nightsmoke wrote:
The next step were B2 models. I used Dragon Unpacker 5(?) to get *.abc from B2 rez file. Then I have found LithTools and abc23ds.exe. I just typed "abc23ds.exe caleb.abc caleb.3ds" in command line, selected desired animation (see screenshot above) and voila! 3ds file was created.
I have imported the 3ds file to 3ds max 2014 via File -> Import dialogue. You can see the result over there ^.
This was all I can get. It wasn't perfect result, dislocated parts etc but I was surprised that animations were fine.
I have wondered why is this happening so I ask uncle google what I'm doing wrong. And there were many forum topics, that it is impossible to convert abc's models ,) So I posted my results to gog.
It was in my intention to prove that convert process is (sort of) possible even with animations.
So if anyone find my results useful .... I other 3D software. I work in 3ds max only. But I know Unwrap3d.
And again .... I'm sorry about my English. I'm an old and tired dog. I can read and understand most of the comments/topics but my written (and spoken) English suck a$$.
First off, I have to say that if your results can be replicated, what you have here is a major breakthrough. I wasn't kidding over at gog when I said several 'professional' game hackers have failed to do what you have done. If it can be repeated, then you have certainly advanced the cause of several blood fans. If you're eyeing dedit, you might consider sticking with b1. Numerous technical issues have popped up with lithtech and modern windows, DOS powered blood1 is ironically the more stable platform for blood modding.
If you do continue with dedit (My bias makes me hope that you will) or choose to carve out some voxels for Blood1,I hope you'll stick around as we've got precious little in the way of modding threads here at transfusion.
And thanks again, it's a rare pleasure to see lithtech progress of any sort.
Don't worry about your english, we understand you.
EDIT:
Hope I didn't make it sound as if you had a lithtech project. Clearly your post is about extracting resources. Looking forward ti voxels based on b2 models. BD