Use the QuickBMS script above called EQOAesfTo3dsBETA.bms (or the updated one called EQOA_FIXED_CharESFto3ds.bms)
to convert all of the models within a .ESF file to .3ds format.
Use the script as follows:
Use the QuickBMS script using the Microsoft Windows Command Prompt (it will not work by clicking quickbms.exe) by doing the following (it will not work by double clicking quickbms.exe): Go to commandprompt then type in the path to quickbms.exe followed by -w (must be a lowercase w), followed by the path to the script followed by the path to a .ESF file, followed by the folder where you want to save the extracted 3ds files. You can then import the .3ds files in any program thats supports the .3ds format for example Blender, Maya, Cinema4D ect.
For example:
D:\b\quickbms.exe -w D:\b\quickbms\EQOAesfTo3dsBETA.bms D:\b\quickbms\CHAR.ESF D:\b\quickbms
Models are contained in .ESF files.
Format of the models:
Main section:
Format of each Submesh:
1ByteInterger#VertexesInChunk
7ByteUnknown
{2ByteSignedIntegersVertexes(X,Y,Z),2ByteSignedTextureUVMappings(U,V),11ByteUnknown}
Use the QuickBMS script above called EQOAesfTo3dsBETA.bms (or the updated one called EQOA_FIXED_CharESFto3ds.bms)
to convert all of the models within a .ESF file to .3ds format.
Use the script as follows:
Use the QuickBMS script using the Microsoft Windows Command Prompt (it will not work by clicking quickbms.exe) by doing the following (it will not work by double clicking quickbms.exe):
Go to commandprompt then type in the path to quickbms.exe followed by -w (must be a lowercase w), followed by the path to the script followed by the path to a .ESF file, followed by the folder where you want to save the extracted 3ds files.
You can then import the .3ds files in any program thats supports the .3ds format for example Blender, Maya, Cinema4D ect.
For example:
D:\b\quickbms.exe -w D:\b\quickbms\EQOAesfTo3dsBETA.bms D:\b\quickbms\CHAR.ESF D:\b\quickbms
Models are contained in .ESF files.
Format of the models:
Main section:
Format of each Submesh:
1ByteInterger#VertexesInChunk
7ByteUnknown
{2ByteSignedIntegersVertexes(X,Y,Z),2ByteSignedTextureUVMappings(U,V),11ByteUnknown}