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  • [Tools] SB3Utility Releases and Discussion

    Post anything related to SB3Utility, such as how to use it, requests, bugs, etc.
    Please let me know if I'm missing any links or if you want any links added through PM.
    You might also want to check out Illusion Wizzard & Morpher by darkhound for modding.

    I recommend using the Latest SB3Utility(GUI+Script) Version by enimaroah since I haven't updated SB3Utility in a long while.

    Pre-scripting Versions
    Spoiler

    SB3Utility Source Code: [MF Folder]

    Custom Versions
    SB3Utility_v0.9.18R10 by enimaroah
    SB3UtilityCustom v9.9 by bbas2011
    SB3UtilityAA by darkhound
    SB3Utility with 3D Studio Max + Okino Polytrans DirectX Import/Export by J1327 [Broken link]
    SB3Utility with Skeletal Animation Editing by profundis

    Supports: Battle Raper 2 (partially), Oppai Slider 2, RapeLay, Sexy Beach 3, SchoolMate (Figure/Trial/Retail), Artificial Girl 3 (Welcome/Retail), Digital Girl, Hako (Trial/Retail), SchoolMate Sweets, Esk Mate, @Home Mate (Figure/Trial/Retail), Yuusha (Trial/Retail), Real Girlfriend, SchoolMate 2 (Trial/Retail), Sexy Beach Zero, Characolle AliceSoft/BaseSon/Key (Benchmark/Retail), Artificial Academy (Trial/Retail except jch*.pp)
    3-D Formats: Metasequoia (text import/export, no normals, no skeleton), DirectX (binary & text import / text export), Collada (text import/export), FBX [recommended] (binary & text import / binary export), Ogre (binary export)

    Requires
    - Microsoft Visual C++ 2008 Redistributable Package (different from the editor)
    - .NET Framework 3.5 SP1 (different from the Compact Framework)
    - Latest DirectX 9.0c

