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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, 06:00 AM. Reason: Add prefix

  • lol you got into a brawl with avast =\
    Creator and maintainer of UI Translation Loader
    An assets replacer for Unity engine focused on translation

    Comment


    • Hm, I added a few very dangerous patterns for regular expression searches lately ^^.

      But to be honest, compare the SHA256 value with the value of your downloaded file.

      Comment


      • uhmm... same hash...
        tho i had SB3UGS_v1.0.22eta and nothing till last avast update
        Last edited by akyryz; 11-30-2015, 03:15 PM.
        Creator and maintainer of UI Translation Loader
        An assets replacer for Unity engine focused on translation

        Comment


        • Nice - a new version of SB3UGS

          One question I would like to ask before I forget (not something I will be doing soon, though).

          I somehow managed to make face morphs work on accessories, but it only applies on default open/close state (i.e. default blinking eyes).

          I believe the secret may lie on monoscript -936668705 / FaceBlendShape though, is that something exportable and editable like monoBs or .textassets?


          Edit: Another question. While maya can mirror skin weights easily, it usually violates the max influence (even the max influence is set beforehand).
          Can SB3UGS also do this mirroring based on transform hierarchy? Or do you think this is an aspect better left for 3d editing programs?
          Last edited by aastaroth; 12-01-2015, 06:21 AM.

          Comment


          • MonoScript assets can be completely edited in SB3UGS and dont include what you seek. They can be understood as a function call with many parameters and setting an environment. The function itself lies usually in Assembly-CSharp.dll and you would have to reverse engineer it. But the data of the class could be edited; it is located in the MonoBehaviour which links the MonoScript. Currently you can only "View Data" that MonoBehaviour to see its contents. Make sure that it is loaded (bold) before you "View Data".

            While "Copy Skin" has a simple but limited counterpart in Sb3UGs, I dont see such a possibility for "Mirror Skin". Both are best suited in 3d editors. I have to think about it.

            Some years ago I got a script which I was told was made by mooble - a user of this forum, but long time inactive. This script selects all vertices with more than four influences which makes a correction easier. My personal dilemma here is that I neither know the author for sure nor if it would be okay to spread it.

            Comment


            • Thanks for clarification on monoscripts - guess it is a dead end for non-programmer like me :/

              "Mirror skin" would be nice to have, but somehow I have found a script on the internet. May come in handy, but I haven't try it yet.

              Right now I am still learning how to paint the skin weights in a good way. Not something that can be mastered in a few days

              Comment


              • That script has even a few extra options, very nice! Thanks for sharing the link.

                Bend it! First rotate a bone, then paint weights. There is a tutorial linked in the 3d modelling thread. And you guessed it, it takes some time to master that.

                Comment


                • SB3UGS_v1.0.22 allows to switch the Shader of a Material and includes all "greek" changes since 1.0.21. The list of all changes will be available in the release post soon.

                  There are three different states a Shader can have in Sb3UGS. Internal means that the Shader is inside the same file as the Material. External means that the Shader is located in a different file than the Material. If this other file is loaded in Sb3UGS then an externally unknown Shader becomes externally known.
                  [ATTACH]303069[/ATTACH]
                  1. As example you see a Material with an externally unknown Shader.
                    [ATTACH]303070[/ATTACH]
                  2. When you load the file which contains the Shader and just select the Material again:
                    [ATTACH]303071[/ATTACH]
                  3. To also see the name of the now externally known Shader click "Refresh" in the Object Tree:
                    [ATTACH]303072[/ATTACH]
                    For simplicity, just load the shader file before the file you are working on. This will save you to "Refresh".

                  For completeness (no Illusion title has this): Shader properties not found in the Material are shown like so:
                  [ATTACH]303073[/ATTACH]

                  Switching Shaders adapts a Material's properties only for known Shaders. You can switch to unknown Shaders, but then Sb3UGs cant correct the properties!

                  When "Copy & Pasting" Materials and Shaders: before switching to another Shader, save the file. Directly after "Paste all Marked" a new Shader has PathID=0. And another new Shader will also have PathID=0 until the file is saved. The new assets get their PathIDs upon saving and this new functionality requires that the Shader has a non-zero PathID.

                  Download:
                  SolidFiles - Dont click the Download button!
                  ZippyShare, ge.tt

                  Sources:
                  SolidFiles, ZippyShare, ge.tt
                  Last edited by enimaroah; 12-05-2015, 02:44 PM.

                  Comment


                  • Very very nice! We got switchable shaders now

                    That will become very handy in future. My utmost thank to you again

                    Comment


                    • SB3UGS_v1.0.23
                      • Fixed missing ParticleRenderer entries in AssetBundle ("Mini Beach" issue)
                      • Fixed PreloadTable entry order and dependencies of MonoBehaviours in AssetBundle
                      • Added setting Materials of ParticleRenderers and ParticleSystemRenderers
                      • Fixed selection of Shaders with non-unique names
                      • Added view of Animator attributes in Frame editor
                      • Fixed deletion of assets from file menu not removing themselves from hosting GameObject
                      • Fixed CABinet, References (assetpath, filepath) and Type (name, identifier) are UTF-8 encoded
                      • Fixed Type order in AssetCabinet, unknown field in UnityParser
                      • Fixed two fields in unity file header causing
                        "Failed to parsed asset bundle header in file ... (Filename: Line: 701)" in output.log

                      The last fix is important because the automatic CABinet correction made files unusable after renaming. Since the reason for this error was found last effects of other fixed bugs are unknown.

                      Download:
                      ge.tt, zippyshare
                      solidfiles - dont use the Download button!

                      Sources:
                      ge.tt, zippyshare
                      solidfiles - dont use the Download button!

                      Comment


                      • SB3UGS_v1.0.24alpha

                        Just one fix for MonoBehaviours not linked to a GameObject. E.g. those MBs ending with "_Nml". When pasted into a new file, the missing entry in the AssetBundle made them unloadable for the game.

                        Download:
                        zippyshare, ge.tt

                        Comment


                        • when i use SB3UGS to open a unity engine game which use lastest version 5.3.1f1,it cant open resource.asset and other sharedassets。
                          it is strange。and unity asset editor cant open too。

                          Comment


                          • Sorry, but Unity5 ist not supported. When I had a quick look, the header has several differences which would require much work to make it compatible. The biggest difference is that the types are not longer visible. I am not sure if Unity5 could be supported to the same degree as Unity4 now.

                            Comment


                            • Originally posted by enimaroah View Post
                              Sorry, but Unity5 ist not supported. When I had a quick look, the header has several differences which would require much work to make it compatible. The biggest difference is that the types are not longer visible. I am not sure if Unity5 could be supported to the same degree as Unity4 now.
                              thank you for replying! i just wrong about future new game which use unity 5.i hope SB3UGS can support unity5 in future.

                              Comment


                              • Is it possible to extract 3D models from HaremMate with this?
                                I just tried to extract some models with v0.22 but it doesn't seem to find any.

                                Comment

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