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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

  • SB3UGS_v1.2.2
    • Fix for external textures which were not available for selection although loaded



    Download:
    megafileupload, sendspace
    SHA256: 12E22718EA6012177437BB00E57F015303D2024C61E485FDD9 ACBB390D4D6B1D

    Sources:
    megafileupload, sendspace

    Comment



    • SB3UGS_v1.2.3 comes with TGA support. TGAs can be without alpha then they will be RGB24. With alpha they are converted into ARGB32. OriginY is supported too. You can save your TGA with TopLeft or BottomLeft option, but compression is not supported.

      Download:
      megafileupload, sendspace
      SHA256: 71011CCD7488174840FF07D056C252FF69E00A94B37A57DC21 5F90C370C81970

      Sources:
      megafileupload, sendspace

      Comment


      • hope to add change font function.
        i want to modify some beautiful font.

        Comment


        • Font assets are currently not supported. Could you make a small demo with Unity editor to show a custom font? I doubt that I will make a Font editor in Sb3UGS, but I could implement "Mark for Copying" / "Paste all Marked" for Font assets.



          SB3UGS_v1.2.4
          • Fix for external textures of external materials wheren't exported
          • Added preferred uncompressed file format for export
            Click image for larger version

Name:	PreferredUncompressedFileFormat.jpg
Views:	1
Size:	41.1 KB
ID:	5721084
          • Changed TGA export to cut anything behind regular data
          • Fix for TGA being flipped when replaced (OriginY > 0)
          • Added Camera editor
            Click image for larger version

Name:	CameraEditor.jpg
Views:	1
Size:	87.2 KB
ID:	5721083



          Download:
          sendspace, megafileupload

          Sources:
          megafileupload, sendspace
          Last edited by enimaroah; 09-24-2016, 04:07 PM.

          Comment


          • SB3UGS_v1.2.5
            • Fix for D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS crash in renderer - thanks to ramoram
            • Fix for files with "Bad mode LB4=x52" (HS cf_top_05.unity3d, cm_hair_00.unity3d)


            Download:
            sendspace, megafileupload
            SHA256: 88800270469614EC5A7004C34AAE8D5BD3DC38255E43C17920 5B77C21D42C4F2

            Sources:
            megafileupload, sendspace
            Last edited by enimaroah; 09-25-2016, 11:33 AM.

            Comment


            • SB3UGS_v1.2.6

              Fixed, but I took the liberty to regenerate the mipmaps with DX11 default. This means if you have a texture with 2 mipmaps with width=512 height=1024 then you get 11 mipmaps - not 2!
              If you really want the exact number of mipmaps you must flip your texture externally and replace/add it in the Texture editor with unchecked FlipY option.

              Thanks to ramoram!

              Download:
              sendspace
              SHA256: CA32E34D073DD9AC75471A6407D0288BF36C4CCA923C5C7BC5 C2908BA4CD5BBE

              Sources:
              sendspace

              Comment


              • Could you PLEASE stop using Sendspace? The site packages targeted malware into the downloads.

                Comment


                • I download font demo form internet.
                  https://mega.nz/#!9UhgASSB!qrSKE914o...Ta0JClxK7DdkhU

                  Comment


                  • Originally posted by SHiNE View Post
                    Could you PLEASE stop using Sendspace? The site packages targeted malware into the downloads.
                    Wrong! I just downloaded the file and it is exactly what I had uploaded. Sendspace did not modify the file. Check the SHA256.



                    Thanks bdsqlsz, I will have a look at it tonight.

                    Edit:
                    Sorry, the demo didn't compile in Unity5 and it contains a comment for a bug in Unity 3.4.2. So this seems to be outdated.
                    Last edited by enimaroah; 09-27-2016, 09:41 AM.

                    Comment


                    • can you use this link?
                      form asset store for free and over unity 5.0.3
                      https://www.assetstore.unity3d.com/en/#!/content/337

                      Comment


                      • SB3UGS_v1.2.7
                        • Fix for DDS in RGB24 format and DDS doesn't need to end with "-RGB24" any longer.
                        • Fixed "Inventory Offset" in Unity files and removed Menu item
                        • Added "External References"
                        • Fixed XX preview of textures


                        I will explain the "External References" handling a bit later. It allows to use external Materials and external Textures of unreferenced files by extending the list of external file entries.

