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

Posted: Mon Jan 16, 2017 1:39 am
by RandomTBush
jayko wrote:Question - is the next update going to be released once the importer is compatible for all the games it's not yet compatible with (Michonne, Batman, Walking Dead 3), or will it be updated for each game over time?
I probably won't have 'em all ready at once, so yeah, there'll be intermittent updates for the script as each game's finished up.

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

Posted: Tue Jan 17, 2017 8:51 pm
by logansan25
RandomTBush wrote:
jayko wrote:Question - is the next update going to be released once the importer is compatible for all the games it's not yet compatible with (Michonne, Batman, Walking Dead 3), or will it be updated for each game over time?
I probably won't have 'em all ready at once, so yeah, there'll be intermittent updates for the script as each game's finished up.
Thanks mate! I am going waiting.

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

Posted: Mon Jan 30, 2017 10:36 pm
by jayko
Is an end-of-the-month progress report possible to keep us in the loop (even if it's just an estimated percentage or something)?

I'm not really sure what the process is but it'd be interesting to see how updating differs between games, because it seems as if the more recent ones have been harder to crack :)

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

Posted: Tue Jan 31, 2017 2:47 am
by RandomTBush
jayko wrote:Is an end-of-the-month progress report possible to keep us in the loop (even if it's just an estimated percentage or something)?

I'm not really sure what the process is but it'd be interesting to see how updating differs between games, because it seems as if the more recent ones have been harder to crack :)
Uh... I don't really have much of a progress report right now, but anyway, I've started working on the TWD: Michonne format first (again) since it seems to be less complex compared to the Batman/TWD3 one, but I'm currently scratching my head trying to figure out how the two main header information chunks are parsed this time around, it's completely different than any of the other Telltale games beforehand where it was mainly just minor changes between 'em if anything. Which means that I do indeed have to rewrite a huge chunk of the script just for those. Fun. At least the bone structures are unchanged, so that's half of the complications removed.

Overall, I'd say about 30%. More than it was earlier, but not by too much. Not planning on giving up, of course, I've had to work with much worse before.

And yeah, I'll see if I can fix the problems with some of the other models not importing correctly, too. Must be something else important I might've skimmed past with the script that's preventing them from importing correctly.

(EDIT: Subsections and hashed names everywhere, seems like things are being set up by pure nonsense as far as I'm concerned! This better not be leading me into a figurative dead-end...)

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

Posted: Tue Jan 31, 2017 2:16 pm
by jayko
RandomTBush wrote:Uh... I don't really have much of a progress report right now, but anyway, I've started working on the TWD: Michonne format first (again) since it seems to be less complex compared to the Batman/TWD3 one, but I'm currently scratching my head trying to figure out how the two main header information chunks are parsed this time around, it's completely different than any of the other Telltale games beforehand where it was mainly just minor changes between 'em if anything. Which means that I do indeed have to rewrite a huge chunk of the script just for those. Fun. At least the bone structures are unchanged, so that's half of the complications removed.

Overall, I'd say about 30%. More than it was earlier, but not by too much. Not planning on giving up, of course, I've had to work with much worse before.

And yeah, I'll see if I can fix the problems with some of the other models not importing correctly, too. Must be something else important I might've skimmed past with the script that's preventing them from importing correctly.
Sounds good to me - while I don't have much of an understanding of the process, I can see it's the sort of thing with dead ends, workarounds and probably a lot of trial and error. I wish you luck with the rest of the update; hopefully there aren't too many hurdles left, and I'll have to shoot you a donation or something as thanks for your hard work... when I come into some money XD It's the least I can do considering how often I hope to use the importer.
RandomTBush wrote:(EDIT: Subsections and hashed names everywhere, seems like things are being set up by pure nonsense as far as I'm concerned! This better not be leading me into a figurative dead-end...)
Considering what I've read about Telltale's interior workings as a company, this makes a lot of sense - they seem like a bit of a mess, apparently constantly shifting people around onto different parts of a project and letting others finish stuff off, so that might explain the problems you're having. There's all the remnants of the old setup (I assume), plus around ten separate people have probably worked on what you're dealing with now. Their glassdoor.com page is... depressing.

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

Posted: Tue Jan 31, 2017 11:38 pm
by RandomTBush
Good news -- finally got something working for the Walking Dead: Michonne models.
Image

Got a model (Michonne's face) to import with the rigging on the correct bones now (the weightmap's shown in the above image). Problem is, the UV mapping's still buggered (Seriously, though -- what's the point of having a short-value set up for 'em that has to be multiplied by an external value? What's the benefit of using those over full-floats or even half-floats?) and I have yet to find where the polygon split/vertex buffer information is stored, so that's all manually set up for now. Hrm. Still, at least I know it's definitely possible to get these models extracted. I'll continue working on this, hopefully I can have the script updated within a week if things don't go horribly wrong.

