The 3dsmax link in the description doesn't seem to work anymore - is there an alternative that you would recommend, or does the current version on Autodesk's site work fine as well?
thank you for letting me know, theres alot of links on archive.org for early versions of 3dsmax, just search archive.org and what ever year 3d max you want into google and you will get what you need, i recommend either 2010 or 2012. heres a 2010 max archive.org/details/3ds-max-2010_full-cracked
This is really cool to see honestly. Awhile back i got into the fatimporter part of pulling models because i sas interested, but its cool to see how you can pull the skins and other stuff with them too👍
This reminds me of when I tried to mod Divinity 2 myself. To make alter bodytypes, starting with making the female lizards ....erm...pregnant as if they got a really large egg in them...Cuz one of them DID pump out one half her size in a major side quest and TOTALLY NOT FOR ANY OTHER REASON. >3>; "You don't want to make them bloated, it's too hard" They said. BAH What's so difficult about that? And after 2 weeks of trying I quit. xD Editing the body models and armor was the easy part. But blender doesn't allow you to edit normals normally. So you can see the seams now. I must have gotten lucky on test 1 - 3 cuz after that, textures got scrabbled. Next thing I know, the files are largely broken cuz of fucking course they are...This is Divinity 2 we're talking about here. Some are never IN-GAME beyond the character creation example, like imagine if White Glint was there and the game says you can get it but you can't cuz the devs mapped the files for White Glint parts to AC4's White Glint parts. To make matters worse, the extractor was broke too. Physics can't be restored cuz all that data is either lost or broken. And everyone who knows a damn thing can't say anything right. It's right, it's not, it's kind of, the extractors are all the same and so on. How the hell does anyone work with this? And it's no wonder why the mods that ARE there are unimpressive and safe as hell. But never again! Still though, this is really cool, despite all the jank.
Went ahead and pulled the Company part number list from this video and added it into the text tutorial along with a link to this video for people who don't want to read a wall of text. Fantastic video as always.
Appreciate this tutorial, been trying to find a way to rip ACFA models for a while now. Hopefully soon there can be a way to rip ACVD models, i would love to make some stuff with N-WGIX/V.
This is some useful info, although I still have some questions, Is the process similar for Arms Forts? And how about their armatures, such as the exact head position relative to the core, weapon positions, etc.?
Yes this works for arms forts, this works with every flv model that doesn't crash the fat importer scrip, your going to have to find the arms forts yourself, their in the enemies bnd where the garage folder is found. As for part positions, they change alot. Heads will usually be in the air but some models they are at world center on the floor. No the models don't fit together when all imported your going to have to adjust them to fit. I recommend ripping parts as their own things and then building the next with the exported objs
@@sirchby yes. You can kind cheat by importing all the parts in max and then loading a next animation, it will snap the bones to the armurature of the animation but its not perfect, the robot will be in a pose and parts won't be perfectly aligned to where they need to be. Next animations are located here: PS3_GAME\USRDIR\bind\model\ac\maotion Animations found in the garage folder are only animate that specific part, like over boost for cores.
I've actually found another way to rip the models and import them into blender, but the arm meshes seam to be molded together. I was just wondering if this is what's supposed to happen?
@@snesnerd3988 Thank you for the anwser (pun intended). Its good to know that it can be possible at some point. Having some experience in 3D moddeling and weapon designing (Through skyrim modding mostly) it would be supper cool to desing and import custom weapons and Next parts in to For Anwser.
No, only armored core for answer. Ac3 doesnt use any file types seen in acfa, flver wasnt a thing until acfa. And acv's and down work with tabbed and it encodes its flver0s different from acfa.
All the enemies are in the enm bnd where you found the garage parts bnd. Normals are all the 0000 with some exceptions. Aretha should be e0120 or around there. And arms forts are scattered around the bnd most are around 4000 going all the way up to 9000
@@papakoalarieur2209 Hmmm, maybe fat importer did unpack properly? Again I've never had this problem, I've had issues that have required me to run max as administrator to get working so you might wanna try that
No unfortunately. Natsu has been working on a flver0 editor that can import meshes but uvs won't import properly and there won't be an armature. The dark souls modding community has be trying to add acfa flver0 support to their already existing flver editor, but it been very very slow
The 3dsmax link in the description doesn't seem to work anymore - is there an alternative that you would recommend, or does the current version on Autodesk's site work fine as well?
thank you for letting me know, theres alot of links on archive.org for early versions of 3dsmax, just search archive.org and what ever year 3d max you want into google and you will get what you need, i recommend either 2010 or 2012.
heres a 2010 max archive.org/details/3ds-max-2010_full-cracked
@@snesnerd3988 Thank you very much!
