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Telltale Games "Almost-All-In-One" Model Importer

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RandomTBush
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Telltale Games "Almost-All-In-One" Model Importer

Post by RandomTBush » Sun Jul 13, 2014 6:44 am

ANOTHER QUICKFIX 10/19/2020:
  • Fixed SKL files being broken for Strong Bad's CG4AP Episodes 2-5 and Wallace & Gromit, I accidentally removed a line of code I shouldn't have before the previous update's release.
QUICKFIX 10/17/2020:
  • Fixed the manual texture hash database lookup still using "vALLTex.HashDB" instead of being updated to "TexNames.HashDB".
UPDATED 10/17/2020:
  • Added support for Strong Bad's Cool Game for Attractive People Episodes 2-5, and Wallace & Gromit's Grand Adventures Episodes 1-3. "Version 1" games are still unsupported though...
  • Added support for The Walking Dead: The Telltale Definitive Series models. Can you believe that the only reason they weren't working was because I had the script check the wrong mesh flags for The Final Season's importer? Go figure.
  • Script was tidied up a lot, shaving off about 100KB of redundant coding which is redundant (mainly due to the change below).
  • Models and materials are now grouped together and import as a single mesh group and Multi-Material respectively, greatly improving importing times.
  • Added over 10,000 new bone names to the hash database, and as a result most characters are no longer missing any bone names!
  • Added the texture names from Batman: Shadows Edition (both Season 1 and 2) and The Walking Dead: The Telltale Definitive Series to the hash database, along with a couple dozen missing (unused?) names.
  • Rearranged the texture hashes list so that "color_" names (specifically "color_000", used for "null" entries) are read first and lightmaps last, which speeds up texture-to-hash pairing significantly.
  • Textures used for material sets are now properly paired and print to the Listener window by default, and diffuse colors are automatically applied to the materials for earlier games (namely TWD Season 1).
  • Rewrote the way "Version 0" vertex buffers are read, now additional UV layers (mainly used for bake maps) will import instead of being skipped.
  • Fixed unrigged "Version 0" game models not importing due to a mistake in the script with automatic version-detection (Thanks, daniar23337!).
  • Fixed an issue where zero-length texture names (".d3dtx", seen in obj_c3nursebeds and obj_c5contractorpokertable in CSI 3) caused the script to get confused and error.
  • Fixed obj_chairLoungeB and sk80_pomPom having broken rigging in SBCG4AP Ep. 1 due to an issue with bone hash case-sensitivity ("pompom" != "pomPom").
  • Re-fixed models with single-bind rigging from The Walking Dead Season 1, which was accidentally broken since the May 11th, 2019 update.
  • Fixed "Version 12" models with ".PROP" information in their headers, now every model from Poker Night 2 is functional and imports without issues (60 were previously broken).
  • Fixed models with an invalid material ID not importing (i.e. "adv_previouslyOn204_hardwareStoreExteriorRearFoliageBrushA" from TWD Season 2).
  • Fixed a mistake with bone auto-detection for "Version 17" models (Game of Thrones's horse and most "skB0" models from Tales from the Borderlands).
  • Technically added support for "Version 38" models (TWD Season 3's "EOS" / "UpdatedMeshes" archives), which are practically identical to the "Version 37" format. Support is support, though.
  • Invalid / missing materials will now be listed as "undefined" so the script doesn't error (e.g. Minecraft Story Mode: Season 2 character models).
  • Fixed an oversight with "Version 45" models (Batman: The Enemy Within) with no UV mapping channels (e.g. various "fx_" models) which caused the script to crash.
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? [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 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.

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 Mon Oct 19, 2020 11:39 pm, edited 77 times in total.

TRDaz
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Re: Telltale Almost-All-In-One Model Importer

Post by TRDaz » Sun Jul 13, 2014 3:36 pm

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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Re: Telltale Almost-All-In-One Model Importer

Post by pepsiguy2 » Mon Jul 14, 2014 7:37 am

how did you get dds textures?

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Re: Telltale Almost-All-In-One Model Importer

Post 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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Re: Telltale Almost-All-In-One Model Importer

Post 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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Re: Telltale Almost-All-In-One Model Importer

Post 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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Re: Telltale Almost-All-In-One Model Importer

Post 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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Re: Telltale Almost-All-In-One Model Importer

Post 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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Re: Telltale Almost-All-In-One Model Importer

Post 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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Re: Telltale Almost-All-In-One Model Importer

Post 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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Re: Telltale Almost-All-In-One Model Importer

Post by TRDaz » Thu Jul 17, 2014 7:08 am

Oh ok thank you :)

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Re: Telltale Almost-All-In-One Model Importer

Post 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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Re: Telltale Almost-All-In-One Model Importer

Post 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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Re: Telltale Almost-All-In-One Model Importer

Post 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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Re: Telltale Almost-All-In-One Model Importer

Post by TRDaz » Fri Jul 18, 2014 11:10 pm

Thank you!! Ill test that out later, thanks for doing that! :D

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