Posts: 128
Threads: 29
Joined: May 2015
12-08-2015, 11:51 AM
(This post was last modified: 12-09-2015, 01:50 PM by SuperTVGRFan18496.)
I need .ffm model files from King.com Moblie Games.
Hello, i am fan of Video Games, i'm ripping Sprites, Models, Textures, and Sounds.
Posts: 128
Threads: 29
Joined: May 2015
12-27-2015, 09:15 AM
(This post was last modified: 12-27-2015, 09:19 AM by SuperTVGRFan18496.)
List of .ffm model files Games
-Pet Rescue Saga
-Candy Crush Saga
-Farm Heroes Saga
-Candy Crush Soda Saga
You need script from 3DS Max?
Hello, i am fan of Video Games, i'm ripping Sprites, Models, Textures, and Sounds.
Posts: 1,567
Threads: 59
Joined: Feb 2012
Code: -- 3ds max maxscript
-- King.com .ffm importer
-- Imports positions, normals, uvs, bones, rigging, texture mapping
-- Texture will be loaded automatically if you put the corresponding .png file in the same folder as the .ffm file
-- Made by TGE, contact me in case there's any issues ;p
gc()
clearlistener()
global gImportedFilePath = ""
fn ReadUShort fstream =
(
return (ReadShort fstream #unsigned)
)
fn ReadULong fstream =
(
return (ReadLong fstream #unsigned)
)
fn ReadUByte fstream =
(
return (ReadByte fstream #unsigned)
)
fn ReadVector2 fstream =
(
return [(ReadFloat fstream), ((ReadFloat fstream) * -1) + 1, 0]
)
fn ReadVector3 fstream =
(
return [(ReadFloat fstream), (ReadFloat fstream), (ReadFloat fstream)]
)
fn ReadVector4 fstream =
(
return [(ReadFloat fstream), (ReadFloat fstream), (ReadFloat fstream), (ReadFloat fstream)]
)
fn ReadMatrix44 fstream =
(
return matrix3 (ReadVector4 fstream) (ReadVector4 fstream) (ReadVector4 fstream) (ReadVector4 fstream)
)
fn ReadFString fstream len =
(
local s = ""
for i = 1 to len do
(
s += bit.intaschar (ReadByte fstream #unsigned)
)
return s
)
fn ReadPrefixString fstream =
(
local len = ReadLong fstream #unsigned
return (ReadFString fstream len)
)
fn GetOpenFile =
(
clearlistener()
local fname = getOpenFileName \
caption:"Open Model" \
types:"FFM Model (*.ffm)|*.ffm" \
historyCategory:"ffm Object Presets"
if (fname == undefined) then
(
return undefined
)
else
(
gImportedFilePath = fname
local f = fopen fname "rb"
return f
)
)
faceArray = #()
positionArray = #()
normalArray = #()
texCoordArray = #()
boneWeightsArray = #()
boneIdsArray = #()
boneArray = #()
file = GetOpenFile()
if (file != undefined) then
(
fseek file 0x04 #seek_cur
texName = ReadPrefixString file
sceneTfm = ReadMatrix44 file
sceneTfm2 = ReadMatrix44 file
indexCount = ReadULong file
for i = 1 to indexCount by 3 do
(
append faceArray [(ReadUShort file) + 1, (ReadUShort file) + 1, (ReadUShort file) + 1]
)
vertexCount = ReadULong file
for i = 1 to vertexCount do
(
positionArray[i] = (ReadVector3 file) * sceneTfm
)
sceneTfmNrm = sceneTfm
