Extracting Nexus resources?

Talk about the lesser known games "Theron's Quest" and "Dungeon Master Nexus".
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kentaro-k.21
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Re: Extracting Nexus resources?

Post by kentaro-k.21 »

Hi.

I have checked your identification of fonts. It is great work!

I found no problem on FONT0 and FONT1.
I added some kanji identifications to FONT2: http://kkdf2.sakura.ne.jp/DM/FONT2_20100402.htm
The unknown characters are still blank.
It took up to 40 minutes to identify known kanji characters.

Thanks!
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ChristopheF
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Re: Extracting Nexus resources?

Post by ChristopheF »

Greeaaat! Thanks a lot for your help, only 13 kanjis left to identify!
I will extract all text data both as text and images and post it on my site. With the context, I suppose it will be easier for you to identify the last unreadable kanjis.
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Re: Extracting Nexus resources?

Post by Sophia »

Wow, nice. :D
I'll try to help a little and say 637 is probably 違, I think.
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Re: Extracting Nexus resources?

Post by kentaro-k.21 »

I'm working on 3d model extraction from .MNS files.

Currently 3d mesh is extracted in hand work. Here is a sample built on Blender script:
http://kkdf2.sakura.ne.jp/DM/screamer3db.jpg

Thanks to Christophe's DMNDataFileDecoder and saturn's documentation, I could know some knowledges about 3D rendering system.

3 parts in .MNS:
- Unnamed chunk (mesh group part)
- MOTN chunk (motion part? perhaps, frame base animation. scale/rotation/translation vectors may be buried.)
- TEXT chunk (textures)

from SCREAMER.MNS:

The screamer has 2 meshes. The body part and head part.

Unnamed chunk, 1st data. 3D coordinates:

Code: Select all

 0:    3259   19081   -5534 
 1:   -3263    7562   -7535 
 2:   -3259   19081   -5534 
...
37:   -2819    4036   19771 
38:  -20355    4122   -1783 
39:   20355    4122   -1783 
Format: x, y, z

Unnamed chunk, 2nd data. vertices:

Code: Select all

0002 0000 0003 0001 60a8 0005 
0005 0006 0004 0007 60a8 0005 
0006 0008 0009 0004 60a8 0005 
...
0025 001b 001a 0024 60a8 c00a 
001f 0014 000f 0027 60a8 8007 
0026 000d 0015 001d 60a8 0007 
Format: Vertex0, 1, 2, 3, ?, hibyte=flags lobyte=texture number.

The shape is always quad. This is why texture is squared, perhaps.

Unnamed chunk, 3rd data. unknown:

Code: Select all

 0:       0   11220  -64568 
 1:   46418    4865   46006 
 2:       0    7519   65103 
 3:  -46418    4865   46006 
...
37:   -7969   14836  -63334 
38:       0   18090       0 
39:   32426       0   65792 
It may take some times to know a lot about the format.

Thanks
kentaro-k.21
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Re: Extracting Nexus resources?

Post by kentaro-k.21 »

Hi!
Sophia wrote:Wow, nice. :D
I'll try to help a little and say 637 is probably 違, I think.
Oh, yes, it should be...
Thanks! 637 is now identified as 違.

Here is minor update, some wrong scripts are also corrected:
http://kkdf2.sakura.ne.jp/DM/FONT2_20100403.htm
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ChristopheF
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Re: Extracting Nexus resources?

Post by ChristopheF »

Nice job, kentaro! Soon MNS files will have no secrets for you. Next job will be to study the DGN files. I have posted my own notes on MNS and DGN files in the wiki part of my site here:
http://dmweb.free.fr/?q=node/1478
http://dmweb.free.fr/?q=node/1479

Feel free to update these pages if you identify new data structures.
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Re: Extracting Nexus resources?

Post by kentaro-k.21 »

Hi.

Current progress, shaded models, dummy scene, Blender rendering, without motion parameters (T pose).

http://kkdf2.sakura.ne.jp/DM/dmngallery.jpg

I'll update the tech document asap!
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Re: Extracting Nexus resources?

Post by Gambit37 »

Wow, impressive work! :D :)
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ChristopheF
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Re: Extracting Nexus resources?

Post by ChristopheF »

Thank you kentaro for the documentation and nice picture!

