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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Sun Jul 02, 2017 11:29 pm 
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Quick question, not sure if it's been asked, but is there a quicker way to get the details onto the textures for Walking Dead New Frontier? I've been adding a white layer and using one of the effects to get the usual we had in TWD2.

Also I've noticed some of the details are messed up, Hector's head details are all black with like a bunch of staggered yellow lines down the side, like as if I printed it out and the ink is running low :P and theres others that are entirely light blue with no lines, all without alpha channels.

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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Tue Jul 04, 2017 12:37 am 
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Also, some of the vehicles in season 1, the bones dont work. I think the police car for example, not sure about the others since I did those bones myself. And this may be part of the known issue listed on the first page, but the airportExterior doesnt want to load.

headerskip = (readlong f #unsigned - 4) + (ftell f) with error message -- No ""-"" function for undefined.

Not too sure whats going on with those detail textures still, half of them are messed up. Has anyone came across the texture issue?


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Mon Jul 10, 2017 11:04 pm 
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I know that I reported this earlier but there is something wrong with Edith's eyelash UV's. Is this possible to fix?

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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Thu Jul 20, 2017 2:25 am 
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I'm getting an error with "adv_vaultInterior_meshesA.d3dmesh" in ep. 5 of Tales from the Borderlands. When I try to import it into 3dsMax (2012 version, if that matters), I get "--Unable to convert: [0,0,0] to type: Float"

Edited to Add:

I get the same error with the following Vault-related meshes:

obj_floatingPlatformNewAVaultInterior (ditto for PlatformNew B, C)
obj_floatingStairsNewAVaultInterior (ditto for B, C, D, E, F, G)
obj_mainHallwayVaultInterior


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Tue Aug 08, 2017 6:48 pm 
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When I try to convert textures from Minecraft: Story Mode, few objects and most characters end up like this:

Image

It seems that the first line of the texture is extracted, and then it stops

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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Thu Aug 10, 2017 8:35 pm 
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Can anybody help me?
I'm trying to edit *.font and *.d3dtx version PS3 game TWD Season One.
Only I do not get anyone.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Sun Aug 13, 2017 12:52 am 
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Escope12 wrote:
I know that I reported this earlier but there is something wrong with Edith's eyelash UV's. Is this possible to fix?

Image

I think you may not be using the right texture for that. If there are UV mapping issues, it would affect the entire model and not just a portion of it (the vertex buffer is the same throughout the entire model, after all). Either way, I'll look into that as well and report back if something is indeed wrong.

Kett wrote:
When I try to convert textures from Minecraft: Story Mode, few objects and most characters end up like this:

Image

It seems that the first line of the texture is extracted, and then it stops

Image
Hm, just making sure, are you using the right script (Telltale_D3DTX_TftBL_GoT_MCSM) with the most recent version of QuickBMS? If not, sounds like something I'll need to look into as well. (Or maybe because they're treated as full RGBA32 DDS textures that some programs can't read properly? Could be a lot of things.)

Tydeus wrote:
Quick question, not sure if it's been asked, but is there a quicker way to get the details onto the textures for Walking Dead New Frontier? I've been adding a white layer and using one of the effects to get the usual we had in TWD2.

Also I've noticed some of the details are messed up, Hector's head details are all black with like a bunch of staggered yellow lines down the side, like as if I printed it out and the ink is running low :P and theres others that are entirely light blue with no lines, all without alpha channels.
You might be able to do the former using the "Composite" material format if you're doing so for renders.

As for the latter, I think that's actually normal since the red and green store different information (basically like a mask texture), but I'm gonna check those out again later just to make sure I'm reading them correctly (and that they're not SNORM being read as UNORM and such).

Tydeus wrote:
Also, some of the vehicles in season 1, the bones dont work. I think the police car for example, not sure about the others since I did those bones myself. And this may be part of the known issue listed on the first page, but the airportExterior doesnt want to load.

headerskip = (readlong f #unsigned - 4) + (ftell f) with error message -- No ""-"" function for undefined.

Not too sure whats going on with those detail textures still, half of them are messed up. Has anyone came across the texture issue?
mcemily wrote:
I'm getting an error with "adv_vaultInterior_meshesA.d3dmesh" in ep. 5 of Tales from the Borderlands. When I try to import it into 3dsMax (2012 version, if that matters), I get "--Unable to convert: [0,0,0] to type: Float"

Edited to Add:

I get the same error with the following Vault-related meshes:

obj_floatingPlatformNewAVaultInterior (ditto for PlatformNew B, C)
obj_floatingStairsNewAVaultInterior (ditto for B, C, D, E, F, G)
obj_mainHallwayVaultInterior
I'll look into fixing up those problems soon, since I also gotta fix up the importing functionality for Batman: The Enemy Within after all (Minecraft: Story Mode Season 2 works with the Guardians of the Galaxy importer, so I don't need to do much else for that). That, and fix up some of the map models not importing correctly for GotG (they were working before I'd implemented the one alternate model fix earlier, hrm...).