    Changelog
    (v0.9.18) [SB3UtilityGlobals modified]
    - Reverted decryption algorithm to v0.9.15. Removed support for the compressed .pp format (jch*.pp)
    (v0.9.17) [SB3UtilityGlobals modified]
    - Fixed opening various .pp formats
    (v0.9.16) [SB3UtilityGlobals modified]
    - Added support for Best Collection and Artificial Academy
    - Fixed editing frame names again
    - Renderer will no longer throw an exception if a bone is missing
    Spoiler
    (v0.9.15)
    - Fixed morph export for .mqo
    - Fixed editing the name of frames that don't have meshes
    (v0.9.14)
    - Fixed importing Collada with matrix transforms and unused vertices
    (v0.9.13) [SB3UtilityGlobals modified]
    - Fixed DBNull errors when removing bones in the Mesh Object Editor
    - Importing Collada with Z-up will now be automatically converted to Y-up
    - Fixed importing Collada from Blender
    - The Editor now shows a selected image if no .xx tab is open
    - Importing .mqo now defaults to the CopyNear method for bones
    - Fixed replacing mesh objects when using the Merge option for a Mesh and added it as an option for Mesh Objects in the Workspace
    (v0.9.12) [SB3UtilityGlobals modified]
    - Fixed showing the number of mesh objects
    - Fixed error checking for bone operations
    (v0.9.11) [SB3UtilityGlobals modified]
    - Changed "Characolle Bench" to "Characolle AliceSoft" for .pp formats
    - Added support for Characolle BaseSon & Key versions and AA Trial (thanks to bbas2011)
    - Added bone operations (by pidey)
    (v0.9.10) [SB3UtilityGlobals modified]
    - Changed "Characolle Bench" to just "Characolle" for .pp formats
    - Collada importer can now parse empty visual scenes
    - Added support for .dxf, .3ds, and .obj
    (v0.9.9)
    - Fixed animations in the Renderer
    - The Object Tree tab in .xa Editors is now hidden since it isn't used
    (v0.9.8)
    - Fixed "Add Animations From XA Tab" not adding animations to the Workspace
    - Added ability to remove Animation Tracks in the Workspace
    - Removed resetting the Diffuse lighting value for the Renderer when opening a .xx file. Also, the value is now saved
    - Fixed the renderer showing exploded meshes for Rapelay and some others
    (v0.9.7) [SB3UtilityGlobals modified]
    - Fixed loading .xx textures in the renderer that aren't .bmp or .tga (thanks to varicham)
    - Replacing a mesh that has a base mesh no longer shows a warning about adjusting unknown data
    - Added a culling option for the renderer. Checked will render one side, and unchecked will render both sides of a face
    - Fixed the crashing when exporting morphs if a child node is selected
    - Fixed Hierarchy conversions between formats (< 4) and (>= 4) in the Workspace
    - Fixed the renderer to use directional lighting
    - Added code for an .xm parser, but it's not used
    (v0.9.6) [SB3UtilityGlobals modified]
    - Added support for SBZ and Characolle Bench (thanks to darkhound)
    - Fixed when the comma is used as the decimal separator in Frame and Bone tabs
    (v0.9.5)
    - Changed Matrix to Translate/Rotate/Scale in Frame and Bone tabs
    (v0.9.4)
    - Fixed memory problem when exporting large animations using DirectX format
    (v0.9.3)
    - Fixed .xx format conversion and merging bone lists when replacing in the Workspace
    (v0.9.2)
    - Added FBX import/export for morphs
    - FBX import will now skip empty animations
    (v0.9.1)
    - Added Add & Remove in the Bone tab
    - Added options for bones when replacing in the Workspace
    - FBX export will now make locators for nodes with no children and groups for nodes with children instead of making them all joints
    - Fixed FBX export for skins
    - Added FBX import
    - Added FBX support for multiple textures in a material. They will be connected as diffuse/ambient/emissive/specular textures even though they may actually be used for different things like normal/bump mapping or animation
    (v0.9.0)
    - Added export for FBX
    (v0.8.27)
    - Fixed saving .sb3uws for .xx Format Type 4-5 (RGF/SM2)
    - Changed the default "Merge" option for Meshes to "No" in the Workspace
    - Changed the default "Copy Hex" option for Hierarchies to "Yes" in the Workspace
    (v0.8.26)
    - Fixed target build to x86 (thanks to ScumSuckingPig). This was only a problem on 64-bit systems
    (v0.8.25)
    - Added support for SM2 Retail (thanks to ScumSuckingPig)
    (v0.8.24)
    - Added support for SM2 Trial (thanks to ScumSuckingPig)
    (v0.8.23)
    - Added .pp format auto-detection for .xa subfiles
    - Fixed saving .sb3uws for RGF
    - Application starts at the default location if offscreen
    (v0.8.22)
    - Fixed renderer aspect ratio for widescreen and dual monitors
    (v0.8.21)
    - Fixed replacing meshes for RGF when it has more vertices than the original
    (v0.8.20)
    - Added support for RGF (thanks to ScumSuckingPig & J1327)
    - Updated MOGRE from 1.4.8 to 1.6.5 beta r49
    (v0.8.19)
    - Added support for Yuusha Retail (thanks to ScumSuckingPig)
    (v0.8.18)
    - All frames used as bones and their children are now exported as joints for Collada
    - Fixed the positions of skinned meshes for Collada export
    (v0.8.17)
    - Added ability to add selected meshes from the Mesh list of the selected .xx Editor tab to the Workspace. If none in the Mesh list are selected, then all of them will be added
    - For replacing mesh normals, there are now options of replacing them (Replace) or keeping the normals of the base mesh object according to vertex order (CopyOrder) or the nearest vertex (CopyNear)
    - Added Morph Lists to "Align Vertices" and "Copy Near Vertex Normals" for the Workspace
    - "Calculate Normals" controls have been moved to a dialog box for the Workspace
    - "Align Vertices" in the Workspace now works similar to "Copy Near Vertex Normals"
    - Added the option to copy normals from the nearest vertex (no threshold) in the Workspace by using a negative threshold in "Copy Near Vertex Normals"
    - Fixed keeping base mesh object normals when replacing meshes
    (v0.8.16)
    - Fixed replacing materials for BR2. Some material RGBA values might still crash BR2, so it's not recommended to do so for that game
    - Fixed showing the Editor's bottom panel for the first opened .xx/.xa file
    - When replacing materials, used texture hex data is now copied if the texture name is the same
    (v0.8.15)
    - Added support for the BR2 character addon
    (v0.8.14)
    - Fixed mesh distortion by some bones for the Renderer
    - Fixed the Renderer when there are animation tracks with different numbers of keyframes
    (v0.8.13)
    - Fixed copying the mesh object unknown field when replacing a base mesh object
    - Fixed texture paths for Collada import
    - Added a "Merge" option for when replacing hierarchies in the Workspace
    - Re-added option to copy the Frame unknown hex for Hierarchies when replacing in the Workspace. The default is on, except for when dragging from the .xx Object Tree
    (v0.8.12)
    - Added partial support for BR2. Read this post for more info
    - When replacing hierarchies from the Workspace, it will always try to copy unknown fields instead of it being optional
    - Fixed keeping backups of base meshes when the hierarchy has been previously replaced. The feature was introduced in v0.8.7
    - The priority of the last auto-detected .pp format upon opening is bumped to the top
    (v0.8.11)
    - Fixed morphs for target meshes with multiple mesh objects
    - Fixed Collada import
    (v0.8.10)
    - When importing a DirectX .x file, unnamed materials with a texture will have the texture name followed by the material index
    - Unskinned meshes now move with animations in the Renderer
    - Added an optional mesh material offset for Hierarchies in the Workspace
    - Improved .pp format auto-detection when the .pp file contains .xx or image files
    - Fixed the animations/morphs already existing error
    (v0.8.9)
    - Fixed restoring "Selected Tab" / "All Open Tabs" settings in the Workspace
    - Fixed saving "Keep Backups" setting
    (v0.8.8)
    - Added preview of morphs to the Renderer. You can preview one morph keyframe per morph clip. Morphed normals aren't shown in the Renderer
    (v0.8.7)
    - When replacing, mesh unknown fields are now copied when the hierarchy with the base mesh has been previously replaced with a hierarchy without the base mesh within the same Workspace
    - Fixed parsing .xa files with multiple morphs of the same name
    (v0.8.6)
    - Fixed Collada export for unskinned meshes
    - Fixed Collada export of unused bones as joints for skinned meshes
    - Added normal calculation with no duplicate vertex detection by setting a negative threshold in the Workspace
    - Added ability to copy normals from close vertices in the Workspace. Read this post for more info
    - Added support for Esk Mate, AHM Figure, and AHM Trial (thanks to ScumSuckingPig)
    (v0.8.5)
    - Fixed removing all previous mesh objects when replacing meshes if not merging
    - Added option for replacing normals in the Workspace for meshes
    - Added export and import for simple morph editing. Read this post for more info
    (v0.8.4)
    - Added PNG, JPG, and DDS texture support
    - Removed check for valid names
    - Fixed incorrect rotations in matrix decomposition
    - Fixed adjusting unknown data for non-zero Mesh Types
    - Fixed displaying 0 as the last weight for unskinned meshes in the Mesh Object Editor. Actual bytes weren't affected
    - Added editor for unknown Hex fields in .xx files
    (v0.8.3)
    - Fixed using Yuusha MIK Trial in the Workspace
    - Fixed using meshes with different .xx formats in the Workspace
    - Fixed adding more skeletal animation clips
    - Fixed adjusting mesh material indices when removing materials
    - Added editor for mesh objects
    (v0.8.2)
    - Fixed mesh replacing
    - Added option to display bones in the Renderer
    (v0.8.1)
    - Fixed auto-detecting .pp format
    (v0.8.0)
    - Added support for SM Sweets, AHM Retail, and Yuusha MIK Trial (thanks to ScumSuckingPig and lauris71)
    - Changed some underlying code structures
    - Changed Collada format to Autodesk FBX v2010.0.2
    - Added support for SJIS filenames in .pp files
    Known Issues
    - Controls aren't locked or synchronized when performing tasks. Don't perform simultaneous tasks like saving again while it's already saving
    - May crash under 64-bit systems
    - When importing Collada into Maya/Max with Autodesk FBX, normals are reset. Exported normals in Collada from Maya/Max are retained when importing in SB3U


