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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

  • It wont open the Baseson version of Characole, any plans or an update?

    Comment


    • Originally posted by GDL View Post
      It wont open the Baseson version of Characole, any plans or an update?
      well i have this version:

      before i place this here i emailed Alamar about this version.....

      For your own safety, don't use Windows 10
      Google is your best friend, Microsoft your worst enemy

      Comment


      • Originally posted by mk2000 View Post
        well i have this version: (no need for image)
        before i place this here i emailed Alamar about this version.....
        I too would like that version you have there if you're willing to share the link (until there is a Official release from Alamar)

        Comment


        • Now we have a new game coming out "Jinkou Gakuen (Artificial Academy)" any plans to support that too? the demo is out:

          http://www.illusion.jp/preview/jg/download/index.html

          Comment


          • hi BOY^^.... (i have a problem with AA)

            I wanted to ask you a question I have and that makes me sleep in peace ... why when I extract the mesh then I lose all BONES ??????? ....... I extract the Metasequoia for both single and in every possible way (I tried them all) !!!!... guys help please! maybe there is a way to put them back into the MESH ?????... I ask for divine help

            Comment


            • What about reading the first post ?
              Originally posted by Alamar View Post
              3-D Formats: Metasequoia (text import/export, no normals, no skeleton), [...]
              So, using another export format should solve the "problem".
              MEGA folder with updates for Play Home, Honey ♥ Select

              My launchers:
              Play Home, Honey ♥ Select, Secrossphere, Sexy Beach : Premium Resort, Play Club

              Comment


              • I tried as you say !!!!!! to export to other formats ..... but .... none of the files I loaded from Metasequoia! (I read the first post ).... but I can not understand how to import and export without touching the bones. I'll say ... I tried them all ... sorry . if anyone other ideas I would be grateful

                Comment


                • You will have to use other software for the other formats.
                  I believe blender supports collada files.
                  Mod Tools: Quick XX | Quick MDL Decompiler | Yuusha Rename | Yuusha Loader | GUI Plst Tool

                  3D Tools Sanae 3D | Noesis XX Plugin

                  Characters: Esk (Eskmate)

                  Comment


                  • Originally posted by finale00 View Post
                    You will have to use other software for the other formats.
                    I believe blender supports collada files.
                    YES ... I know blender (only name). damn! ...because I got familiar with Metasequoia T.T .. good thing though!! THANKS ^^

                    Comment


                    • SB3UltilityCustom v9.9

                      This version has some extra features

                      Also it has a Japanese info but i cant translate it.

                      For what i could read i think someone named bbas2011 made this one.

                      I just found this version on the net, emailed Alamar about

                      this version but he never answer my pm, so here is the link:

                      Rapidshare Link
                      Last edited by mk2000; 02-12-2012, 01:11 PM. Reason: change MultiUpload to Rapidshare

                      For your own safety, don't use Windows 10
                      Google is your best friend, Microsoft your worst enemy

                      Comment


                      • I'm back from a long break and released SB3U v0.9.11. Read the changelog in the 1st post.

                        I'll start answering questions from past posts and PM's tomorrow. Sorry if you had to wait a long time for an answer.

                        Comment


                        • Bone operations!
                          Hopefully it'll make things a lot easier =)

                          Though when i clicked the "increase 10%" or "decrease" buttons it raised an exception lol

                          ************** Exception Text **************
                          System.FormatException: Input string was not in a correct format.
                          at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
                          at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
                          at System.Single.Parse(String s, NumberStyles style, NumberFormatInfo info)
                          at System.Convert.ToSingle(String value)
                          at SB3Utility.xxView.opBoneGrow()
                          at SB3Utility.xxView.buttonBoneGrow_Click(Object sender, EventArgs e)
                          at System.Windows.Forms.Control.OnClick(EventArgs e)
                          at System.Windows.Forms.Button.OnClick(EventArgs e)
                          at System.Windows.Forms.Button.OnMouseUp(MouseEventAr gs mevent)
                          at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
                          at System.Windows.Forms.Control.WndProc(Message& m)
                          at System.Windows.Forms.ButtonBase.WndProc(Message& m)
                          at System.Windows.Forms.Button.WndProc(Message& m)
                          at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
                          at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
                          at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
                          EDIT: this is for a yuusha xx file. The mesh count also seems a little strange for some frames (ie: it shows there are only 3 meshes, but it says there are 5)
                          Also, maybe there could be a way to add multiple textures in the selection at once? Sometimes I have to add 50 textures but there doesn't seem to be an easy way to do it.
                          Last edited by xTsukihime; 04-10-2011, 08:08 PM.
                          Mod Tools: Quick XX | Quick MDL Decompiler | Yuusha Rename | Yuusha Loader | GUI Plst Tool