Needless to say, I'll post the update when it's ready.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Mon Aug 14, 2017 3:31 am 
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Quick progress report since it's gonna be a little bit longer than expected:

Got most models from Batman: The Enemy Within working with the script now (with both bones and meshes at the same time, the current problem was from me mislabelling one of the values, whoops!). Some still don't want to work correctly though (e.g. sk61_batman201_handsBatTech), so I'll be fixing that up first before posting the script update.

@Tydeus: I've fixed the rigging issue with the cop car in TWD Season 1 (and certainly any others with that same problem). Turns out that one of the values I had listed as "unknown2" is actually used as the bone ID for single-bind models, so I'll need to apply the same changes to the other model importers where applicable. Always nice to find out what unknowns are actually for. Not sure what's going in with the airportExterior models yet, but it's probably not working because there's something unexpected in the headers. Hopefully won't be too difficult to fix.

@mcemily: I'm not sure why those models aren't working for you, I tried the same ones from my collection and they all seemed to import fine. Send me the ones you've got through a PM so I can compare, hopefully it's not another variant format again...

@escope12: Yeah, you're definitely using the wrong texture, "sk55_guardWellington_hairAlpha" is the correct one. As I've said before, if you're unsure as to what texture to use, try looking through the textures and find the one that matches the UV mapping.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Mon Aug 14, 2017 5:52 pm 
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Quote:
Hm, just making sure, are you using the right script (Telltale_D3DTX_TftBL_GoT_MCSM) with the most recent version of QuickBMS? If not, sounds like something I'll need to look into as well. (Or maybe because they're treated as full RGBA32 DDS textures that some programs can't read properly? Could be a lot of things.)


Yeah, using the most recent version, and the size of these files is also alot smaller than the others.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Mon Aug 14, 2017 7:40 pm 
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Kett wrote:
Quote:
Hm, just making sure, are you using the right script (Telltale_D3DTX_TftBL_GoT_MCSM) with the most recent version of QuickBMS? If not, sounds like something I'll need to look into as well. (Or maybe because they're treated as full RGBA32 DDS textures that some programs can't read properly? Could be a lot of things.)


Yeah, using the most recent version, and the size of these files is also alot smaller than the others.
Hrm, so smaller than 4.12KB, then? Send both the D3DTX and DDS files my way so I can have a look.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Wed Aug 23, 2017 7:56 am 
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Telltale_D3DTX_TFTBL_GoT_MCSM can not be used for minecraft story mode season 2


please help me -_-


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Wed Aug 23, 2017 9:38 am 
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takiya wrote:
Telltale_D3DTX_TFTBL_GoT_MCSM can not be used for minecraft story mode season 2

please help me -_-
I already know about that, I'll have an updated script for that at the same time as the MaxScript update.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Fri Aug 25, 2017 5:44 am 
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RandomTBush wrote:
Tydeus wrote:
--snip-- stuff here about detail maps in new frontier
You might be able to do the former using the "Composite" material format if you're doing so for renders.

As for the latter, I think that's actually normal since the red and green store different information (basically like a mask texture), but I'm gonna check those out again later just to make sure I'm reading them correctly (and that they're not SNORM being read as UNORM and such).
Thanks for the reply, my PC died a while back so I didnt see this message, but I asked around and found a solution to the issue. The detail map how I described it with Hectors head, I think it was intended to be like that for the game but I needed to run the texture through Noesis and re-save it in order to get the result I wanted. (matching all the other detail maps), so everything is fine on that front.


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Fri Aug 25, 2017 7:24 am 
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RandomTBush wrote:
takiya wrote:
Telltale_D3DTX_TFTBL_GoT_MCSM can not be used for minecraft story mode season 2

please help me -_-
I already know about that, I'll have an updated script for that at the same time as the MaxScript update.


Wait, wait... If you want to open the character files, you also need to Extract the game files first (You recommended TTARCHEXT right? I used that for Extracting the files). But, the problem is, TTARCHEXT seems doesn't support MCSM Season 2 (Yes, because i've seen the page before and it doesn't mention MCSM Season 2 in "Supported Games" list)

And, when you will release the updated script?


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 Post subject: Re: Telltale Games "Almost-All-In-One" Model Importer
PostPosted: Mon Aug 28, 2017 11:39 am 
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Hi, RTB. I read through the thread and you are clearly always on top of issues so I am thinking that this new problem is possibly my dumb dumb doing. But I don't know how. I keep getting a "putarray" error. It doen't matter what file I try to extract or what accepted options I use, it comes out the same. I have many gb of free space on all my drives so that is definitely not the issue.

I have some experience with qbms but am by no means an expert so idk wtf the issue is. Me, my pc, qbms, the script, the game, the silver surfer, ,some potatoes..... all are potential bandits as far as I am concerned until you tell me otherwise. Thanks, mane, the script looks doper than roper, I just want a little taste....

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