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Full Version: How do you write a model-importing MAXScript?
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I'm trying to see if I can decipher Luigi's Mansion 2's .data model format. However, I don't want to waste anyone's time by making a request. Instead, I'm asking how I can actually figure out the model format myself via MAXscript writing. I've seen RTB's MAXScript of importing .BFRES files into 3DS max, and I was wondering how he does it. What tutorial did he see to get the sufficient knowledge of writing a script?

On a side note, I never really understood why no one has tried to rip LM2 models anyway. When I compare a BFRES file to a data file in a hex editor, they look pretty similar (well, at least they do to me). Is it a technical thing that they can't figure out the format, or is it just because they couldn't be bothered to figure it out? Hence why I want to try to learn MAXScript programming so I can figure it out myself.
(10-26-2017, 05:59 PM)SecretAgent2001 Wrote: [ -> ]I'm trying to see if I can decipher Luigi's Mansion 2's .data model format. However, I don't want to waste anyone's time by making a request. Instead, I'm asking how I can actually figure out the model format myself via MAXscript writing. I've seen RTB's MAXScript of importing .BFRES files into 3DS max, and I was wondering how he does it. What tutorial did he see to get the sufficient knowledge of writing a script?

On a side note, I never really understood why no one has tried to rip LM2 models anyway. When I compare a BFRES file to a data file in a hex editor, they look pretty similar (well, at least they do to me). Is it a technical thing that they can't figure out the format, or is it just because they couldn't be bothered to figure it out? Hence why I want to try to learn MAXScript programming so I can figure it out myself.

I got my start writing maxscripts using mariokart64n's video tutorials.