                        Download:
                        megafileupload, sendspace
                        SHA256: 2334C3BE86BB6ACBB09EA5BFA60903D8EAE7A1CA3748D28DE7 A95A3ABBC60CF0

                        Sources:
                        megafileupload, sendspace
                        Last edited by enimaroah; 09-29-2016, 11:34 AM.

                        Comment


                        • try to export a bmp but show log :unhandled Texture2D format:RGB565

                          Comment


                          • One of the many unsupported formats:
                            Spoiler
                            Alpha8 = 1,
                            ARGB4444,
                            RGB565 = 7,
                            RGBA4444,
                            WiiI4 = 20,
                            WiiI8,
                            WiiIA4,
                            WiiIA8,
                            WiiRGB565,
                            WiiRGB5A3,
                            WiiRGBA8,
                            WiiCMPR,
                            PVRTC_RGB2 = 30,
                            PVRTC_RGBA2,
                            PVRTC_RGB4,
                            PVRTC_RGBA4,
                            ETC_RGB4,
                            ATC_RGB4,
                            ATC_RGBA8,
                            ATF_RGB_DXT1,
                            ATF_RGBA_JPG,
                            ATF_RGB_JPG,
                            EAC_R,
                            EAC_R_SIGNED,
                            EAC_RG,
                            EAC_RG_SIGNED,
                            ETC2_RGB4,
                            ETC2_RGB4_PUNCHTHROUGH_ALPHA,
                            ETC2_RGBA8,
                            ASTC_RGB_4x4,
                            ASTC_RGB_5x5,
                            ASTC_RGB_6x6,
                            ASTC_RGB_8x8,
                            ASTC_RGB_10x10,
                            ASTC_RGB_12x12,
                            ASTC_RGBA_4x4,
                            ASTC_RGBA_5x5,
                            ASTC_RGBA_6x6,
                            ASTC_RGBA_8x8,
                            ASTC_RGBA_10x10,
                            ASTC_RGBA_12x12
                            Usually you can replace such a texture with a supported format. In your case RGB24 or DXT1.

                            Comment


                            • Originally posted by enimaroah View Post
                              One of the many unsupported formats:
                              Spoiler
                              Alpha8 = 1,
                              ARGB4444,
                              RGB565 = 7,
                              RGBA4444,
                              WiiI4 = 20,
                              WiiI8,
                              WiiIA4,
                              WiiIA8,
                              WiiRGB565,
                              WiiRGB5A3,
                              WiiRGBA8,
                              WiiCMPR,
                              PVRTC_RGB2 = 30,
                              PVRTC_RGBA2,
                              PVRTC_RGB4,
                              PVRTC_RGBA4,
                              ETC_RGB4,
                              ATC_RGB4,
                              ATC_RGBA8,
                              ATF_RGB_DXT1,
                              ATF_RGBA_JPG,
                              ATF_RGB_JPG,
                              EAC_R,
                              EAC_R_SIGNED,
                              EAC_RG,
                              EAC_RG_SIGNED,
                              ETC2_RGB4,
                              ETC2_RGB4_PUNCHTHROUGH_ALPHA,
                              ETC2_RGBA8,
                              ASTC_RGB_4x4,
                              ASTC_RGB_5x5,
                              ASTC_RGB_6x6,
                              ASTC_RGB_8x8,
                              ASTC_RGB_10x10,
                              ASTC_RGB_12x12,
                              ASTC_RGBA_4x4,
                              ASTC_RGBA_5x5,
                              ASTC_RGBA_6x6,
                              ASTC_RGBA_8x8,
                              ASTC_RGBA_10x10,
                              ASTC_RGBA_12x12
                              Usually you can replace such a texture with a supported format. In your case RGB24 or DXT1.
                              it is strange that i use 1.04 it can export some of these format(same texture)
                              but now 1.26 it cant do that...
                              i used to export with TGA,but now export with unsupproted bmp....

                              Comment


                              • packed font asset and uploaded。
                                https://mega.nz/#!kZRCCKAA!PIgBZdjb9...FtKG-ckSUFI-OI
                                and unitystudio had updated here
                                https://github.com/Perfare/UnityStudio/releases

                                Comment

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