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EBM/ECH Import/Export scripts for 3ds Max

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.

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EBM/ECH Import/Export scripts for 3ds Max

Downloads:

Installation instructions:
  • 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.



Yamachi is offline  
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Old 01/24/2014, 20:33   #2
 
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YAMACHIIIII HAVE U HAVE A P.SERVER???


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Old 02/01/2014, 19:20   #3
 
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Quote:
Originally Posted by CABAL2014 View Post
YAMACHIIIII HAVE U HAVE A P.SERVER???
No, I don't, and you might want to take your caps lock off.

BTW, guys, these scripts let you make custom items, armour, monsters, pets, and doodads (map objects, like trees and buildings).
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Old 02/01/2014, 20:26   #4
 
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Why didn't you post these in RZ? o_0

L.E : Yea..just noticed you did...


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Old 02/03/2014, 01:30   #5
 
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Quote:
Originally Posted by [GM]DeathAngel View Post
Why didn't you post these in RZ? o_0

L.E : Yea..just noticed you did...
RZ, aaahhhhhhhhhhhh...
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Old 02/03/2014, 10:34   #6
 
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Quote:
Originally Posted by TheNoobCheater View Post
RZ, aaahhhhhhhhhhhh...
You just love spamming on every forum you go to, don't you? -.-
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Old 02/03/2014, 10:50   #7
 
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yamachi this is useful only for pserver owners??
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Old 02/03/2014, 18:49   #8
 
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You can use it to customise your items client-side, if you really wanted to.
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Old 01/06/2015, 21:44   #9
 
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I hope that someone will update/improve the script.

Can't preview the animations for some models.


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Tags
3ds max, ebm, ech, export, import



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