[Help] Bad Number Version

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  1. #1

    [Help] Bad Number Version

    File "C:\blabla\blabla\gunz_import.py", line 444, in elu_import
    raise VersionError, "Bad version number %d" % version
    __main__.VersionError: Bad version number 20495

    Gentlemen, It seems we have hit a pine-cone in the middle of the GunZ 2 Development Road..

    Ideas? Solutions?


  2. #2
    DRGunZ 2 Creator wesman2232 is offline
    MemberRank
    Jan 2007 Join Date
    Erie, PALocation
    4,872Posts

    Re: [Help] Bad Number Version

    Contact Phantom?

  3. #3

    Re: [Help] Bad Number Version

    I'm going to try and contact Phantom, Hopefully he hasn't left us.

    Any other ideas?

  4. #4
    Ancient One cmb is offline
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    Mar 2007 Join Date
    1,035Posts

    Re: [Help] Bad Number Version

    looks like the elu (animations) have the incorrect version number associated with them

  5. #5

    Re: [Help] Bad Number Version

    Mhm, So someone of knowledge needs to create a new Python Import Script for GunZ 2.. Fun fun!

  6. #6
    Legendary Phantom* is offline
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    Aug 2006 Join Date
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    259Posts

    Re: [Help] Bad Number Version

    Need some elus to investigate but for now I will assume that nothing changed from version 20487 :P Good luck..

    Code:
    Removed
    Last edited by Phantom*; 30-06-11 at 07:03 PM.

  7. #7
    DRGunZ 2 Creator wesman2232 is offline
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    4,872Posts

    Re: [Help] Bad Number Version

    I can upload some ELU files for you Phantom.

    EDIT: I don't know if the .elus in the other files are the same or not, but here is the .elus from SFX.mrf. I included all of them so you can test of those if needed.

    http://www.mediafire.com/?83veuskst4577df
    Last edited by wesman2232; 29-06-11 at 08:41 PM.

  8. #8
    Animu Addicted Number12 is offline
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    Old Sunny CALocation
    1,264Posts

    Re: [Help] Bad Number Version

    Quote Originally Posted by wesman2232 View Post
    I can upload some ELU files for you Phantom.

    EDIT: I don't know if the .elus in the other files are the same or not, but here is the .elus from SFX.mrf. I included all of them so you can test of those if needed.

    ELUs.rar
    Upload one from the Character.mrf
    I would but at school and on my Mac and then Ima be gone till about 12so I wont be able to upload

  9. #9
    DRGunZ 2 Creator wesman2232 is offline
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    Jan 2007 Join Date
    Erie, PALocation
    4,872Posts

    Re: [Help] Bad Number Version

    Alright, but the files that are in Character.mrf are mostly .dds files.

  10. #10
    Account Upgraded | Title Enabled! e1o14 is offline
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    Apr 2009 Join Date
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    306Posts

    Re: [Help] Bad Number Version

    I think he's talking about an actual character model and not Character.mrf, so I just uploaded Assassin_Male_01.elu and a weapon: flame_thrower.elu

    Assassin_Male_01.elu
    flame_thrower.elu

  11. #11

    Re: [Help] Bad Number Version

    Quote Originally Posted by Phantom* View Post
    Need some elus to investigate but for now I will assume that nothing changed from version 20487 :P Good luck..

    Code:
    #!BPY
    # Copyright (c) 2008-2011 Peter S. Stevens
    # 
    # Permission is hereby granted, free of charge, to any person obtaining a copy
    # of this software and associated documentation files (the "Software"), to deal
    # in the Software without restriction, including without limitation the rights
    # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    # copies of the Software, and to permit persons to whom the Software is
    # furnished to do so, subject to the following conditions:
    # 
    # The above copyright notice and this permission notice shall be included in
    # all copies or substantial portions of the Software.
    # 
    # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
    # THE SOFTWARE.
     