sceneTfmNrm.row4 = [0,0,0,1]
for i = 1 to vertexCount do
(
normalArray[i] = (ReadVector3 file) * sceneTfmNrm
)
for i = 1 to vertexCount do
(
texCoordArray[i] = ReadVector2 file
)
for i = 1 to vertexCount do
(
boneWeightsArray[i] = ReadVector3 file
)
for i = 1 to vertexCount do
(
boneIdsArray[i] = [(ReadULong file) + 1, (ReadULong file) + 1, (ReadULong file) + 1]
)
boneCount = ReadULong file
for i = 1 to boneCount do
(
flag = ReadULong file
hash = ReadULong file
parentID = ReadULong file
tfm = ReadMatrix44 file
tfm2 = ReadMatrix44 file
if (parentID != -1) then
(
tfm *= boneArray[(parentID+1)].objecttransform
)
tfm *= sceneTfm
newBone = bonesys.createbone \
tfm.row4 \
(tfm.row4 + 0.01 * (normalize tfm.row1)) \
(normalize tfm.row3)
newBone.name = ("Bone"+ i as string)
--newBone.name = (bit.intashex(hash))
newBone.width = 0.01
newBone.height = 0.01
newBone.transform = tfm
newBone.setBoneEnable false 0
newBone.wirecolor = yellow
newbone.showlinks = true
newBone.pos.controller = TCB_position ()
newBone.rotation.controller = TCB_rotation ()
if (parentID != -1) then
(
newBone.parent = boneArray[(parentID+1)]
)
Append boneArray newBone
)
-- Build mesh
msh = mesh vertices:positionArray faces:faceArray
msh.numTVerts = positionArray.count
buildTVFaces msh
for j = 1 to texCoordArray.count do setTVert msh j texCoordArray[j]
for j = 1 to faceArray.count do setTVFace msh j faceArray[j]
for j = 1 to msh.numfaces do setFaceSmoothGroup msh j 1
-- Apply material
msh.material = Standard()
msh.material.diffuseMap = Bitmaptexture filename:((GetFileNamePath gImportedFilePath) + texName)
-- Apply normals
max modify mode
select msh
addmodifier msh (Edit_Normals ()) ui:off
msh.Edit_Normals.MakeExplicit selection:#{1..normalArray.count}
EN_convertVS = msh.Edit_Normals.ConvertVertexSelection
EN_setNormal = msh.Edit_Normals.SetNormal
normID = #{}
for v = 1 to normalArray.count do(
free normID
EN_convertVS #{v} &normID
for id in normID do EN_setNormal id normalArray[v]
)
maxOps.CollapseNodeTo msh 1 true -- Collapse the Edit Normals modifier
-- Apply weights
max modify mode
select msh
skinMod = skin ()
addModifier msh skinMod
for i = 1 to boneArray.count do
(
maxbone = boneArray[i]
if i != boneArray.count then
skinOps.addBone skinMod maxbone 0
else
skinOps.addBone skinMod maxbone 1
)
modPanel.setCurrentObject skinMod
for i = 1 to positionArray.Count do
(
bi = #() --bone index array
wv = #() --weight value array
for j = 1 to 3 do
(
boneid = boneIdsArray[i][j]
weight = boneWeightsArray[i][j]
append bi boneid
append wv weight
)
skinOps.ReplaceVertexWeights skinMod i bi wv
)
)
gc()
Posts: 85
Threads: 22
Joined: Jul 2018
12-28-2018, 09:59 PM
(This post was last modified: 12-31-2018, 05:24 AM by ItsMeGamerAndBFDIer7.)