This is really cool to see honestly. Awhile back i got into the fatimporter part of pulling models because i sas interested, but its cool to see how you can pull the skins and other stuff with them too👍
Ngl, when I searched this up I never excepted to get a video let alone an answer, thank you man
This reminds me of when I tried to mod Divinity 2 myself. To make alter bodytypes, starting with making the female lizards ....erm...pregnant as if they got a really large egg in them...Cuz one of them DID pump out one half her size in a major side quest and TOTALLY NOT FOR ANY OTHER REASON. >3>; "You don't want to make them bloated, it's too hard" They said. BAH What's so difficult about that? And after 2 weeks of trying I quit. xD
Editing the body models and armor was the easy part. But blender doesn't allow you to edit normals normally. So you can see the seams now. I must have gotten lucky on test 1 - 3 cuz after that, textures got scrabbled. Next thing I know, the files are largely broken cuz of fucking course they are...This is Divinity 2 we're talking about here. Some are never IN-GAME beyond the character creation example, like imagine if White Glint was there and the game says you can get it but you can't cuz the devs mapped the files for White Glint parts to AC4's White Glint parts. To make matters worse, the extractor was broke too. Physics can't be restored cuz all that data is either lost or broken. And everyone who knows a damn thing can't say anything right. It's right, it's not, it's kind of, the extractors are all the same and so on. How the hell does anyone work with this? And it's no wonder why the mods that ARE there are unimpressive and safe as hell. But never again!
Still though, this is really cool, despite all the jank.
Went ahead and pulled the Company part number list from this video and added it into the text tutorial along with a link to this video for people who don't want to read a wall of text. Fantastic video as always.
0:06 Umm, why is there a Wynne D Fanchon body pillow?
inb4 gmod armored core
*PLEASE*
You could probably make that with a wiremod mech if you have actual talent, which I don’t
finally. my NEXT will be out from the game...
gonna take a while as downloading some of the files is gonna ba a bitch...
Give a man a fish and he'll eat for a day, teach a man to rip models from AC4FA and he will make shitposts for life
Appreciate this tutorial, been trying to find a way to rip ACFA models for a while now. Hopefully soon there can be a way to rip ACVD models, i would love to make some stuff with N-WGIX/V.
You're doing God's work my guy
new vrchat models spotted
ngl that next at the end was intimidating
finally a get my stasis for 10000000000c , thank you, but my waifu is not Wynne, is Merrygate
This is some useful info, although I still have some questions,
Is the process similar for Arms Forts?
And how about their armatures, such as the exact head position relative to the core, weapon positions, etc.?
Yes this works for arms forts, this works with every flv model that doesn't crash the fat importer scrip, your going to have to find the arms forts yourself, their in the enemies bnd where the garage folder is found. As for part positions, they change alot. Heads will usually be in the air but some models they are at world center on the floor.
No the models don't fit together when all imported your going to have to adjust them to fit. I recommend ripping parts as their own things and then building the next with the exported objs
@@snesnerd3988 so a manual assembly is still required due to how their origin is extracted based on the script.
@@sirchby yes. You can kind cheat by importing all the parts in max and then loading a next animation, it will snap the bones to the armurature of the animation but its not perfect, the robot will be in a pose and parts won't be perfectly aligned to where they need to be.
Next animations are located here: PS3_GAME\USRDIR\bind\model\ac\maotion
Animations found in the garage folder are only animate that specific part, like over boost for cores.
@@snesnerd3988 sounds useful.
Thanks!
10:05 are just Fucking gold...
*unholy excited screeching*
fantastic thumbnail
Step one Download Armored core art book..............