    """
    Name: 'GUNZ (*.elu, *.ani)...'
    Blender: 246
    Group: 'Import'
    Tooltip: 'Import GUNZ *.elu and/or *.ani game files'
    """
    __author__ = 'Peter S. Stevens'
    __email__ = 'pstevens:cryptomail*org'
    __url__ = ('blender', 'elysiun', 'Project homepage, http://www.ragezone.com/')
    __version__ = '09.12.00'
    __bpydoc__ = """ \
    This script imports GUNZ *.elu and/or *.ani game files.
    """
     
    import Blender
    import bpy
    import struct
     
    LEFT_TO_RIGHT = Blender.Mathutils.Matrix([-1.0, 0.0, 0.0, 0.0],
                                             [0.0, 0.0, 1.0, 0.0],
                                             [0.0, 1.0, 0.0, 0.0],
                                             [0.0, 0.0, 0.0, 1.0])
    ELU_VERSIONS = (0x5004, 0x5005, 0x5006, 0x5007, 0x500F)
    ANI_VERSIONS = (0x1001, 0x1003)
    DOT_DDS = '.dds'
    MAX_INFLUENCES = 4
     
    class MagicError(ValueError):
        pass
     
    class VersionError(ValueError):
        pass
     
    def elu_to_blender_name(name):
        if name.startswith('Bip01 L ') == True:
            return "%s %s.L" % ('Bip01', name[8:])
     
        if name.startswith('Bip01 R ') == True:
            return "%s %s.R" % ('Bip01', name[8:])
     
        return name
     
    def elu_read_material(file_object):
        data_chunk = file_object.read(64)
     
        high_index, \
        low_index = struct.unpack_from('<2I', data_chunk)
        diffuse_color = struct.unpack_from('<4f', data_chunk, 8)
        ambient_color = struct.unpack_from('<4f', data_chunk, 24)
        specular_color = struct.unpack_from('<4f', data_chunk, 40)
        specular_power, \
        emissive = struct.unpack_from('<2f', data_chunk, 56)
     
        material = Blender.Material.New()
     
        material.setRGBCol(diffuse_color[0:3])
        material.setAlpha(diffuse_color[3])
        material.setMirCol(ambient_color[0:3])
        material.setAmb(ambient_color[3])
        material.setSpecCol(specular_color[0:3])
        material.setSpec(specular_power)
        material.setEmit(emissive)
     
        return material
     
    def elu_read_texture(file_object, version):
        texture_name_1 = ''
        texture_name_2 = ''
     
        if version == 0x5004 or version == 0x5005:
            texture_name_1 = file_object.read(40)
            texture_name_2 = file_object.read(40)
        elif version == 0x5006 or version == 0x5007 or version == 0x500F:
            texture_name_1 = file_object.read(256)
            texture_name_2 = file_object.read(256)
     
        texture_name_1 = texture_name_1[0:texture_name_1.find('\0')]
     
        texture = None
     
        try:
            texture = Blender.Texture.Get(texture_name_1)
        except:
            texture = Blender.Texture.New(texture_name_1)
     
            texture.setType('Image')
     
            image = None
     
            try:
                image = Blender.Image.Get(texture_name_1 + DOT_DDS)
            except:
                search_paths = [Blender.sys.dirname(file_object.name), Blender.Get('texturesdir')]
     
                for search_path in search_paths:
                    if search_path is not None and len(search_path) > 0:
                        image_file = Blender.sys.join(search_path, texture_name_1 + DOT_DDS)
     
                        if Blender.sys.exists(image_file):
                            try:
                                image = Blender.Image.Load(image_file)
                            except:
                                Blender.Draw.PupMenu("Warning%%t|Could not load %s." % image_file)
     
                            break
            finally:
                if image is not None:
                    texture.setImage(image)
                else:
                    Blender.Draw.PupMenu("Warning%%t|Could not locate %s." % texture_name_1 + DOT_DDS)
     
        double_sided, unknown_1 = struct.unpack('<2I', file_object.read(8))
     
        alpha_percentage = 0
     
        if version == 0x5007 or version == 0x500F:
            alpha_percentage = struct.unpack('<I', file_object.read(4))
     
        if texture is not None and alpha_percentage > 0:
            texture.useAlpha = 1
     
        return texture
     
    def elu_read_mesh(file_object, materials, version):
        def boolean_xor(a, b):
         return (not a) != (not b)
     
        mesh_name = file_object.read(40)
        parent_mesh_name = file_object.read(40)
     
        mesh_name = mesh_name[0:mesh_name.find('\0')]
        parent_mesh_name = parent_mesh_name[0:parent_mesh_name.find('\0')]
     