                          3D Tools Sanae 3D | Noesis XX Plugin

                          Characters: Esk (Eskmate)

                          Comment


                          • Originally posted by finale00 View Post
                            Though when i clicked the "increase 10%" or "decrease" buttons it raised an exception lol
                            I just copy and pasted the code. I'll review it and fix things in the next version.

                            Originally posted by finale00 View Post
                            EDIT: this is for a yuusha xx file. The mesh count also seems a little strange for some frames (ie: it shows there are only 3 meshes, but it says there are 5)
                            It's just a display bug, but it'll be fixed in the next version.

                            Originally posted by finale00 View Post
                            Also, maybe there could be a way to add multiple textures in the selection at once? Sometimes I have to add 50 textures but there doesn't seem to be an easy way to do it.
                            No, there isn't an easy way for mass operations with the current design. I'm working on rewriting SB3U since it's a real mess to update now, but don't expect it anytime soon.

                            Originally posted by supermi View Post
                            YES ... I know blender (only name). damn! ...because I got familiar with Metasequoia T.T .. good thing though!! THANKS ^^
                            People have had problems importing/exporting between Blender and SB3U with the Collada format. Blender's parser seems picky.

                            Originally posted by supermi View Post
                            I wanted to ask you a question I have and that makes me sleep in peace... why when I extract the mesh then I lose all BONES ??????? ....... I extract the Metasequoia for both single and in every possible way (I tried them all) !!!!... guys help please! maybe there is a way to put them back into the MESH ?????... I ask for divine
                            You can keep the original bones by changing the Bones Replace Method to CopyOrder or CopyNear.

                            Originally posted by dddi View Post
                            im real confused about the options copynear and copyorder

                            ive only started modding so im not even really sure as to what bones and normals really are

                            does anyone care to explain?
                            CopyOder does a 1:1 copy of bones from the old mesh being replaced to the new mesh. It only works if you don't change the vertex order, so don't add or remove vertices when editing.
                            CopyNear copies the bones from the nearest vertex of the old mesh.

                            Bones have to do with skeletal animation, and normals have to do with shading. You can Google them for some tutorials on how they work.

                            Originally posted by DillDoe View Post
                            is there a way to copy (partial) bones from one mesh to another?
                            For example, the sock has 6 bones, I would like to copy those 6 to the pantyhose (which has 8).
                            So the pantyhose would now have the 6 bones from the socks and keeping it's original 2
                            You'll have to merge the meshes to also merge their bones. Make a new frame with the sock mesh if you don't want to modify the original. Add the pantyhose mesh to the Workspace and use the "Merge With Existing Mesh" option. Click Replace. Under the mesh tab, Edit the pantyhose mesh object to use the sock bones. You can remove the sock mesh object if you want.
                            Last edited by Alamar; 04-11-2011, 04:10 PM.

                            Comment


                            • I just released SB3Utility v0.9.12 with some minor bug fixes.

                              The Increase/Decrease bone matrix operations multiply/divide the translate and scale by the specified number.

                              Comment


                              • It only works if you change the vertex order, so don't add or remove vertices when editing.
                                Does this mean, for example, if I had a horizontal cylinder and I rotate it vertically, the bones will be copied to reflect that it's vertical?
                                Mod Tools: Quick XX | Quick MDL Decompiler | Yuusha Rename | Yuusha Loader | GUI Plst Tool

                                3D Tools Sanae 3D | Noesis XX Plugin

                                Characters: Esk (Eskmate)

                                Comment

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