(12-27-2015, 10:30 AM)TGE Wrote: Code: -- 3ds max maxscript
-- King.com .ffm importer
-- Imports positions, normals, uvs, bones, rigging, texture mapping
-- Texture will be loaded automatically if you put the corresponding .png file in the same folder as the .ffm file
-- Made by TGE, contact me in case there's any issues ;p
gc()
clearlistener()
global gImportedFilePath = ""
fn ReadUShort fstream =
(
return (ReadShort fstream #unsigned)
)
fn ReadULong fstream =
(
return (ReadLong fstream #unsigned)
)
fn ReadUByte fstream =
(
return (ReadByte fstream #unsigned)
)
fn ReadVector2 fstream =
(
return [(ReadFloat fstream), ((ReadFloat fstream) * -1) + 1, 0]
)
fn ReadVector3 fstream =
(
return [(ReadFloat fstream), (ReadFloat fstream), (ReadFloat fstream)]
)
fn ReadVector4 fstream =
(
return [(ReadFloat fstream), (ReadFloat fstream), (ReadFloat fstream), (ReadFloat fstream)]
)
fn ReadMatrix44 fstream =
(
return matrix3 (ReadVector4 fstream) (ReadVector4 fstream) (ReadVector4 fstream) (ReadVector4 fstream)
)
fn ReadFString fstream len =
(
local s = ""
for i = 1 to len do
(
s += bit.intaschar (ReadByte fstream #unsigned)
)
return s
)
fn ReadPrefixString fstream =
(
local len = ReadLong fstream #unsigned
return (ReadFString fstream len)
)
fn GetOpenFile =
(
clearlistener()
local fname = getOpenFileName \
caption:"Open Model" \
types:"FFM Model (*.ffm)|*.ffm" \
historyCategory:"ffm Object Presets"
if (fname == undefined) then
(
return undefined
)
else
(
gImportedFilePath = fname
local f = fopen fname "rb"
return f
)
)
faceArray = #()
positionArray = #()
normalArray = #()
texCoordArray = #()
boneWeightsArray = #()
boneIdsArray = #()
boneArray = #()
file = GetOpenFile()
if (file != undefined) then
(
fseek file 0x04 #seek_cur
texName = ReadPrefixString file
sceneTfm = ReadMatrix44 file
sceneTfm2 = ReadMatrix44 file
indexCount = ReadULong file
for i = 1 to indexCount by 3 do
(
append faceArray [(ReadUShort file) + 1, (ReadUShort file) + 1, (ReadUShort file) + 1]
)
vertexCount = ReadULong file
for i = 1 to vertexCount do
(
positionArray[i] = (ReadVector3 file) * sceneTfm
)
sceneTfmNrm = sceneTfm
sceneTfmNrm.row4 = [0,0,0,1]
for i = 1 to vertexCount do
(
normalArray[i] = (ReadVector3 file) * sceneTfmNrm
)
for i = 1 to vertexCount do
(
texCoordArray[i] = ReadVector2 file
)
for i = 1 to vertexCount do
(
boneWeightsArray[i] = ReadVector3 file
)
for i = 1 to vertexCount do
(
boneIdsArray[i] = [(ReadULong file) + 1, (ReadULong file) + 1, (ReadULong file) + 1]
)
boneCount = ReadULong file
for i = 1 to boneCount do
(
flag = ReadULong file
hash = ReadULong file
parentID = ReadULong file
tfm = ReadMatrix44 file
tfm2 = ReadMatrix44 file
if (parentID != -1) then
(
tfm *= boneArray[(parentID+1)].objecttransform
)
tfm *= sceneTfm
newBone = bonesys.createbone \
tfm.row4 \
(tfm.row4 + 0.01 * (normalize tfm.row1)) \
(normalize tfm.row3)
newBone.name = ("Bone"+ i as string)
--newBone.name = (bit.intashex(hash))
newBone.width = 0.01
newBone.height = 0.01
newBone.transform = tfm
newBone.setBoneEnable false 0
newBone.wirecolor = yellow
newbone.showlinks = true
newBone.pos.controller = TCB_position ()
newBone.rotation.controller = TCB_rotation ()
if (parentID != -1) then
(
newBone.parent = boneArray[(parentID+1)]
)
Append boneArray newBone
)
-- Build mesh
msh = mesh vertices:positionArray faces:faceArray
msh.numTVerts = positionArray.count