        mesh_name = elu_to_blender_name(mesh_name)
        parent_mesh_name = elu_to_blender_name(parent_mesh_name)
     
        print "mesh %s start 0x%x" % (mesh_name, file_object.tell() - 80)
     
        mesh_object = Blender.Object.New('Mesh', mesh_name)
     
        mesh = mesh_object.getData(mesh = True)
     
        if mesh is None:
            if mesh_name.startswith('Bip') == True:
                mesh = Blender.Mesh.New(mesh_name + "~tmp")
            else:
                mesh = Blender.Mesh.New(mesh_name)
     
            mesh_object.link(mesh)
        else:
            if mesh_name.startswith('Bip') == True:
                mesh.name = mesh_name + "~tmp"
            else:
                mesh.name = mesh_name
     
        world_matrix = Blender.Mathutils.Matrix(struct.unpack('<4f', file_object.read(16)), \
                                                struct.unpack('<4f', file_object.read(16)), \
                                                struct.unpack('<4f', file_object.read(16)), \
                                                struct.unpack('<4f', file_object.read(16)))
     
        unknown_0 = struct.unpack('<11f', file_object.read(44))
     
        local_matrix = Blender.Mathutils.Matrix(struct.unpack('<4f', file_object.read(16)), \
                                                struct.unpack('<4f', file_object.read(16)), \
                                                struct.unpack('<4f', file_object.read(16)), \
                                                struct.unpack('<4f', file_object.read(16)))
     
        vertex_position_count = struct.unpack('<I', file_object.read(4))[0]
     
    #    print "\tvertex position count %d" % vertex_position_count
     
        for x in xrange(vertex_position_count):
            position = Blender.Mathutils.Vector(struct.unpack('<3f', file_object.read(12)))
     
            mesh.verts.extend(position)
     
        face_count = struct.unpack('<I', file_object.read(4))[0]
     
    #    print "\tface count %d" % face_count
     
        for x in xrange(face_count):
            mesh.faces.extend([mesh.verts[y] for y in struct.unpack('<3I', file_object.read(12))])
     
            face = mesh.faces[-1]
     
            face_uvs = []
     
            for y in xrange(len(face.verts)):
                uv = Blender.Mathutils.Vector(struct.unpack('<2f', file_object.read(8)))
                uv.y = float(1.0 - uv.y)
     
                face_uvs.append(uv)
     
                file_object.seek(4, 1)
     
            face.uv = tuple(face_uvs)
     
            file_object.seek(8, 1)
     
        material_index = 0
     
        if (version >= 0x5005 and version <= 0x5007) or version == 0x500F:
            # This is an assumption that these values are normals
            for face in mesh.faces:
                face_unknown_0 = Blender.Mathutils.Vector(struct.unpack('<3f', file_object.read(12)))
     
                for vertex in face.verts:
                    vertex.no = Blender.Mathutils.Vector(struct.unpack('<3f', file_object.read(12)))
     
            temp_fix = face_count - len(mesh.faces)
     
            for x in xrange(temp_fix):
                file_object.seek(48, 1)
     
            vertex_color_count = struct.unpack('<I', file_object.read(4))[0]
     
    #        print "\tvertex color count %d" % vertex_color_count
     
            vertex_colors = []
     
            for x in xrange(vertex_color_count):
                vertex_color = struct.unpack('<3f', file_object.read(12))
     
                vertex_colors.append([int(y * 255.0) for y in vertex_color])
     
            if vertex_color_count > 0:
                mesh.vertexColors = True
     
                for face in mesh.faces:
                    for i, vertex in enumerate(face):
                        vertex_color = vertex_colors[vertex.index]
     
                        face_color = face.col[i]
                        face_color.r = vertex_color[0]
                        face_color.g = vertex_color[1]
                        face_color.b = vertex_color[2]
     
            material_index = struct.unpack('<I', file_object.read(4))[0]
     
    #        print "\tmaterial index %d" % material_index
     
            bone_influence_count = struct.unpack('<I', file_object.read(4))[0]
     
    #        print "\tbone influence count %d" % bone_influence_count
     
            for x in xrange(bone_influence_count):
                bone_influence_names = []
     
                for y in xrange(MAX_INFLUENCES):
                    bone_influence_name = file_object.read(40)
                    bone_influence_name = bone_influence_name[0:bone_influence_name.find('\0')]
     
                    if len(bone_influence_name) > 0:
                        bone_influence_name = elu_to_blender_name(bone_influence_name)
     