I have updated my extraction script: http://dmweb.free.fr/Stuff/DMNDataFileDecoder.vbs
[Update 2020-05-21] Check http://dmweb.free.fr/?q=node/1593 for the latest version of the script

Now all the text strings are extracted (except champion names and spell names, but I already know how to extract them, I have just not implemented that yet). Look in the folder for file RLOWFIX.BIN after extraction, there will be 5 htm files containing the texts both as images and as pure text.
If you don't want to extract the texts yourself, here is an archive containing them all: http://dmweb.free.fr/Stuff/RLOWFIXBINDecoded.7z

Now volunteers can start working on translating the texts to English! I think to avoid duplicate efforts, it may be useful to post here what text strings you plan to work on so that others can focus on other text strings.

I will extract champion and spell names and supply a list later. I will also try to see how to rebuild the TEXT items from an english translation, as that would allow the creation of a complete English translation of the game. That would certainly attract many people to play DM Nexus!
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Re: Extracting Nexus resources?

Post by ChristopheF »

In order to help translation of item strings (item names, descriptions and actions for L1, L2, L3), please refer to this file: http://dmweb.free.fr/Stuff/DMNItemDescriptors.xlsx
It contains the item descriptors extracted from ITEM.IBS and also contains the item images. It helps associating items with string numbers stored in columns W, X, Y, Z and AA. These numbers correspond to the the string indices found in TEXT3.htm (which contains 449 strings, from 0 to 448).

Kentaro, you will find some unidentified kanjis are used in TEXT3.htm and TEXT5.htm. Search for "Missing" and you may be able to identify the kanjis with the help of the context of their use.
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Re: Extracting Nexus resources?

Post by ChristopheF »

One more update of the script: http://dmweb.free.fr/Stuff/DMNDataFileDecoder.vbs
You will also need the following files in the same folder as the script to decode texts:
http://dmweb.free.fr/Stuff/FONT256S2D-UTF8.txt
http://dmweb.free.fr/Stuff/FONT0-UTF8.txt
http://dmweb.free.fr/Stuff/FONT1-UTF8.txt
http://dmweb.free.fr/Stuff/FONT2-UTF8.txt
(use right click, save as to download these files to avoid any text encoding issues)

This updated version adds extraction the spell descriptors (in RHIFIX.BIN) and champion descriptors (in RLOWFIX).

[Update 2020-05-21] Check http://dmweb.free.fr/?q=node/1593 for the latest version of the script
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Re: Extracting Nexus resources?

Post by kentaro-k.21 »

Hi.

Thank you.
I could identify 3 Missing kanjis.
http://kkdf2.sakura.ne.jp/DM/FONT2_20100410.htm

There is no significant problem on TEXT3 to 7 html files. I'll check detail later (DMNItemDescriptors too).

There are still unidentified kanjis. 561 and 590. They may be unused or still unextracted? They are also very hard to read, wow.
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Re: Extracting Nexus resources?

Post by Lunever »

Maybe it would help to show them in context.
Parting is all we know from Heaven, and all we need of hell.
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ChristopheF
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Re: Extracting Nexus resources?

Post by ChristopheF »

I have updated http://dmweb.free.fr/Stuff/FONT2-UTF8.txt with the 3 newly identified kanjis. Thank you kentaro!
Kanji #561 is never used in the text items that I have decoded. While it is still possible that this kanji is used somewhere, I am not aware of any other text data in other files so I think it is just never used.
Kanji #590 is used in string 90 in TEXT5.htm Does the context help you identifying it?
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Re: Extracting Nexus resources?

Post by kentaro-k.21 »

Hi.

Sorry. It is my mistake. I could found #590, and it can be read with context!

I checked the decoded text well.

There are some corrections.

Here is updated font2.
http://kkdf2.sakura.ne.jp/DM/FONT2_20100414.htm

Also please correct at font1:

Code: Select all

1-208	。
It'll be Full stop ("句点").



memo:

Code: Select all

2-135	絹
2-149	鎖
TEXT3 ok	21:55 2010/04/13
TEXT4 ok	21:59 2010/04/13
1-208	。
TEXT6 ok	22:01 2010/04/13
TEXT7 ok	22:03 2010/04/13
2-370	壇
2-623	避
2-408	悔
2-184	技
2-590	襲
TEXT5 ok	20:11 2010/04/14
2-561	頻
PLRD13 ok	20:16 2010/04/14
I filled #561 with hunch...

Thanks.
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Re: Extracting Nexus resources?

Post by kentaro-k.21 »

Hi.

Here is VB.NET version of DMNDataFileDecoder.vbs originally written by Christophe.
[Link updated to latest version] http://kkdf2.sakura.ne.jp/DM/N/DMNDataF ... 0426_r0.7z

It needs .NET Framework 2.0 or later.