    Resources
    .xx File Format (partially outdated) by alessi
    .xx File Format (partially outdated) by RawMonk
    .xa File Format (might be partially outdated) by Alamar
    .vci & .vcs File Formats by Alamar
    .tty File Format by Alamar
    Parser for .xm by Alamar
    Parser for .js3krs by Alamar
    SB3 BotuPlay Cameo Mod Tutorial for SB3Utility v0.4 Pre22 by Alamar
    SB3 Body Accessory v6 Mod Tutorial for SB3Utility v0.4b Pre5 by Alamar
    SB3 Kokonoe Rin (SaYaKa Project) Mod Tutorial for SB3Utility v0.7.17 by Alamar
    Modding Club Tutorial Thread
    Various Posts About Transparency compilation by Sinbad
    Modding Digital Girl Rin by mariokart64n
    Utilizing .sfd Files by trogdor0071
    SB3U Vertex Options Explained by darkhound
    Last edited by Inquisitor; 04-19-2014, 07:00 AM. Reason: Add prefix

  • SB3Utility v0.9.3 is released with some bug fixes.

    Comment


    • i looked all over and googled like hell with no luck, im new to sb3u and i wanted to change some textures in the players room like the computer and tv screens and other things.
      is there a tutorial or could some one help me out? i know this is basic stuff and really noobish but i want to customize my ag3 world
      thank you in advance

      Comment


      • To replace a texture in SB3U:
        - Drag-n-drop a .pp file to SB3U to open it. Double-click a .xx file to load it
        - Select an item under the Texture tab. Under the Texture/Image tab, click Export to save it as an image file
        - Edit the image file
        - Drag-n-drop the image file to SB3U to open it. Under the Img tab, select the image file
        - Make sure both the proper Texture and Img items are selected. Under the Texture/Image tab, click Replace
        - Save the .pp file

        You might want to try Illusion Wizzard for simple texture replacing.

