CREDITS TO THIS BLOG .::pangya3dsmax::. (the Author is anonymous)
---------------------------------------------------- .::Here's A Quick tutorial on how to edit some 3d files on Pangya::.
-------------------------------------------------------------- TOOLS NEEDED:
(click it to download the file) [Only registered and activated users can see links. ] [Only registered and activated users can see links. ]
Includes:
* pangyato3dsmax.ms *pangupk.exe *mpetmqo.exe *Read me.txt *screenshot.png
------------------------------------ NOTE:(please download the correct Avguard extension on [Only registered and activated users can see links. ]. It works at least with 3DS Max 8.)
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File Functions: pangupk.exe is used to unpack the projectg***.pak files mpetmqo.exe converts native Pangya model files into Metasequoia objects files. pangyato3dsmax.ms is the script I created. It process Metasequoia files and import them in 3DS Max.
----------------------------------------- Another Note:
(pangupk.exe and mpetmqo.exe are not mine and come from a hacking-related website. They are mainly used to hack Pangya. Please don't even think about hacking or cheating in this game as it could kill it like it killed many other online games)
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.::SETTING UP YOUR WORK FOLDER::.
You'll need about 1~1.5Gb somewhere on your hard drive. INSTRUCTIONS: 1) create a new folder (for this tutorial it will be called "Pangya archive")
2) unzip the previously downloaded file in it and copy all the *.pak files of your game folder here.
3) drag and drop each *.pak file one by one and by ascending order on pangupk.exe. It will create a édata" folder with all the game content. You can the safely delete the *.pak files. 4) for further updates copy this "data" folder in "pangya archive" and rename it with a convenient name (for this tutorial it will be called "fan art") .::YOU SHOULD NOW HAVE SOMETHING LIKE THIS::. -Pangya archive
--data
---a lot of folders
--fan art
---a lot of folders
--pangyato3dsmax.ms
--pangupk.exe
--mpetmqo.exe
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----------------------------------------------------- Here comes the most annoying part... Each *.mpet file you will find in this "fan art" folder and its subfolders contains a model of the game. In order to be able to use them, you will have to drag and drop one by one the wanted files on mpetmqo.exe that will translate them in a *.mqo file. For ease of use, *.mqo files must be in the same directory as their original *.mpet files. When done, you can delete all *.mpet files.
This will be long and annoying but it worth the time spent. ^_^'
At this point you should be able to double click any *.mqo file (provided that you downloaded and installed Metasequoia) and see what's in it.
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------------------------------------------------------------------- .::LOADING THE SCRIPT::. Launch 3DS Max. In the right pannel, click on the Utilities icon then on the Maxscript button. Then click on "Run script", load pangyato3dsmax.ms and in the dropdown list select pangyato3dsmax.
You should get something like this:
[Only registered and activated users can see links. ] -------------------------- .::WORKFLOW::.
For this example, we'll import Titan Boo
Click on "Load file..." and select ../Pangya archive/fan art/caddie/bboo/bboo.mqo
In the dropdown list ("Select an action") choose import bones and click on start.
You should see green and red bones in your viewports. [Only registered and activated users can see links. ]
It's time for a little checkup. In order to correctly import bones hierarchy each bone must be unique. Red bones are bones with the same name.You now have to check and find which one should be kept and which one should be deleted.
In the following screenshot, I kept only one bone for the hand, the middle one. [Only registered and activated users can see links. ]
When everything is clean, select import hierarchy in the dropdown list and click on start.
All remaining bones are now connected to each other, respecting the original hierarchy contained in the *.mpet (and then *.mqo) file.
You can check this in the Schematic view. [Only registered and activated users can see links. ]
It's now time to select addpart in the dropdown list and click again on start.
The mesh is imported with a skin modifier assigned to it, as well as vertices weights for each bone. [Only registered and activated users can see links. ]
You can now pose your character by rotating bones on their local axis. [Only registered and activated users can see links. ]
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.::TIPS AND TRICKS::.
You don't have to import bones and hierarchy if you want something like clubs, trophies or power pots. Load your file and select import static objectstart.
On large objects you may have a hard time to correctly see bones (the dragon for example). Checking Large object before clicking on start will create thicker bones.
Meshes are imported with a standard material. Checking Ink 'n paint material will create them with an ink 'n paint material. A small problem is that Ink 'n paint material can't handle texture with an alpha channel. :/ in the action list then click on
.::THINGS TO KNOW::.
Smoothing groups are messed up and you'll have to edit them to get a correct render.
You must close the script and open it again if you want to import another object with a different bones hierarchy.
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.::END OF TUTORIAL::. -Hope You To Learned This Things^^-
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PRESS >><<IF YOU LIKE THE TUTORIAL
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_________________________
-V2-~LALABKU[v2]-~
-MY REVOLUTION[v2]-
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Last edited by irspun247; 09-08-2009 at 08:18 PM.
Reason: name of creator wrong