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So theoretically, It can be done And for all the rest of you that want to see.mse code – just do ileagle operations to try to crash the scripts, and pronto – the code will appear ‘! Actually.Decrypt V1 algorithm and V2 algorithm(introduced since max 9 sp1) is technically possible because maxscript is not compiled code.Interpretor need the real code string to run.So the real progress for 3dsmax is to decrypt the code first in memory and run it as the normal.ms code by script interpret engine. This alone should be sufficient for you to understand that 3dsmax actually DOES read the text as normal text (after decrypting it by itself.). What you need to do is actually to CRASH the script, and then, magically, the code will appear on the maxscript listener, showing the correspondent line where the script has crashed. One of them, you can see for yourself, and many people actually discovered it, like me, by mistake. Would need to redo those jobs on maxscripts or through standalone aplications.Fanaeean, I think you are wrong in principle I am only a neewbie in this forum, but – There are many ways to decrypt those scripts. Mainly anyone interested on making them compatible with any 3dsmax version. Prepare some files for previewing? (Still not sure how it works).Generate M3 file from the data gathered.The hardcoded library is called Sc2ExporterLib, it's job is:
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All of the functions are accesible without hacking by using the global: StarTools in maxscript (open the listener and write it, then use "show StarTools" to browse it).Data comunication between 3dsmax and sc2editor is done through command line operations.all the helper plugins are scripted in maxscript.Inside of that I noticed a lot of interesting things: I later extracted those and decrypted them (3ds max's encryption algorithm is terrible). It's actualy a zip file with a bunch of maxcripts in.
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Yesterday I took some time to look into the Sc2 Art Tools files, I then noticed a file called SC2ArtTools.mzp.
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