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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Sat May 06, 2017 1:48 pm 
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Gah. I'm having too much trouble trying to figure out how the Z position for normals are stored, and frankly I'd rather get back to working on other things that I've been neglecting, so I'll just release it as-is for now since it's technically not a "WIP" anymore.
https://mega.nz/#!npxnDAYI!PxjAzFz8Aw-N ... gTQGjeK2B8

Code:
Updated May 6th, 2017:
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.
So yeah. Enjoy! I'll probably make a new, better image for the first post sometime later this week or the next.

(And yes, I had to revise the UI again due to the unexpected optimization earlier. It'll do.)

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Last edited by RandomTBush on Sun May 14, 2017 11:35 pm, edited 2 times in total.

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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Sat May 06, 2017 3:40 pm 
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RandomTBush wrote:
Yeah. Take Bigby's face model, for example, and you'll see exactly what I mean by that:

Left is the default, right is on the 3rd UV layer (for the "inkLinesHead" texture, for some reason there isn't a second layer). Frankly I'd use the Render to Texture method in 3DS Max to transfer the latter onto the main texture.
I see what you mean, I just had a quick look at one of the models. This is good :D at least with the inklineshead I'd be able to manually do it maybe. I havent touched the render to texture thing but I think I know how to use it lol maybe. The details would be an alpha thing right?

Scene sounds like something I'd definitely use! Prop sounds like it'd be exactly the same as doing it the usual way. I cant remember what the other files are now :P for some reason I figured scene would be an actual scene with characters and everything lol.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Sun May 07, 2017 8:35 am 
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sorry if this is a noob question, but how do you know what textures the objects use? specifically the walking dead a new frontier's environment models or whatever they're called


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Sun May 07, 2017 9:26 am 
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thongTk wrote:
sorry if this is a noob question, but how do you know what textures the objects use? specifically the walking dead a new frontier's environment models or whatever they're called
Already answered this earlier, so I'll quote myself.
RandomTBush wrote:
fil1969 wrote:
Anyway, about sceneries, is possible an autotexturing on import? I will take ages do all by hand! :D
Again thank you so much!
Unfortunately, no. Ever since The Walking Dead Season 2 / The Wolf Among Us, every single game of theirs resorted to hashes instead of proper file names for textures (likewise, they started doing so for bone names with SBCG4AP and onward), which means unless I can figure out the algorithm used, it's currently impossible for me to determine which texture should be used...
For now, your best option is to guess what textures they use based on their filenames, or if that doesn't work, look for any textures that would match the UV mapping, and the numbers at the end are for their material IDs (i.e. two groups with "3" would share the same texture). Not much else I can do about that at the moment, unfortunately.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Sun May 07, 2017 10:36 pm 
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Anyone have any idea how to fix alpha stuff? I seem to be having trouble with Pete's hair from TWD Michonne.

https://puu.sh/vIRPL/790f499a62.png

Edit: I found the issue, a few of my recent models were made using the merged UV option, I started to notice other texture issues when ported into XNA such as a triangle in their left eye, for Siddiq I had some black square texture on his leg, odd stuff like that. When I tried split, or none, the issue had gone. Which is kinda odd since only 6 of the models have the problem. hmm.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Mon May 08, 2017 6:07 am 
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Tydeus wrote:
Anyone have any idea how to fix alpha stuff? I seem to be having trouble with Pete's hair from TWD Michonne.

https://puu.sh/vIRPL/790f499a62.png

Edit: I found the issue, a few of my recent models were made using the merged UV option, I started to notice other texture issues when ported into XNA such as a triangle in their left eye, for Siddiq I had some black square texture on his leg, odd stuff like that. When I tried split, or none, the issue had gone. Which is kinda odd since only 6 of the models have the problem. hmm.

I had that issue with Kenny's model from TWD2 but I fixed it by choosing No UV Layers.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Wed May 10, 2017 2:01 am 
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Tydeus wrote:
Edit: I found the issue, a few of my recent models were made using the merged UV option, I started to notice other texture issues when ported into XNA such as a triangle in their left eye, for Siddiq I had some black square texture on his leg, odd stuff like that. When I tried split, or none, the issue had gone. Which is kinda odd since only 6 of the models have the problem. hmm.
Hm, I guess that would be a good enough reason as any to disable it. How odd. If you wanna make that the default for importing your models, go to line 542 (should start with "radiobuttons tglUVLayers") and add "default:3" to the end of it.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Wed May 10, 2017 1:59 pm 
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RandomTBush wrote:
Hm, I guess that would be a good enough reason as any to disable it. How odd. If you wanna make that the default for importing your models, go to line 542 (should start with "radiobuttons tglUVLayers") and add "default:3" to the end of it.
I've noticed there's no problems using mariokart's 3ds to xna script other than the eyes I brought up before though, so it might be something messing up when exporting as fbx or something.

Is there any way to set the default scale too?


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Wed May 10, 2017 2:04 pm 
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Tydeus wrote:
Is there any way to set the default scale too?
Of course, go to line 545 (a few lines down from the one I mentioned earlier), which should start with "spinner spnModelScale". Then for the "range: [1,99999,100]" section, just change the third number from 100 to whatever you want the default size to be. :)


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Fri May 12, 2017 2:20 pm 
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I wanted to ask like - is there any way i could find what textures using what model, because i'm gonna rip the whole Prescott location, and it'll be a complete f*** up to look what textures goes to what model in such a big location? Because there is a hundreds of them in ttarches in not all of them could be name to be related with Prescott it could be just - "brickwall.d3dtx" for example.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Sun May 14, 2017 4:03 am 
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Minecraft story mode anyone?

Is anyone know where is the male edition of Jesse? Just extracted the .SKL last night but it always appear as Female Jesse


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Sun May 14, 2017 10:23 pm 
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That sounds like a problem I keep forgetting about with TWD 400 Days lol, Eddie's mesh files are fine but I can't find his skl file at all.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Sun May 14, 2017 10:51 pm 
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Tydeus wrote:
That sounds like a problem I keep forgetting about with TWD 400 Days lol, Eddie's mesh files are fine but I can't find his skl file at all.
According to sk54_eddie.prop, he uses "sk54_lee.skl" for his bone structure.

Since the .PROP files are what's used to build the models in-game, it's worth checking in cases like this when they use bone structures that don't match their file names.

(EDIT: Oh crap! I noticed there was a rigging problem with his model, all because of a goof in the script! I've updated my script to fix that issue now.)
https://mega.nz/#!npxnDAYI!PxjAzFz8Aw-N ... gTQGjeK2B8


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Mon May 15, 2017 1:41 pm 
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Hi RandomTBush, i need ur help with one glitch please, so my problem is i ripped Conrad's bar location from ANF and everything looks fine, besides one thing when ig o to the texture mode i get this glitch:
Image
And it doesn't matter if i apply material to model or not, it's have this glitch, I applied texture only to "Phantom Punch" machine for now just to show you that even if i apply texture to mesh it's still colored, i tried to add light sources in scene but it doesn't change anything, so i hope you know how to fix this, because i never had such problem with anything before!

EDIT: Nevermind problem solved :D


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Mon May 15, 2017 10:37 pm 
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When I extracted Samantha Fairbanks's head texture, it was completely transparent.



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