buildTVFaces msh
for j = 1 to texCoordArray.count do setTVert msh j texCoordArray[j]
for j = 1 to faceArray.count do setTVFace msh j faceArray[j]
for j = 1 to msh.numfaces do setFaceSmoothGroup msh j 1
-- Apply material
msh.material = Standard()
msh.material.diffuseMap = Bitmaptexture filename:((GetFileNamePath gImportedFilePath) + texName)
-- Apply normals
max modify mode
select msh
addmodifier msh (Edit_Normals ()) ui:off
msh.Edit_Normals.MakeExplicit selection:#{1..normalArray.count}
EN_convertVS = msh.Edit_Normals.ConvertVertexSelection
EN_setNormal = msh.Edit_Normals.SetNormal
normID = #{}
for v = 1 to normalArray.count do(
free normID
EN_convertVS #{v} &normID
for id in normID do EN_setNormal id normalArray[v]
)
maxOps.CollapseNodeTo msh 1 true -- Collapse the Edit Normals modifier
-- Apply weights
max modify mode
select msh
skinMod = skin ()
addModifier msh skinMod
for i = 1 to boneArray.count do
(
maxbone = boneArray[i]
if i != boneArray.count then
skinOps.addBone skinMod maxbone 0
else
skinOps.addBone skinMod maxbone 1
)
modPanel.setCurrentObject skinMod
for i = 1 to positionArray.Count do
(
bi = #() --bone index array
wv = #() --weight value array
for j = 1 to 3 do
(
boneid = boneIdsArray[i][j]
weight = boneWeightsArray[i][j]
append bi boneid
append wv weight
)
skinOps.ReplaceVertexWeights skinMod i bi wv
)
)
gc()
I *clap* don't *clap* like *clap* 3DS *clap* Max *clap* and *clap* there *clap* is *clap* no *clap* download *clap* for *clap* the *clap* script. *clap*
Posts: 85
Threads: 22
Joined: Jul 2018
(12-28-2018, 09:59 PM)ItsMeGamerAndBFDIer7 Wrote: (12-27-2015, 10:30 AM)TGE Wrote: Code: -- 3ds max maxscript
-- King.com .ffm importer
-- Imports positions, normals, uvs, bones, rigging, texture mapping
-- Texture will be loaded automatically if you put the corresponding .png file in the same folder as the .ffm file
-- Made by TGE, contact me in case there's any issues ;p
gc()
clearlistener()
global gImportedFilePath = ""
fn ReadUShort fstream =
(
return (ReadShort fstream #unsigned)
)
fn ReadULong fstream =
(
return (ReadLong fstream #unsigned)
)
fn ReadUByte fstream =
(
return (ReadByte fstream #unsigned)
)
fn ReadVector2 fstream =
(
return [(ReadFloat fstream), ((ReadFloat fstream) * -1) + 1, 0]
)
fn ReadVector3 fstream =
(
return [(ReadFloat fstream), (ReadFloat fstream), (ReadFloat fstream)]
)
fn ReadVector4 fstream =
(
return [(ReadFloat fstream), (ReadFloat fstream), (ReadFloat fstream), (ReadFloat fstream)]
)
fn ReadMatrix44 fstream =
(
return matrix3 (ReadVector4 fstream) (ReadVector4 fstream) (ReadVector4 fstream) (ReadVector4 fstream)
)
fn ReadFString fstream len =
(
local s = ""
for i = 1 to len do
(
s += bit.intaschar (ReadByte fstream #unsigned)
)
return s
)
fn ReadPrefixString fstream =
(
local len = ReadLong fstream #unsigned
return (ReadFString fstream len)
)
fn GetOpenFile =
(
clearlistener()
local fname = getOpenFileName \
caption:"Open Model" \
types:"FFM Model (*.ffm)|*.ffm" \
historyCategory:"ffm Object Presets"
if (fname == undefined) then
(
return undefined
)
else
(
gImportedFilePath = fname
local f = fopen fname "rb"
return f
)
)
faceArray = #()
positionArray = #()
normalArray = #()
texCoordArray = #()
boneWeightsArray = #()
boneIdsArray = #()
boneArray = #()
file = GetOpenFile()
if (file != undefined) then
(
fseek file 0x04 #seek_cur