                        bone_influence_names.append(bone_influence_name)
     
                bone_influence_weights = [y for y in struct.unpack('<8f', file_object.read(32)) if y > 0]
     
                # doesn't seem to be reliable... what might be needed is verifying if
                # the sum of the weights is 1.0 just to be safe
                count = struct.unpack('<I', file_object.read(4))[0]
     
                for y in xrange(len(bone_influence_weights)):
                    mesh.addVertGroup(bone_influence_names[y])
     
                    mesh.assignVertsToGroup(bone_influence_names[y], \
                                            [x],
                                            bone_influence_weights[y],
                                            Blender.Mesh.AssignModes.ADD)
     
                for y in xrange(MAX_INFLUENCES):
                    a, b, c = struct.unpack('<3f', file_object.read(12))
    #                print "\t\t%f, %f, %f" % (a, b, c)
        else:
            file_object.seek(4, 1)
            material_index = struct.unpack('<I', file_object.read(4))[0]
     
        if material_index < len(materials):
            material = materials[material_index]
     
            mesh.materials = [material]
     
            textures = material.getTextures()
     
            if len(textures) > 0:
                texture = textures[0].tex
     
                image = texture.getImage()
     
                for face in mesh.faces:
                    face.mode = Blender.Mesh.FaceModes.TEX + Blender.Mesh.FaceModes.TWOSIDE
                    face.image = image
            else:
                Blender.Draw.PupMenu("Warning%%t|Could not set material for %s mesh." % mesh_name)
     
        mesh_object.setMatrix(world_matrix * LEFT_TO_RIGHT)
     
        if len(parent_mesh_name) > 0:
            bip_check = boolean_xor(mesh_name.startswith('Bip'), parent_mesh_name.startswith('Bip'))
     
            if bip_check == False:
                parent_mesh_object = Blender.Object.Get(parent_mesh_name)
                parent_mesh_object.makeParent([mesh_object])
     
        print "mesh %s end 0x%x" % (mesh_name, file_object.tell())
     
        return mesh_object
     
    def ani_read_mesh_transformations(file_object, armature_object):
        key_frames = {}
     
        armature_pose = armature_object.getPose()
     
        armature_pose_bones = armature_pose.bones
     
        unknown_0 = struct.unpack('<I', file_object.read(4))[0]
     
        mesh_name = file_object.read(40)
     
        mesh_name = mesh_name[0:mesh_name.find('\0')]
     
        mesh_name = elu_to_blender_name(mesh_name)
     
        print "transform %s start 0x%x" % (mesh_name, file_object.tell() - 80)
     
        pose_matrix = Blender.Mathutils.Matrix(struct.unpack('<4f', file_object.read(16)), \
                                               struct.unpack('<4f', file_object.read(16)), \
                                               struct.unpack('<4f', file_object.read(16)), \
                                               struct.unpack('<4f', file_object.read(16)))
     
        translation_count = struct.unpack('<I', file_object.read(4))[0]
     
    #    print "translation count %d" % translation_count
     
        for y in xrange(translation_count):
            translation = Blender.Mathutils.Vector(struct.unpack('<3f', file_object.read(12)))
     
            key_frame_second = int(struct.unpack('<I', file_object.read(4))[0] / 60)
     
            key_frames[key_frame_second] = Blender.Mathutils.TranslationMatrix(translation)
     
        rotation_count = struct.unpack('<I', file_object.read(4))[0]
     