It took 17 minutes for full extraction...

Usage:

Code: Select all

DMNDataFileDecoder4vb.exe P:\
The "P:\" be your DMNexus CD inserted drive.

Thanks.
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ChristopheF
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Re: Extracting Nexus resources?

Post by ChristopheF »

I have updated the following files with the 2 missing kanjis and the 6 corrections:
http://dmweb.free.fr/Stuff/FONT2-UTF8.txt
http://dmweb.free.fr/Stuff/FONT1-UTF8.txt

Thank you again for your work!

I have also updated the script to fix a bug in PRS3 decompression (for some images, the last pixel was not decoded correctly):
http://dmweb.free.fr/Stuff/DMNDataFileDecoder.vbs
[Update 2020-05-21] Check http://dmweb.free.fr/?q=node/1593 for the latest version of the script

Have you made any progress with MNS files? I'm curious to know how you have created the image you posted with the textured mummy and rat!
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ChristopheF
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Re: Extracting Nexus resources?

Post by ChristopheF »

Another update of the script: http://dmweb.free.fr/Stuff/DMNDataFileDecoder.vbs

The text decoding has been optimized to reduce the size of the script. You now need the following two files to decode all the texts:
http://dmweb.free.fr/Stuff/FONT256.S2D-Font-UTF8.txt
http://dmweb.free.fr/Stuff/RLOWFIX.BIN-Fonts-UTF8.txt

DGN decoding has progressed a little bit. The files are now sliced in small pieces by the script. All bytes from Structure1 and Structure3 are now dumped during decoding for further analysis.
The structures in the file have been identified, although their meaning is still unknown for the most part.
I have updated the documentation of DGN files with what I know here: http://dmweb.free.fr/?q=node/1479
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ChristopheF
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Re: Extracting Nexus resources?

Post by ChristopheF »

I have updated again the script and updated/cleaned up the documentation for DGN files (links in previous post).
Structure3 documentation is more detailed now and dumped by the script.
This new version also fixes an issue with textures that did not have the correct numbering because I did not extract the first texture, which is an empty image in each DGN file.
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Re: Extracting Nexus resources?

Post by Gambit37 »

Marvellous work, Christophe! It's amazing what you've achieved and all because of my little question of "Iis it possible?". You're awesome :)
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ChristopheF
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Re: Extracting Nexus resources?

Post by ChristopheF »

Thanks! Please don't challenge me again :)
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Re: Extracting Nexus resources?

Post by ChristopheF »

Work in progress:

I am still studying the DGN files.

I have fixed a bug in the texture decoding. In fact some textures looked bad previously because they are not encoded like the others.
They use the same encoding that is used in MNS files for creature textures. Now they all look nice.

Now I can also extract all 3D models from the files (what I called 'Structure3' in my documentation). These are the basic blocks used to build the whole level.
They are extracted as .X3D files (an XML standard to store 3D data). You need an X3D player to view these files, in my tests I have used "Octaga player": http://www.octaga.com/index.php?option= ... &Itemid=40
I don't know if there is a better player. This one is free for personal use, but you have a disclaimer message each time you start it.
Example: http://dmweb.free.fr/Stuff/DMN3DModel.png

Now I have to continue my work to fully understand 'Structure1' which describes the dungeon layout, the items, decorations, etc.

Here is the WIP version of my script if you want to try it yourself:
http://dmweb.free.fr/Stuff/DMNDataFileDecoder.vbs
[Update 2020-05-21] Check http://dmweb.free.fr/?q=node/1593 for the latest version of the script
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Re: Extracting Nexus resources?

Post by zoom »

So can this be watched on the ency at some point? I doubt, because of the 3d part. Web3.o would be needed or something like that.
What about the items or the monsters, like in the other versions of Dm. I would love to see pictures of those parts +eventually description for dm nexus on the ency, too :D Walls do not interest me that much, but worth a look for sure. thanks
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ChristopheF
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Re: Extracting Nexus resources?

Post by ChristopheF »

It is possible to view 3D models in the web browser if you have the appropriate browser plug-in. The Octaga player I use integrates with web browsers so it would be technically possible.
Note that the 3D models do not only include walls. While this is the main part, there are also all objects visible in the dungeon (people, statues, columns, etc.)
kentaro has started working on monsters (see his previous posts). I will work on extracting them later, kentaro has documented enough of the file format in that purpose.
It is only a matter of time.
When I'm finished, I will update the Encyclopaedia with champion, item images and hopefully creatures too. I also hope to put detailed maps of the 15 levels.
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Re: Extracting Nexus resources?

