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Alchemy 5.0, Found by KingAdam85

Started by LarsAlexandersson, February 18, 2019, 08:12AM

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February 18, 2019, 08:12AM Last Edit: November 23, 2020, 07:03PM by Teancum
KingAdam85 has found the link where Alchemy 5.0 come from, which also has 2010 3dsmax script. Seems to be the unseen lost program.

Not sure if 2010+ 3dsmax works with the said script but... I hope someone who still have a time and has post-2010/latest Max test it.

Link:
http://www.mediafire.com/file/w2qwjekoma7m6t6/AlchemyKit.zip/file

NOTE: This is a trial version that expires after 1 or 2 months. Use this to reinstall (https://cdn.discordapp.com/attachments/450086606339047444/750742265168789574/Reset_Alchemy_5_Eval.bat) [Main] or open regedit to find "HKEY_CURRENT_USER\Software\vicarious visions\driver\Default"

STAFF EDIT:A much safer way: When you want to run this after the trial expires, use RanAsDate. It will let you fake the current date/time for an app. Tested and it works great. It will even make shortcuts for you so you don't have to use it each time. Much safer/easier than playing with Registry keys.

https://www.nirsoft.net/utils/run_as_date.html

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UPDATE: What needs to be required on 3DSMax-related? Right below:
* Compatible: Must be 32-bit 3DS Max
* Incompatible: 64-bit only 3DS Max.
* According to nikita, post-2013 versions only have 64-bit. Meaning 32-bit Max versions only ends with 2013 version

Results by KingAdam on Alchemy 5.0 preview:




Call me Lars. I'm Power Cosmic no more.

"Trying to solve mysteries of modding here"

My Progress:
http://marvelmods.com/forum/index.php/topic,4671.0.html

Feel free to mod my releases, as long you credit me:
http://marvelmods.com/forum/index.php/topic,4488.0.html

February 18, 2019, 11:03AM #1 Last Edit: February 18, 2019, 11:55AM by Teancum
WOW!

Wonder how that leaked. I'll be looking to see if you can save as older versions. How cool would it be to fully support XML1 and XML2 now? Maybe we could even do maps, port them from MUA2 PS2/Wii, etc. Time to check it out.

**EDIT**
I couldn't get XML2 models (v3.2) to load in the InsightViewer, though they loaded in sgFinalizer. I was able to get pretty much any model from the UI folder to load though.

It's too good to believe !!

I'll test it.
This is another great modding tool launch we have.
We started very well this year!

Thank you for sharing!

I'd just got informed from nikita since Alchemy dll is a 32-bit related, it only works with Max until its 2013 version, & won't work with 64-bit-only version of post-2013 Max programs
Call me Lars. I'm Power Cosmic no more.

"Trying to solve mysteries of modding here"

My Progress:
http://marvelmods.com/forum/index.php/topic,4671.0.html

Feel free to mod my releases, as long you credit me:
http://marvelmods.com/forum/index.php/topic,4488.0.html

Also anything opened and re-saved through sgFinalizer will save as the new version. Checked both an original and a newly saved file in a hex editor.

After some research i've find out that there is a Animation Producer tool that can combine animations so we will be able to create custom MUA anims in the near future.

Also i will try to compile export plugin for Alchemy 3.5, because Alchemy 5 models not working in MUA

I am in the testing phase on the MUA:
 
1 - I noticed that there are files in the actors folder that the Insight Viewer can not open. The original MUA files can not be opened by either Insight Viewer or Finalyzer. Files from XML can be opened but can not be viewed. I not get see any, I just saw the information of the files, in detail to the point of indicating the ex-decimal informations of the items in the file.

2 - For me, here, Alchemy plugins only run on 3dsmax 8 32bits.

3 - This is the worst news ... in the Alchemy Dialog plugin, the IgActor create option is missing, so it is impossible to export skins to MUA.

4 - I performed these tests in Win7 32 bit.

Old Alchemy versions cannot load newest IGB files. Every IGB file has version so when you export with Alchemy 5 IGB has version 0x09, but MUA can load only IGB files with version <= 8.
To change IGB Version open IGB file via HEXEditor and go to offset 2C, you will see 09 value, change it to 08, save and test in game. It should work.

Quote from: nikita488 on February 20, 2019, 11:23AM
Old Alchemy versions cannot load newest IGB files. Every IGB file has version so when you export with Alchemy 5 IGB has version 0x09, but MUA can load only IGB files with version <= 8.
To change IGB Version open IGB file via HEXEditor and go to offset 2C, you will see 09 value, change it to 08, save and test in game. It should work.

I Understand ... but the main problem is the Alchemy Dialog plugin does not have the option create IgActor. It has only one option to create IgLod. When I try to export, the plugin it complains the error and require that the scene be transformed into IgActor. So far I have not been able to export anything, unfortunately ... but I'll redo that test in the WinXP environment. I did this initial testin the Win7 32.



You don't need old Actor Editor in this plugin, all you need is skeleton and mesh with Skin/Physique modifier on it.

Quote from: nikita488 on February 20, 2019, 12:28PM
You don't need old Actor Editor in this plugin, all you need is skeleton and mesh with Skin/Physique modifier on it.

.....? Well, I did the whole rigging process on 3ds max 8. I added the modify skin directly shortly after pairing the biped. After that I adjusted the vertexs weights, added the xform modifier, opened the alchemy dialog, added all the elements of the scene, but I did this in the IgLod option, because it does not have the IgActor option. I try export. At the end of loading the error message appears, requiring all elements to be transformed into IgActor.
I'm going to make a video so you can see what I do.

I'm using Max 2010 and i'm not sure about older versions of Max, but my scene contains only Biped and Mesh with skin modifier and this scene exports as Actor.


June 05, 2019, 02:48AM #14 Last Edit: June 05, 2019, 03:01AM by UltraMegaMagnus
Quote from: Tony Stark on June 04, 2019, 08:57PM
Was anyone able to get this to work for rigging models?

Yes, it's working for rigged models, animations, I could export some, but old Alchemy is better to rig, because of big issues :
- You can't move igactor, really a big deal, because igactor needs to be positioned at X:0, Y:0 and maybe Z:0 to avoid jump issue
-If the models has more than 64K vertices, the export will hang for a very long time, really a big issue for converting very high poly models.

More details here :
http://marvelmods.com/forum/index.php/topic,236.120.html

Note to install properly Alchemy for 3DS max 2010, you need to read the documentation and copy several files into 3DS MAX 2010 installation folder.
KingAdam sorted them out and are available here (install Alchemy 5 and drag & drop this to your 3DS MAX 2010 installation folder :
https://mega.nz/#!I2pVEayT!fTNd0n6gh3w3JU9nXZUqNKcRxAKDK91nCxdYirutyPQ