(EDIT: About half of the model's parts import automatically now, but others still won't. I'm getting there, slowly but surely!)
(EDIT 2: Just about done now, only things I have left to do now are to figure out the UV mapping, and make sure other models are working fine.)
Image

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

Posted: Wed Feb 01, 2017 4:05 pm
by Escope12
RandomTBush wrote:Good news -- finally got something working for the Walking Dead: Michonne models.
Image

Got a model (Michonne's face) to import with the rigging on the correct bones now (the weightmap's shown in the above image). Problem is, the UV mapping's still buggered (Seriously, though -- what's the point of having a short-value set up for 'em that has to be multiplied by an external value? What's the benefit of using those over full-floats or even half-floats?) and I have yet to find where the polygon split/vertex buffer information is stored, so that's all manually set up for now. Hrm. Still, at least I know it's definitely possible to get these models extracted. I'll continue working on this, hopefully I can have the script updated within a week if things don't go horribly wrong.

(EDIT: About half of the model's parts import automatically now, but others still won't. I'm getting there, slowly but surely!)
(EDIT 2: Just about done now, only things I have left to do now are to figure out the UV mapping, and make sure other models are working fine.)
Image
I look forward to this. Wait. Is the script updated with fixed normals or is it just me?

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

Posted: Wed Feb 01, 2017 4:05 pm
by jayko
Holy moly, man, you work fast! Nice job!

Some observations I've noticed, the model appears to be much larger than previous telltale titles based on the size of 3DS Max's grid, and there's a bone at between the two feet which I assume is like an anchor/parent that moves the whole model?

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

Posted: Wed Feb 01, 2017 4:26 pm
by RandomTBush
jayko wrote:Some observations I've noticed, the model appears to be much larger than previous telltale titles based on the size of 3DS Max's grid, and there's a bone at between the two feet which I assume is like an anchor/parent that moves the whole model?
Nah, it's the same size as it's always been. I just added an extra "root" bone and scaled it up to 100x for readability just for those pics (since 3DS Max doesn't work well with tiny models).

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

Posted: Thu Feb 02, 2017 12:47 pm
by RandomTBush
Decided to take a bit of a detour to work on the Batman format instead. Just like I thought, it's definitely a variant on the Michonne format. Took all the header-parsing code that I did for that, changed a few things since there were indeed some differences, and...
Image

...but I'm still trying to figure out why the UV mapping for those both aren't importing correctly. :bleh:

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

Posted: Thu Feb 02, 2017 2:28 pm
by jayko
It's based purely on the fact that Batman and TWD3 both use the 'updated' engine, but I have a feeling those models are set up very similarly too?

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

Posted: Thu Feb 02, 2017 4:49 pm
by Cappu
jayko wrote:It's based purely on the fact that Batman and TWD3 both use the 'updated' engine
TWD S3 textures for new engine also has a different look ((
I hope there will be a new script for QuickBMS

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

Posted: Thu Feb 02, 2017 6:11 pm
by RandomTBush
Cappu wrote:
jayko wrote:It's based purely on the fact that Batman and TWD3 both use the 'updated' engine
TWD S3 textures for new engine also has a different look ((
I hope there will be a new script for QuickBMS
You're in luck, I have an updated set of QuickBMS scripts for that.
https://mega.nz/#!fpZ3TBZb!ukbamTp-2qRp ... k4_Xfi2Hng

The "gobo" textures don't convert correctly yet, though. Gotta figure out what's up with those.

(EDIT: Fixed the scripts so that headered textures extract properly now.)

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

Posted: Thu Feb 02, 2017 7:09 pm
by jayko
RandomTBush wrote:You're in luck, I have an updated set of QuickBMS scripts for that.
https://mega.nz/#!q9YS1ZbY!wy1TBOGWQtIM ... 9PAjrSA_JY

The "gobo" textures don't convert correctly yet, though. Gotta figure out what's up with those.
They don't appear to be working for me:
Image

Mayyyybe the input has to be a folder instead of a specific file? But I'm a pleb so I thought I'd come ask for advice before doing anything dumb.

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

Posted: Thu Feb 02, 2017 7:16 pm
by RandomTBush
jayko wrote:
RandomTBush wrote:You're in luck, I have an updated set of QuickBMS scripts for that.
https://mega.nz/#!q9YS1ZbY!wy1TBOGWQtIM ... 9PAjrSA_JY

The "gobo" textures don't convert correctly yet, though. Gotta figure out what's up with those.
They don't appear to be working for me:
Image

Mayyyybe the input has to be a folder instead of a specific file? But I'm a pleb so I thought I'd come ask for advice before doing anything dumb.
Dangit, sounds like yet another case of inconsistent files between versions (wouldn't be the first time -- I've seen headered and unheadered versions of models that were from the same game, grumble grumble). Send me one of 'em through a PM so I can take a look. Or it could be that I goofed somewhere, though I was able to convert the textures for myself. Either way, I'll fix it.

But you were using the script correctly, judging by the screenshot, it's just that something went wrong (as usual).