        Comment


        • thanks ill look into it

          Comment


          • Have there been any changes in sb3u 0.9x that could explain higher memory consumption compared to 0.8.27? I am asking because I tried to extract all animations for an xa file that belongs to the body xx for sb3 in directx format. In version 0.8.27 I can do it (.x file is about 160MB). If I try to do it with the latest version I get a memory overflow error that you seem to catch by your application (no direct error, only error message in the log of sb3u). In any case it is not possible to create/extract the .x file.
            It is not a big problem, I can use 0.8.27 to do it. Just though you might want to know. If you have the time and motivation to track it down, I can upload the relevant xx and xa file.
            HF-Modding/Translation Club Member

            Comment


            • I released v0.9.4 that reduces the memory usage when exporting to DirectX. It now just writes to the file instead of building a huge string first. The code was the same in v0.8, so I don't know why the memory usage is higher in v0.9. I think Collada will have the same memory problem, but I can't fix that. I recommend using FBX if possible.

              Oh, I'm also not going to be around when SBZ gets released, so it'll probably be a few days after when SB3U gets updated unless someone else does it *wink* *wink*.
              Last edited by Alamar; 10-11-2010, 03:57 PM.

              Comment


              • Originally posted by Alamar View Post
                I released v0.9.4 that reduces the memory usage when exporting to DirectX. It now just writes to the file instead of building a huge string first. The code was the same in v0.8, so I don't know why the memory usage is higher in v0.9. I think Collada will have the same memory problem, but I can't fix that. I recommend using FBX if possible.

                Oh, I'm also not going to be around when SBZ gets released, so it'll probably be a few days after when SB3U gets updated unless someone else does it *wink* *wink*.
                Thanks for the update, just had time to test it and it works great now. No more memory problems.
                Concerning your *wink*, I think we probably leave the sb3u updates to you At least we know they work then. I remember my last attempt with RGF which never worked as is should. As long as they only change the decrypt code it is easy (once SSP figured it out). But if they add another bunch of unknwon bytes, it is beyond me...
                Last edited by darkhound; 10-14-2010, 11:29 AM.
                HF-Modding/Translation Club Member

                Comment


                • I released SB3U v0.9.5 with just the Matrix changed to Translate/Rotate/Scale. It's now more intuitive for editing transforms, but I still recommend using a 3D editor.

                  Comment


                  • Thanks for the new update. Unfortunately I have found a bug
                    If you display/change the tranformation values when your system is set to "," as decimal separator, the values are shown with "." and when you change them, they get all screwed up. No problems with version 0.9.4 in that area. In the old version the decimal separator shown is the correct one ",". No big thing, since I use the point most of the time anyway, just wanted to let you know.

                    And something else I have just seen. Am I assuming correct that you moved all the classes that I need in the texturemethods.dll to your SB3UtilityGlobals.dll file?
                    edit: I just checked and most of what I need seems to be there. But unfortunately a lot has changed since the old sb3u0.6 that the dll I use is based on. When I have some time I will try to change my code to be able to use your newer dll. That done I won't have to change the dll every time a new game comes out, but I can use yours directly instead
                    Last edited by darkhound; 10-20-2010, 11:26 AM.
                    HF-Modding/Translation Club Member

                    Comment


                    • I tested the Illusion "Characolle" game files (http://www.hongfire.com/forum/showthread.php?t=201379) but i fail

                      Comment


                      • Originally posted by JILBERTO View Post
                        I tested the Illusion "Characolle" game files but i fail
                        0.9.5 not supported Characolle

                        Comment


                        • Originally posted by Cyber Hunter View Post
                          0.9.5 not supported Characolle
                          i hope see some support for the next version, i'm crossing my fingers... any way thanks for your answer.

                          Comment


                          • Finally released SB3U v0.9.6 with support for SBZ and Characolle.

                            Comment


                            • I have a problem.
                              Warning: Adjusted UnknownBCVD data for mesh [xy]. Would you be so kind and explain, what am i doing wrong? Its the first time i have this problem, and after two ours of trying, i couldnt import back a mesh to SBZ properly. In the end i didnt modded the mesh, just extracted to mqo, then back to the program, same results.

                              Comment


                              • Unless there's a problem like the game crashing or the mesh doesn't look as expected, just ignore the warning. It'll show whenever you import from a different format, so I'll hide it in the next SB3U version. If there's a problem with the mesh in-game, please give me a step-by-step process that I can follow to recreate the problem.

                                Here's the technical explanation:
                                The warning is from a design trick. Most .xx formats have additional unknown data (version 2 and above). When importing, mesh data is created from scratch except unknown data. The imported mesh is always assigned .xx format version 0. Since the .xx formats are different when replacing, it'll show the warning and either copy unknown data from the base mesh or create it.
                                Last edited by Alamar; 11-01-2010, 06:10 AM.

                                Comment

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