texName = ReadPrefixString file
sceneTfm = ReadMatrix44 file
sceneTfm2 = ReadMatrix44 file
indexCount = ReadULong file
for i = 1 to indexCount by 3 do
(
append faceArray [(ReadUShort file) + 1, (ReadUShort file) + 1, (ReadUShort file) + 1]
)
vertexCount = ReadULong file
for i = 1 to vertexCount do
(
positionArray[i] = (ReadVector3 file) * sceneTfm
)
sceneTfmNrm = sceneTfm
sceneTfmNrm.row4 = [0,0,0,1]
for i = 1 to vertexCount do
(
normalArray[i] = (ReadVector3 file) * sceneTfmNrm
)
for i = 1 to vertexCount do
(
texCoordArray[i] = ReadVector2 file
)
for i = 1 to vertexCount do
(
boneWeightsArray[i] = ReadVector3 file
)
for i = 1 to vertexCount do
(
boneIdsArray[i] = [(ReadULong file) + 1, (ReadULong file) + 1, (ReadULong file) + 1]
)
boneCount = ReadULong file
for i = 1 to boneCount do
(
flag = ReadULong file
hash = ReadULong file
parentID = ReadULong file
tfm = ReadMatrix44 file
tfm2 = ReadMatrix44 file
if (parentID != -1) then
(
tfm *= boneArray[(parentID+1)].objecttransform
)
tfm *= sceneTfm
newBone = bonesys.createbone \
tfm.row4 \
(tfm.row4 + 0.01 * (normalize tfm.row1)) \
(normalize tfm.row3)
newBone.name = ("Bone"+ i as string)
--newBone.name = (bit.intashex(hash))
newBone.width = 0.01
newBone.height = 0.01
newBone.transform = tfm
newBone.setBoneEnable false 0
newBone.wirecolor = yellow
newbone.showlinks = true
newBone.pos.controller = TCB_position ()
newBone.rotation.controller = TCB_rotation ()
if (parentID != -1) then
(
newBone.parent = boneArray[(parentID+1)]
)
Append boneArray newBone
)
-- Build mesh
msh = mesh vertices:positionArray faces:faceArray
msh.numTVerts = positionArray.count
buildTVFaces msh
for j = 1 to texCoordArray.count do setTVert msh j texCoordArray[j]
for j = 1 to faceArray.count do setTVFace msh j faceArray[j]
for j = 1 to msh.numfaces do setFaceSmoothGroup msh j 1
-- Apply material
msh.material = Standard()
msh.material.diffuseMap = Bitmaptexture filename:((GetFileNamePath gImportedFilePath) + texName)
-- Apply normals
max modify mode
select msh
addmodifier msh (Edit_Normals ()) ui:off
msh.Edit_Normals.MakeExplicit selection:#{1..normalArray.count}
EN_convertVS = msh.Edit_Normals.ConvertVertexSelection
EN_setNormal = msh.Edit_Normals.SetNormal
normID = #{}
for v = 1 to normalArray.count do(
free normID
EN_convertVS #{v} &normID
for id in normID do EN_setNormal id normalArray[v]
)
maxOps.CollapseNodeTo msh 1 true -- Collapse the Edit Normals modifier
-- Apply weights
max modify mode
select msh
skinMod = skin ()
addModifier msh skinMod
for i = 1 to boneArray.count do
(
maxbone = boneArray[i]
if i != boneArray.count then
skinOps.addBone skinMod maxbone 0
else
skinOps.addBone skinMod maxbone 1
)
modPanel.setCurrentObject skinMod
for i = 1 to positionArray.Count do
(
bi = #() --bone index array
wv = #() --weight value array
for j = 1 to 3 do
(
boneid = boneIdsArray[i][j]
weight = boneWeightsArray[i][j]
append bi boneid
append wv weight
)
skinOps.ReplaceVertexWeights skinMod i bi wv
)
)
gc()
I *clap* don't *clap* like *clap* 3DS *clap* Max *clap* and *clap* there *clap* is *clap* no *clap* download *clap* for *clap* the *clap* script. *clap*
Or I will probably have to write a Blender script for importing the .ffm models.
Posts: 1
Threads: 0
Joined: Mar 2020
Please do it I dont Have 3ds And i dont Want to waste My Computer storage.
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