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 Post subject: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Sun Jul 13, 2014 6:44 am 
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(UPDATED 05/14/2017: Fixed a rigging issue with the older importers. Old changelist below.)
Code:
Revised the UI to be more polished.
Added support for Batman: The Telltale Series, Marvel's Guardians of the Galaxy, The Walking Dead: A New Frontier and TWD: Michonne.
Changed bone numbers to bone checksums instead.
Added a ton of replacement bone names to replace the checksums, anything that doesn't have an official name will display numbers instead.
Optimized polygon group importing a bit so things will load a bit faster.
Fixed rigging being broken in one way or another for newer 3DS Max versions.
Updated the heck out of all of the older importers so that nothing should error anymore.
Fixed certain SBCG4AP Episode 1 models with triangle strips (eg. adv_strongbadhouseinterior_meshesa/c) so they are no longer missing polygons.

Known bugs:
Most of the top row of importers don't import with their normals. I'm still trying to figure out how to get those working...
ui_dealerbutton in Telltale Texas Hold'em doesn't work because it uses a different format for some reason.
Models with over 65,535 vertex points (eg. adv_virginiaRailroad_meshesD in TWD3) won't import due to awkward setups.

Oddities:
skB3_moxxi and skB0_battleDroid_hologram in TftBL both have no rigging. This isn't the fault of the importer, it's just the way they are.
This MaxScript set is the result of a year's worth of work. Well, not completely, I started working on this back in July 2013, left it for a few months in half-complete state and just recently finished it up. This bundle of scripts for 3DS Max will import the models from the majority of games that Telltale Games developed, with the original bone structures and rigging information (which by the way was no fun to fix up).

Image

What games will this work with?:
    Batman: The Telltale Series
    Bone: Out from Boneville
    Bone: The Great Cow Race
    CSI: 3 Dimensions of Murder
    CSI: Hard Evidence
    Game of Thrones
    Jurassic Park: The Game
    Law & Order: Legacies
    Marvel's Guardians of the Galaxy
    Minecraft: Story Mode
    Poker Night 2
    Sam & Max Season 1
    Sam & Max Season 2
    Strong Bad's Cool Game for Attractive People Episode 1 (Homestar Ruiner)
    Tales from the Borderlands
    Telltale Texas Hold'em
    The Walking Dead Season 1
    The Walking Dead Season 2
    The Walking Dead: A New Frontier (Season 3)
    The Walking Dead: Michonne
    The Wolf Among Us

What games will this NOT work with (yet)?:
    Back to the Future: The Game
    Back to the Future: The Game (30th Anniversary Edition)
    CSI: Deadly Intent
    CSI: Fatal Conspiracy
    Poker Night at the Inventory
    Sam & Max Season 3
    Strong Bad's Cool Game for Attractive People Episodes 2-5
    Tales of Monkey Island
    Wallace & Gromit's Grand Adventures
All because of compressed vertex/face buffers. Blame Telltale.

Important things to keep in mind:
    You'll need both the *.D3DMesh and *.SKL files, which should be in the same folder.
    Most of the earlier games will import with the textures pre-applied if you have the *.DDS files in a "Textures" subfolder, newer games won't due to material hashes that I've yet to figure out.
    Bone names in the newer games are hashed the same way, but I've added a list of "default" names to replace 'em where applicable.
    Use the QuickBMS scripts supplied to convert the D3DTX files to DDS, if necessary.

Download MaxScript - (UPDATED 05/14/17!)
Download D3DTX to DDS QuickBMS Script

Please let me know if there are problems importing any of the models using this script, and I'll do what I can to fix it!

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Last edited by RandomTBush on Fri Jun 30, 2017 7:56 pm, edited 45 times in total.

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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Sun Jul 13, 2014 3:36 pm 
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Awesome job on this :D Question though, I have The Wolf Among Us but im not sure how to extract the ttarch2 files, how would i extract them?

EDIT: I found the ttarchext that works, but it doesnt work when i add the -m command for the dds textures. Also, where are the .skl files found? :/
Nvm, think I just figured it out :P


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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Mon Jul 14, 2014 7:37 am 
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how did you get dds textures?


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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Mon Jul 14, 2014 7:45 am 
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I didn't get them yet actually, i've asked on the thread where ttarchext was posted.


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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Mon Jul 14, 2014 9:50 am 
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pepsiguy2 wrote:
how did you get dds textures?
I just spliced the data from the *.d3dtx into a DDS file and trimmed it to the proper resolutions.


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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Mon Jul 14, 2014 9:55 am 
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RandomTBush wrote:
pepsiguy2 wrote:
how did you get dds textures?
I just spliced the data from the *.d3dtx into a DDS file and trimmed it to the proper resolutions.


after or before the header?


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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Mon Jul 14, 2014 2:46 pm 
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pepsiguy2 wrote:
RandomTBush wrote:
pepsiguy2 wrote:
how did you get dds textures?
I just spliced the data from the *.d3dtx into a DDS file and trimmed it to the proper resolutions.


after or before the header?
After. The largest mipmap is stored at the end of the file. I would advise using that one TextureFinder program to find the starting offset, if you've got it.


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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Mon Jul 14, 2014 6:42 pm 
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I'm confused which part to cut from the d3dtx, ive tried texturefinder, found the correct texture and offset but the file apparently doesnt have that offset in hex editor.


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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Wed Jul 16, 2014 3:18 pm 
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Any help? It's been frustrating me because I want these models and they are not useful without textures :/


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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Wed Jul 16, 2014 7:12 pm 
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I'm thinking of something. Maybe I can set up like what chrrox had for the PSSG script, and locate/extract DDS files that way.


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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Thu Jul 17, 2014 7:08 am 
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Oh ok thank you :)


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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Thu Jul 17, 2014 2:19 pm 
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TRDaz wrote:
Any help? It's been frustrating me because I want these models and they are not useful without textures :/


I just gave up and started using Ninja Ripper/Texmod for the textures, lol.


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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Thu Jul 17, 2014 5:37 pm 
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I had a few ninja ripper rips before, that I used for a model, but I feel like thats a tedious way to do it :/


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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Fri Jul 18, 2014 10:50 pm 
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I've looked through the D3DTX files, and I've now added a button at the bottom of the pop-up which will allow you to convert the textures into DDS -- just re-download the script in the first post and use that. I know it works with (and will autodetect) DXT1, DXT5, and the greyscale-paletted images for the lines in The Wolf Among Us. Please inform me if you find a texture it doesn't work with -- I've only tested it with a handful of them!


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 Post subject: Re: Telltale Almost-All-In-One Model Importer
PostPosted: Fri Jul 18, 2014 11:10 pm 
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Thank you!! Ill test that out later, thanks for doing that! :D



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