Post by kentaro-k.21 »

Wow.
It is exciting work!

I have also little progress.
Updated: MOTN section in MNS file format section. http://dmweb.free.fr/?q=node/1478

A motion'll be extracted like sample: http://kkdf2.sakura.ne.jp/DM/N/mummywork.jpg

Currently I cannot verify whether the motion output is GOOD or BAD because I don't play nexus! :?

A mns extractor will be soon available.
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Re: Extracting Nexus resources?

Post by kentaro-k.21 »

Here is an early version of mns model extractor.

http://kkdf2.sakura.ne.jp/DM/N/DMNMns_20100428.7z

EDIT: url modified for latest ver.

Export Instruction:
1. Extract textures with DMNDataFileDecoder.vbs
2. Launch DMNMns.exe
3. Click "Convert .MNS" menu item.
4. Select a mns file to convert. (MUMMY.MNS for example.)
5. Locate "TEXTImage 0.bmp" file in "MUMMY.MNS - Decoded" folder. (MUMMY is for example.)
6. "export" folder will open with generated files. MUMMY.py, MUMMY_0.png, ..., MUMMY_28.png

Blender Instruction:
1. Download and Install a Python 2.6 series. (2.6.5 is latest for now.) http://www.python.org/download/
2. Download and Install a Blender 2.49a or later. http://www.blender.org/download/get-blender/
3. Open MUMMY.py with Notepad.
4. Select all (Ctrl+A), then Copy (Ctrl+C) into clipboard.
5. Launch Blender.
6. Type Shift+F11 in the middle of window. It'll open empty panel.
7. Type Alt+N. It'll prepare new text editor.
8. Type Alt+V. It'll paste text from clipboard.
9. Type Alt+P. It'll execute the script as Python program.
10. Type Ctrl+LeftArrow. It'll display 3DViewport and some useful tool panels.
11. Type Alt+A. It'll do animation preview. Type ESC to exit.
12. Type Alt+Z some times. It'll change shading type (Solid <-> Textured).

Known issue(s):
* Blender cannot import a mesh with more than 16 materials (textures). (e.g. CHAOS.MNS, LORD_RIB.MNS, etc)

It'll be improved with texture aggregation technique in near future.

Thanks!
Last edited by kentaro-k.21 on Wed Apr 28, 2010 3:21 pm, edited 1 time in total.
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ChristopheF
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Re: Extracting Nexus resources?

Post by ChristopheF »

DMNmns.exe crashes on my computer (Windows 7, 32 bit, English) when I select any MNS file:

Code: Select all

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'SlimDX, Version=2.0.7.41, Culture=neutral, PublicKeyToken=b1b0c32fd1ffe4f9' or one of its dependencies. The system cannot find the file specified.
File name: 'SlimDX, Version=2.0.7.41, Culture=neutral, PublicKeyToken=b1b0c32fd1ffe4f9'
   at DMNMns.VForm2.ConvertIt(String fpmns, String dirSave)
   at DMNMns.VForm2.convertMnsTsmi_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.MenuStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
DMNMns
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/christophe/Downloads/DMNMns.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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Re: Extracting Nexus resources?

Post by kentaro-k.21 »

Ahh, sorry! :oops:
ChristopheF wrote:System.IO.FileNotFoundException: Could not load file or assembly 'SlimDX, Version=2.0.7.41, Culture=neutral, PublicKeyToken=b1b0c32fd1ffe4f9' or one of its dependencies. The system cannot find the file specified.
File name: 'SlimDX, Version=2.0.7.41, Culture=neutral, PublicKeyToken=b1b0c32fd1ffe4f9'
at DMNMns.VForm2.ConvertIt(String fpmns, String dirSave)
at DMNMns.VForm2.convertMnsTsmi_Click(Object sender, EventArgs e)
I forget to include SlimDX.dll.

Here is updated version:
http://kkdf2.sakura.ne.jp/DM/N/DMNMns_20100428.7z

Would you try again?

It'll work...

Thanks
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Re: Extracting Nexus resources?

Post by zoom »

christophe and kentaro, you are a very good team! :)
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Re: Extracting Nexus resources?

Post by ChristopheF »

Thank you kentaro, it works now !
However I had to change my Windows regional settings from "French (France)" to "English (US)" because of the decimal separator. In France, we use comma "," as decimal separator instead of period "." and with French settings, the numbers in .py files then cause errors when running the script in Blender.
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