Hey, in your tools Folder (installed with the AVP2 toolkit) you should be able to find some plugins made for 3DS Max (version 5 - 6) Alias (known as maya today) and Lightwave (being the best to work with since AVP2 was built using Lightwave).
You can import .abc into milkshape if you want but the model and rig will be inverted in the X axis, which somehow mess up the entire architecture (rigging, skinning, vertex) and there's no way to import it back into AVP2 from milkshape.
Quote from: PsyKore on Mar 16, 2016, 11:30:36 AM
I'd just love to see the game models updated (all of them) to higher-poly and steer away from the cartoony look. I'm unsure if the game engine could handle it very well, though.
Thought so, AJL attempted something but even on nowadays high end GPU, the problem seems to be the engine that is very very very un-forgiving for poly count.
Which is a shame, because you can run Crysis with 100 times the amount of polies and Physically Based Shadders smoothly.
It's better to just start again from a new engine.
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It's a funky / ironic thing they used a format called .abc (lithtech format) considering the .abc (alembic) files are with Autodesk .fbx the most versatile file that exists between softwares.
I wondered if they did give a s*it
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@Windebieste:
Dinos! And Xeno-Dinos! Can you imagine a T-Rex Xeno Queen!!