    #    print "rotation count %d" % rotation_count
     
        for y in xrange(rotation_count):
            x, y, z, w = struct.unpack('<4f', file_object.read(16))
     
            rotation = Blender.Mathutils.Quaternion(w, x, y, z)
     
            key_frame_second = int(struct.unpack('<I', file_object.read(4))[0] / 60)
     
            if key_frame_second in key_frames:
                key_frames[key_frame_second] = rotation.toMatrix().resize4x4() * key_frames[key_frame_second]
            else:
                inverse_parent_pose_matrix = Blender.Mathutils.Matrix()
                inverse_parent_pose_matrix.identity()
     
                if mesh_name in armature_pose_bones.keys():
                    if armature_pose_bones[mesh_name].parent is not None:
                        inverse_parent_pose_matrix = armature_pose_bones[mesh_name].parent.poseMatrix.copy() * LEFT_TO_RIGHT
     
                inverse_parent_pose_matrix.invert()
     
                key_frames[key_frame_second] = rotation.toMatrix().resize4x4() * Blender.Mathutils.TranslationMatrix((pose_matrix * inverse_parent_pose_matrix).translationPart())
     
        if mesh_name in armature_pose_bones.keys():
            if len(key_frames) > 0:
                for key_frame_second, key_frame_transformation in key_frames.iteritems():
                    if armature_pose_bones[mesh_name].parent is not None:
                        key_frame_transformation *= (armature_pose_bones[mesh_name].parent.poseMatrix.copy() * LEFT_TO_RIGHT)
     
                    armature_pose_bones[mesh_name].poseMatrix = key_frame_transformation * LEFT_TO_RIGHT
                    armature_pose.update()
                    armature_pose_bones[mesh_name].insertKey(armature_object, key_frame_second + 1)
     
                armature_pose_bones[mesh_name].poseMatrix = pose_matrix * LEFT_TO_RIGHT
                armature_pose.update()
            else:
                armature_pose_bones[mesh_name].poseMatrix = pose_matrix * LEFT_TO_RIGHT
                armature_pose.update()
                armature_pose_bones[mesh_name].insertKey(armature_object, 1)
     
        print "transform %s end 0x%x" % (mesh_name, file_object.tell())
     
    def elu_import(file_path):
        file_object = None
     
        try:
            file_object = open(file_path, 'rb')
     
            data_chunk = file_object.read(16)
     
            magic, \
            version, \
            material_count, \
            mesh_count = struct.unpack('<4I', data_chunk)
     
            if magic != 0x0107F060:
                raise MagicError, "Bad magic number, %x" % magic
     
            print "version %d" % version
     
            if version not in ELU_VERSIONS and version not in ANI_VERSIONS:
                raise VersionError, "Bad version number %d" % version
     
            if version in ELU_VERSIONS:
                materials = []
     
                for x in xrange(material_count):
                    material = elu_read_material(file_object)
     
                    texture = elu_read_texture(file_object, version)
     
                    if texture is not None:
                        material.setTexture(0, texture, Blender.Texture.TexCo.UV)
     
                        if texture.useAlpha == 1:
                            material.setMode(Blender.Material.Modes.TEXFACE + Blender.Material.Modes.TEXFACE_ALPHA)
                        else:
                            material.setMode(Blender.Material.Modes.TEXFACE)
     
                    materials.append(material)
     
                mesh_objects = []
     
                for x in xrange(mesh_count):
                    mesh_objects.append(elu_read_mesh(file_object, materials, version))
            elif version in ANI_VERSIONS:
                try:
                    armature_object = Blender.Object.Get('Armature')
                except ValueError:
                    Blender.Draw.PupMenu("Error%%t|The scene does not contain an armature.")
                else:
                    scene = Blender.Scene.GetCurrent()
     
                    action_name = Blender.sys.basename(file_object.name)
                    action_name = action_name[0:action_name.find('.')]
     
                    action = Blender.Armature.NLA.NewAction(action_name)
                    action.setActive(armature_object)
     
                    for x in xrange(mesh_count):
                        ani_read_mesh_transformations(file_object, armature_object)
     
                    scene.update(0)
        except IOError, (errno, strerror):
            Blender.Draw.PupMenu("Error%%t|I/O error(%d): %s." % (errno, strerror))
        #except Exception, err:
        #    Blender.Draw.PupMenu("Error%%t|.%s" % err)
        else:
            scene = Blender.Scene.GetCurrent()
     
            if version in ELU_VERSIONS:
                armature_object = Blender.Object.New('Armature')
     
                armature_object.drawMode = Blender.Object.DrawModes.XRAY
     
                armature = armature_object.getData()
     
                if armature is None:
                    armature = Blender.Armature.New('Armature')
                    armature_object.link(armature)
     
                armature.drawType = Blender.Armature.STICK
                armature.envelopes = False
                armature.vertexGroups = True
     
                armature.makeEditable()
     
                for mesh_object in mesh_objects:
                    mesh = mesh_object.getData(mesh = True)
     
                    if len(mesh.getVertGroupNames()) > 0:
                        armature_object.makeParent([mesh_object])
     
