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Post questions about game models here, or help out others!
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RandomTBush
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by RandomTBush » Sun Jul 13, 2014 6:44 am
UPDATED 02/24/2021:
- Fixed models refusing to import in 3DS Max 2021 (the "twoSided" error was due to it trying to apply "Standard" material settings to a "Physical" material, which apparently is the new default).
This script 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). This is the result of a year's worth of work... Well, not entirely, I started working on this back in July 2013, left it for a few months in a half-complete state and finished it up way later.
What games will this work with? [PC, unless stated otherwise]:
- Back to the Future: The Game (30th Anniversary Edition) [PS4]
- Batman: The Telltale Series (Season 1) [PC / PS4]
- Batman: The Enemy Within (Season 2) [PC / PS4]
- Bone: Out from Boneville
- Bone: The Great Cow Race
- CSI: 3 Dimensions of Murder
- CSI: Hard Evidence
- Game of Thrones [PC / PS4]
- Jurassic Park: The Game
- Law & Order: Legacies
- Marvel's Guardians of the Galaxy
- Minecraft: Story Mode (Season 1) [PC / PS4]
- Poker Night 2
- Sam & Max Save the World Remastered
- Sam & Max Season 1
- Sam & Max Season 2
- Strong Bad's Cool Game for Attractive People
- Tales from the Borderlands [PC / PS4]
- Telltale Texas Hold'em
- Wallace & Gromit's Grand Adventures, Episodes 1-3
- The Walking Dead Season 1 [PC / PS4]
- The Walking Dead Season 2 [PC / PS4]
- The Walking Dead: A New Frontier (Season 3) [PC / PS4]
- The Walking Dead: Michonne
- The Walking Dead: The Final Season (Season 4)
- The Walking Dead Collection [PS4]
- The Walking Dead: The Telltale Definitive Series
- The Wolf Among Us [PC / PS4]
What games will this NOT work with (yet?):
- Back to the Future: The Game [PC]
- CSI: Deadly Intent
- CSI: Fatal Conspiracy
- Marvel's Guardians of the Galaxy [PS4]
- Poker Night at the Inventory
- Sam & Max Season 3
- Tales of Monkey Island
- Wallace & Gromit's Grand Adventures, Episode 4
- Pretty much any non-PC/PS4 versions of the above
One of these days I'll figure out what to do with those "Version 1" games.
Decryption key for Sam & Max: Save the World Remastered:
Code: Select all
ttarchext -k 92CA9A8185E46473A2BFD6D17FC6CB88995A80D8AAC297E796519FA89AD9AE95D776627FB4C4A6B9D6ECA99C6785B3DC92C49E64A0A292
Important things to keep in mind:
- You'll need both the *.D3DMesh and *.SKL files, which should be in the same folder. The latter should be in the "data" TTARCHs.
- Any bones or texture names that are unknown will be named after the first half of their hash. If their proper names are discovered, they will be added in a future update.
- Use the QuickBMS scripts supplied to convert the D3DTX files to DDS, if necessary.
Download MaxScript
Download D3DTX to DDS QuickBMS Scripts
Tip for converting PS4 D3DTX textures
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!
Last edited by
RandomTBush on Thu Feb 25, 2021 8:19 am, edited 83 times in total.
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TRDaz
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by TRDaz » Sun Jul 13, 2014 3:36 pm
Awesome job on this

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

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TRDaz
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by TRDaz » Mon Jul 14, 2014 7:45 am
I didn't get them yet actually, i've asked on the thread where ttarchext was posted.
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RandomTBush
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by RandomTBush » Mon Jul 14, 2014 9:50 am
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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pepsiguy2
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by pepsiguy2 » Mon Jul 14, 2014 9:55 am
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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RandomTBush
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by RandomTBush » Mon Jul 14, 2014 2:46 pm
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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TRDaz
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by TRDaz » Mon Jul 14, 2014 6:42 pm
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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TRDaz
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by TRDaz » Wed Jul 16, 2014 3:18 pm
Any help? It's been frustrating me because I want these models and they are not useful without textures :/
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RandomTBush
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by RandomTBush » Wed Jul 16, 2014 7:12 pm
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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pepsiguy2
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by pepsiguy2 » Thu Jul 17, 2014 2:19 pm
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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TRDaz
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by TRDaz » Thu Jul 17, 2014 5:37 pm
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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RandomTBush
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by RandomTBush » Fri Jul 18, 2014 10:50 pm
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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TRDaz
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by TRDaz » Fri Jul 18, 2014 11:10 pm
Thank you!! Ill test that out later, thanks for doing that!
