Discussion on EBM/ECH Import/Export scripts for 3ds Max within the Cabal Hacks, Bots, Cheats, Exploits & Macros forum part of the Cabal Online category.
Download "import_ebm_cabal.ms" and "export_ebm_cabal.ms" and put them in: YOUR_ACCOUNT_NAME\AppData\Local\Autodesk\3dsMax\YO UR_MAX_VERSION\ENU\scripts\
Download "ui_ebm_cabal.ms" and "forge_small.png" and put them in: YOUR_ACCOUNT_NAME\AppData\Local\Autodesk\3dsMax\YO UR_MAX_VERSION\ENU\scripts\startup\
Requirements:
3ds Max 2010 or newer.
Unsupported features:
Animations for models with magic key of 0x3EF03 or higher. The animation list will still be populated, but no keys will be generated.
Animation exporting works, but it's just a tiny bit funky. I'll look into why the animations are a little different and will fix it soon.
Usage notes:
To import an EBM/ECH, click the "Open..." button in the EBM properties panel (the one docked to the right with the Forge logo at the top).
To export an EBM/ECH, click the "Save..." button in the EBM properties panel.
You must complete all of the header information displayed in the EBM properties panel. You will get an error when exporting if you don't provide values for each attribute, or you provide an incorrect value (ie. not adding a '%' after the scale).
If your model contains bones, they MUST be assigned to a "Skin" modifier attached to at least the first mesh in your scene. The importer will automatically create this modifier and the exporter will read from this modifier if it exists.
If you want custom normals for your model, you need to add an "Edit Normals" modifier and store the normals there. The importer will automatically create this modifier and the exporter will read from this modifier if it exists.
All meshes need to be of the Editable_Mesh type. If your meshes aren't in this format, just select each mesh in turn, right-click the viewport, go to "Convert to:" and select "Convert to Editable Mesh".
Check "Export only mesh?" in the EBM options of the Forge toolbox in 3dsMax to only export the currently-selected mesh. This is useful if you want to create or share custom armour. The resulting .cmesh file can then be added directly to any ECH, or used to replace an existing piece of armour.
Cabal uses a different coordinate system from 3ds Max. To see how you need to orient your models, use existing Cabal models as references.
If you have any issues with or suggestions for these scripts, feel free to reply to this thread.
[S]3ds Max GR2 import/Export? 10/29/2016 - Metin2 Private Server - 4 Replies Hey Com,
da ich mich zukünftig etwas mit dem modellieren beschäftigen möchte, bin ich gerade dabei mir alle nötigen Plugins für 3ds Max runterzuladen usw.
Leider finde ich keinen gültigen Download mehr im Netz.
Es wäre super wenn einer von euch mir den Gr2 Decode schicken könnte.
Wäre echt super! (:
Danke im voraus.
mfg. Fuzzy
.gr2 import export tutorials pls 07/12/2013 - Metin2 Private Server - 1 Replies .gr2 import export tutorials Is there a tutorial to me
slk.dat import and export.. 06/20/2013 - Battle of the Immortals - 0 Replies Really want to know is how to add a pet
May need to modify slk.dat?
Resourcen Export/Import 08/22/2012 - S4 League - 11 Replies Hallo,
ich habe jetzt schon einiges über die Resourcen von S4 League gelesen und festgestellt, dass man diese wie beim x7Loader als *.x7 Datei bekommen kann. Nun frage ich mich, wie man die Exportiert/Importiert und entschlüsselt. Außerdem habe ich gelesen, dass man lua braucht, um die Dateien zu ändern. Was ist damit gemeint und wie geht es?
Wenn es dazu ein Tutorial gibt würde ich mich freuen, wenn jemand es Postet.
Ich hoffe, dass ihr mir helfen könnt, da ich auch so etwas für Win XP...