Looking through old dev kits for the FATE game, found these *.DLE (I think they were plugins) exporters that were originally written in/for 3ds Max. As the files are completely, old I have no clue how to use them. They have the standard "MZ" beginning to them, but running them through the decompiler shows that it's not a standard dll library. So, if anyone could help me out on leading me a way to decrypting the possible source code in them, cause these are the only exporters provided in the dev kit. That would be great! There's also a model viewer for the game, but it doesn't export any of the objects, but imports them. This isn't in standard C# at all, and I think it may be in C. In that case (I assume) it isn't able to be decompiled. If anyone could still look that would be great, thanks.
The question in hand is on how to decrypt/decompile 3DS Max *.NET Assemblies.
~Eric
3DS Max *.DLE
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Re: 3DS Max *.DLE
Max plugins are written in C++.
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Re: 3DS Max *.DLE
Sir Kane wrote:Max plugins are written in C++.
Yeah I realized that when attempting to decompile them. However programs such as dotPeek say it's decompiling isn't supported, so I'm at loss for that right now
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Re: 3DS Max *.DLE
Did you ever max any progress with this? I'm trying to do the exact same thing (for the same game).
I could reverse engineer the .MDL file format directly but that will be time consuming so if there's a faster way to figure out the file format then I want to take it.
I could reverse engineer the .MDL file format directly but that will be time consuming so if there's a faster way to figure out the file format then I want to take it.