                        armature_modifier = mesh_object.modifiers.append(Blender.Modifier.Types.ARMATURE)
                        armature_modifier[Blender.Modifier.Settings.OBJECT] = armature_object
     
                    if mesh_object.name.startswith('Bip') == True:
                        edit_bone = Blender.Armature.Editbone()
     
                        edit_bone.name = mesh_object.name
     
                        parent_mesh_object = mesh_object.getParent()
     
                        if parent_mesh_object is not None:
                            edit_bone.parent = armature.bones[parent_mesh_object.name]
     
                        edit_bone.matrix = mesh_object.getMatrix()
     
                        armature.bones[edit_bone.name] = edit_bone
     
                        mesh.hide = True
     
                        mesh_object.setDrawMode(Blender.Object.DrawModes['TRANSP'])
     
                        if mesh.users == 0:
                            mesh.verts = None
                            mesh.faces = None
     
                        scene.objects.unlink(mesh_object)
                    else:
                        scene.objects.link(mesh_object)
     
                armature.update()
     
                if len(armature.bones) > 0:
                    scene.objects.link(armature_object)
     
                    armature_pose = armature_object.getPose()
     
                    armature_pose_bones = armature_pose.bones
     
                    for armature_pose_bone in armature_pose_bones.values():
                        try:
                            mesh_object = Blender.Object.Get(armature_pose_bone.name)
                        except:
                            pass
                        else:
                            armature_pose_bone.displayObject = mesh_object
                else:
                    scene.objects.unlink(armature_object)
     
            scene.update(0)
        finally:
            if file_object is not None:
                file_object.close()
     
    def main():
        def elu_file_selector(file_path):
            if file_path and not Blender.sys.exists(file_path):
                Blender.Draw.PupMenu("Error%%t|The file %s does not exist." % file_path)
            else:
                elu_import(file_path)
     
        Blender.Window.FileSelector(elu_file_selector, 'Ok', Blender.sys.makename(ext='.elu'))
     
    if __name__ == "__main__":
        main()
    Thanks, I will try this out in a few hours!

  12. #12
    DRGunZ 2 Creator wesman2232 is offline
    MemberRank
    Jan 2007 Join Date
    Erie, PALocation
    4,872Posts

    Re: [Help] Bad Number Version

    Quote Originally Posted by e1o14 View Post
    I think he's talking about an actual character model and not Character.mrf, so I just uploaded Assassin_Male_01.elu and a weapon: flame_thrower.elu

    Assassin_Male_01.elu
    flame_thrower.elu
    Ah ok. I like the new weapons they are putting in. Flamethrower, minigun, chainsaw, etc :D

  13. #13
    Account Upgraded | Title Enabled! e1o14 is offline
    MemberRank
    Apr 2009 Join Date
    GermanyLocation
    306Posts

    Re: [Help] Bad Number Version

    Quote Originally Posted by GUNZ DEVELOPER View Post
    Thanks, I will try this out in a few hours!
    He didn't change anything yet as far as I figured out.
    Well, it didn't work for me at least. Let's see what he says after looking at these elu's.

  14. #14
    Legendary Phantom* is offline
    MemberRank
    Aug 2006 Join Date
    CanadaLocation
    259Posts

    Re: [Help] Bad Number Version

    Could someone upload a few more elus and if at all possible a simpler 1 like a cube, sphere, etc. ie. as few faces as possible (look for smallest file size)

    ps i'd prefer a zip over an rar or 7z :P

  15. #15
    (。◕‿‿◕。) Nobody666 is offline
    MemberRank
    Oct 2008 Join Date
    1,773Posts

    Re: [Help] Bad Number Version

    Quote Originally Posted by Phantom* View Post
    Could someone upload a few more elus and if at all possible a simpler 1 like a cube, sphere, etc. ie. as few faces as possible (look for smallest file size)

    ps i'd prefer a zip over an rar or 7z :P
    http://forum.ragezone.com/f700/unpac...-files-760268/

    don't know if you've seen that yet, but if not, they're zip though.



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