undefined). I already solved some of this problems in 1.0, just commened out some strings, but new update had returned them all again.
Glad you like the script. I'm not planning on making any further updates and I don't check the forum often but I'll try and help if I have some spare time.
To remove the bone filename prefix try updating the following in BModel. FNode.name = bmdFileName + ' + f.name change to fNode.name = f.name It looks like the other issues would take more time to fix. I don't think there are any major changes between 1.0 and 1.1 so it's probably just as easy to use your edited version. If possible, could you upload your version with the fixes? Good luck with the game.
To solve the first problem with one bone models, I commented this lines in MaxBMD.mcr: 4682 -if ((rootFrameNode.children.count 1 AND rootFrameNode.children1.children.count 0)) then 4683 -createBones = falseThe result was an error, I fixed it by changing this line 3182 - dir = normalize (parentBone.position - start)to 3182 dir = 0,0,0 'Invalid normals' fix. 3958 if (normals.count!= vertices.count) then 3959 ( 3960 -messageBox 'Invalid normals?' 3961 -throw 'Invalid normals?'
3962 ) I just remembered, that I can not find vertex alpha anywhere. Vertex colors is all right, but it seems, alpha is missing.
This one is serious problem. It greatly increases works amount. I have to restore it manually to the second UV channel for each imported level. To stop the crash you could try the following but most of the textures and UV coordinates aren't correct. For i=materialIDS.count to faces.count do ( materialIDSi = 0 ) modelMesh = mesh vertices: vertices faces:faces tverts:tverts materialIDS:materialIDS It would probably take a long time to fix because it might not have been supported in the older version of BMDView that was ported. It should be possible to write a script that transfers the vertex colors from the MaxBMD model to the BMDView2 model.
When importing BMDView2 models I found the follow code useful as it displays all textures in the viewports for m in sceneMaterials do ( m.showInViewport = true; ).
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