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Regarding Models and Machinima

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Ezcu
Posts: 3

Regarding Models and Machinima

Post#1 » Sun Oct 28, 2018 11:27 am

Hi. I hope this is the right forum to post this.

I am looking to acquire 3d models used in Return of Reckoning and editing them to create new stuff.

I've asked and gooogled far but got nowhere but dead ends and outdated links to buggy software.

Would anyone know about this subject and would like to help me and have patience with my slow ***?

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szejoza
Posts: 748

Re: Regarding Models and Machinima

Post#2 » Sun Oct 28, 2018 11:38 am

Machinima works somewhat okayish, it doesn't extract all models/textures for some reason tho.
I originally extracted some of dwarf weapons in the past you can see here https://www.returnofreckoning.com/forum ... 74&t=21007 (they were reused by Glorian while I was off for few months and my links in original topic - https://www.returnofreckoning.com/forum ... 74&t=12773 simply expired)

I also tried Ninja Ripper to get models out of game but tbh can't remember much except for results which weren't really up to my liking
Spoiler:
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User avatar
Tesq
Posts: 5713

Re: Regarding Models and Machinima

Post#3 » Sun Oct 28, 2018 12:22 pm

Ezcu wrote: Sun Oct 28, 2018 11:27 am Hi. I hope this is the right forum to post this.

I am looking to acquire 3d models used in Return of Reckoning and editing them to create new stuff.

I've asked and gooogled far but got nowhere but dead ends and outdated links to buggy software.

Would anyone know about this subject and would like to help me and have patience with my slow ***?
No one here own anything so no one here will sell ya anything, go talk with gw :P
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User avatar
Ezcu
Posts: 3

Re: Regarding Models and Machinima

Post#4 » Sun Oct 28, 2018 12:57 pm

szejoza wrote: Sun Oct 28, 2018 11:38 am Machinima works somewhat okayish, it doesn't extract all models/textures for some reason tho.
I originally extracted some of dwarf weapons in the past you can see here https://www.returnofreckoning.com/forum ... 74&t=21007 (they were reused by Glorian while I was off for few months and my links in original topic - https://www.returnofreckoning.com/forum ... 74&t=12773 simply expired)

I also tried Ninja Ripper to get models out of game but tbh can't remember much except for results which weren't really up to my liking

Could you help me sort machinima? I'm trying to but it says X file is missing. I looked up the file, and when i tried to install it its a ruby file, god knows what that is. Tried to install it, but failed miserably.


Also Ninja Ripper didn't work for me. Instead of generating models, it generated text files that I was clueless on how to use.

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Acidic
Posts: 2073
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Re: Regarding Models and Machinima

Post#5 » Sun Oct 28, 2018 1:02 pm

Ruby i guess would be the programming language, you probably need a ruby interpreter to runit

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szejoza
Posts: 748

Re: Regarding Models and Machinima

Post#6 » Sun Oct 28, 2018 2:04 pm

Well, it works for me as I just did fresh install to see if it works

Get proper version for you from http://www.machinimadev.com/download/
Also download and instal SlimDX SDK (JUNE 2010) from https://code.google.com/archive/p/slimd ... ads?page=1

Once you got both installed open up machinima and you will get window to chose which plugin to load (obviously you will want to use warhammer one as seen below
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Then in a new windows click Add Client Profile and navigate to your Warhammer Online and clicky 'ok'

After it finish loading up you are free to browse the assets. To export something simply select the asset you are interested in and click export (note! you will have to wait few seconds before you can continue as we are assuming you will be using free version)
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You can choose in what format you want filex exported. If you are using some standard 3D software like Blender/3dsMax/Maya you might want to export it as FBX

and here is the render from Marmoset
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I had no problem getting up to this point. If you have some issues I might try to troubleshoot them but so far had no problem with machinima

Edit: If Machnima gets problematic with loading up .myp files just forcefully close it and reopen again. Worked for me
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User avatar
Ezcu
Posts: 3

Re: Regarding Models and Machinima

Post#7 » Sun Oct 28, 2018 2:36 pm

szejoza wrote: Sun Oct 28, 2018 2:04 pm Well, it works for me as I just did fresh install to see if it works

Get proper version for you from http://www.machinimadev.com/download/
Also download and instal SlimDX SDK (JUNE 2010) from https://code.google.com/archive/p/slimd ... ads?page=1
You were sent by the god/gods

Thank you so much. Do you have DiscorD? I'd like to pester you with some other questions on topic

User avatar
szejoza
Posts: 748

Re: Regarding Models and Machinima

Post#8 » Sun Oct 28, 2018 2:37 pm

Sure

edit:
for some reason exported .fbx files don't work within Blender (But are okay in other 3D softwares like max/maya/etc.) so use .obj export option instead
Spoiler:
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Fenris78
Posts: 866

Re: Regarding Models and Machinima

Post#9 » Sat Dec 08, 2018 3:30 pm

Is there a way to send me one test piece to work with ? I understand Devs dont want to share tools to avoid client modifications, but I'll be very grateful simply to work with one sample piece of gear, the .OBJ geometry with correct UVs, and matching texture (diffuse should be enough).

I wish to try importing the 3D asset in 3DCoat to work on textures and normal maps (a way to motivate Coders to add normal mapping support for every asset), and see how it's feasible to improve texture resolution and details with Ps.

For example, an Slayer 1H Epic Axe will be a perfect test subject... ;)

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Lilim
Posts: 1317

Re: Regarding Models and Machinima

Post#10 » Sat Dec 08, 2018 7:02 pm

szejoza wrote: Sun Oct 28, 2018 2:37 pm for some reason exported .fbx files don't work within Blender (But are okay in other 3D softwares like max/maya/etc.) so use .obj export option instead
Im not quite sure, but I had a similar problem with Autodesk Maya. It's a guess, but your Blender must be able to save files into .fbx to load (import) files with .fbx ending.

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