Step 2: raid from software for their models used in the intro cinematics
this trick is work too to any armored core games?
No only armored core for answer. Gen 5 flver0s are encoded differently from acfa. ac4 and older games use completely different files from acfa.
Now make a ac with tank legs do the default dance.
Thanks for the tutorial! Definitely gonna give this a try later. Is the process similar for ripping models from Lost Planet?
lost planet only requires neosis. neosis can unpack the arc files and load the textures and models
@@snesnerd3988 Awesome! Thank you!
Can you do video about how to rip Models from V/VD?
I really want to make Chief dancing!
ripping acv/vd models isnt possible yet. if it was i would have videos with gen5 models
@@snesnerd3988 That's sad, I'm gonna modelling him by myself then
@@zorain2354 you go king, I believe in you
I've actually found another way to rip the models and import them into blender, but the arm meshes seam to be molded together. I was just wondering if this is what's supposed to happen?
Natsu's utility is still be worked on so there still a bunch of bugs with it. Rn fat importer is the most reliable.
@@snesnerd3988 I was also wondering if you know the file path for white glint's head stabilizer. I'm having trouble locating it.
lmao the prototype 😂still killing off anyone who uses it
Hello bro, could you tell me how to separate the pieces of the NEXTs in 3Ds MAX please?
pull the bones apart in max
@@snesnerd3988 How could I do it? I'm new to using MAX and I get lost in the interface, I'm sorry if it caused any inconvenience by asking.
So im wondering as to how and where i can find LP2 so i can rip the models from it
they will be hidden in an .arc file. neosis can unpack them but only certain ones, not every .arc will unpack.
I have such a question is it possible to get model 002-B by this method
No I said it in the video. But Adams archive somehow got it
Small question. Is it possible or do you think it will be possible to add custom parts in to For Anwser?
When natsu and the dark souls modding community add flver0 support to flver editors yes. But that won't happen for awhile
@@snesnerd3988 Thank you for the anwser (pun intended). Its good to know that it can be possible at some point. Having some experience in 3D moddeling and weapon designing (Through skyrim modding mostly) it would be supper cool to desing and import custom weapons and Next parts in to For Anwser.
@snes nerd Does this apply to Armored Core V or Armored Core 3 models?
No, only armored core for answer. Ac3 doesnt use any file types seen in acfa, flver wasnt a thing until acfa. And acv's and down work with tabbed and it encodes its flver0s different from acfa.
Excuse me, could you tell me in which folder the White Glint's stabilizer is located?, thanks
file location: Armored Core - For Answer (USA) (En,Fr,Es)\PS3_GAME\USRDIR\bind\model\garage\sub_head-bnd\aa0005_m-bnd
@@snesnerd3988 Thank you, comrade.
Hello, can you tell me the location of the Normals, the Arms Forts, and 00-Aretha?, and if not, how can I guide myself to find what I'm looking for?
All the enemies are in the enm bnd where you found the garage parts bnd. Normals are all the 0000 with some exceptions. Aretha should be e0120 or around there. And arms forts are scattered around the bnd most are around 4000 going all the way up to 9000
Music name?
if i dont need the textures i can skip the steps involving neosis, correct?
i mean if you REALLY dont need the textures even tho they are what makes the models look good then sure you dont need neosis
I can't open the FatImporter file in MaxScript it say "configuration file not found"
Ive never had that problem. I'm not very experienced with 3ds max so Im not sure how to fix that.
What version of max are you using?
@@snesnerd3988 im using the 2010 version
@@papakoalarieur2209 Hmmm, maybe fat importer did unpack properly? Again I've never had this problem, I've had issues that have required me to run max as administrator to get working so you might wanna try that
@@snesnerd3988 I will try on the 2012 version
@@snesnerd3988 it's working
How do you do the textures on the arms ?
The same way as the head and body. The only difference is that arms have 2 texture sets
@@snesnerd3988 im new to blender so I don't know how to do it
Are there any other alternatives to 3ds max?
No unfortunately. Natsu has been working on a flver0 editor that can import meshes but uvs won't import properly and there won't be an armature. The dark souls modding community has be trying to add acfa flver0 support to their already existing flver editor, but it been very very slow