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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

  • I tried to open a fbx file exported from DAZ Studio via SB3UGUI 1.11.4 and failed. The log showed this (I translate the Chinese information according to my own understanding):

    Click image for larger version

Name:	log.jpg
Views:	1
Size:	145.8 KB
ID:	6002411

    Comment


    • When working on English translation we hit a bug when replacing assets and can't progress.

      After changing any images in \Koikatsu\abdata\action\menu\night.unity3d none of the images are shown in game. One of the images that causes the problem is in the attachment.

      Log:
      Warning! CAB-String in night.unity3d not correct: BuildP... len=34
      Invalid container entry for Assets/Illusion/assetbundle/action/menu/Menu/NightMenu.unity
      Finished saving to night.unity3d

      If you need any help reproducing the issue/testing you can talk to us at https://discord.gg/VufvSQ
      Attached Files

      Comment


      • MarC0
        Please head over to the Koikatu modding discussion. I reported this a while ago and am working on this problem.




        GCHAOS1216
        No chance to identify this problem with just a screenshot.

        Comment


        • Originally posted by enimaroah View Post
          MarC0
          Please head over to the Koikatu modding discussion. I reported this a while ago and am working on this problem.
          Got it, I'll be watching that thread for updates. Thank you for the good work!

          Comment


          • enimaroah
            Thanks for your reply.
            I upload the fbx file and Textures it used. Could anyone check them to see where's the problem?
            Thanks.

            https://mega.nz/#!vxYx3I7L!SUyuGXRzQ...kAt3XMgfbbO2zw

            Comment


            • As a fast test I imported the file in Maya and saved without changing anything. Sb3UGS imported the file from Maya without problems. The file from Maya is much smaller though.

              You could try to do the same using Blender.

              Edit:
              Your DAZ export is "FBX SDK/FBX Plugins version 2014.2.12". Can you update to a more recent FBX version? Or save in FBX2006 / compatibility mode?
              Last edited by enimaroah; 05-09-2018, 06:27 AM.

              Comment


              • enimaroah
                There seems to be an issue exporting some models.

                Trying to export cpo_sailor_a_00.unity3d/p_o_top_sailor01_01/o_top_sailor01_01_a results in this error:

                Exception has been thrown by the target of an invocation.
                Mismatching number of bones bind pose=100 hashes=100 numBones=115
                My blog, you can find my mods there too.

                Comment


                • Hm, and I just thought about removing it from the gui... Try "Align SMR" before exporting and it should work.

                  Comment


                  • roy12
                    roy12 commented
                    Editing a comment
                    That worked!

                • Hmm. I can't seem to open files from the newest version of VR Kanojo. I wanted to see if I could update Uncensone's patch for the game so that it would work correctly with the newest release. The old uncensored files open without issue in SB3Utilities but not the same files from newest versions in the game. Any idea what I might be doing wrong?

                  Settings are saved at C:\Users\<username>\Desktop\SB3UGS_v1.12\SB3Utilit yGUI.exe.config
                  Autosaving script to C:\Users\<username>\Desktop\SB3UGS_v1.12\SB3Utilit yGUI.autosavescript.txt
                  Exception has been thrown by the target of an invocation.
                  Object reference not set to an instance of an object.

                  opensUNITY3D0 = FormUnity3d("C:\Users\<username>\Desktop\cf_base.u nity3d", "opensUNITY3D0") // GUI only
                  unityParser0 = OpenUnity3d(path="C:\Users\<username>\Desktop\cf_b ase.unity3d")

                  Comment


                  • Thanks for your report.

                    When I release Sb3UGS in a modding discussion for a specific game then I do this by intention. It is meant for that game. And when I start with the words that it feels pretty incomplete and errors are to be expected then you should use this version only for the purpose I declared.

                    Please use v1.11.4 for VRK.

                    Edit:
                    Status: fixed in the next release
                    Last edited by enimaroah; 05-16-2018, 03:51 AM.

                    Comment


                    • Just wanna say your utility is pretty awesome. v1.11.4 worked perfectly. It took me a few hours and multiple attempts to figure out how to do it but in the end I was able to transfer Uncensone's unsensored meshes and textures into the current VR Kanojo game files. Everything appears to be working. Thanks!

                      Comment


                      • This might be a tad bit off topic but perhaps some people might be interested in this.
                        SB3U can actually be used to mod Pillars of Eternity 2 (and similar Unity games I'd guess) with relative ease! That's pretty amazing enimaroah. xD

                        Spoiler





                        It's not perfect but works fine considering you're playing zoomed out most of the time.
                        The process works pretty much just like if you'd try to port hair to HS or KK, however you can not remove anything from the game archives (Textures, Materials, Meshes etc.), only add / replace things. I'm also not entirerly sure yet how Textures work.

                        Anyway, sorry again for off topic but this was too incredible to not mention. (~_^)
                        Be aware that you migt need to patch SB3U with the 4GB Patcher for this to work.

                        Regards,
                        Snooley

                        Comment


                        • Thorfkin
                          Thanks again! I am glad to hear that it works.




                          Snooley
                          A bit OT may be, and only the modelling thread would have been slightly better. Thank you nevertheless for the report.

                          The limitation with the inability to delete assets is part of my current development. But there will be releases before the final goal is reached. The first step will include general support for all assets in AssetBundle files. I have the principle running even in older releases but it is only visible for MonoBehaviours. When this part is ready it will ease my work for later versions of Unity (and therefore it might allow other games to be modded). The second step will allow to edit every asset in AssetBundle files with the MB editor you know already. Finally this will be extended to regular game files (non-AssetBundle files, like those in {game exe}_Data folders).


                          A nice weekend to you all!

                          Comment


                          • Originally posted by Thorfkin View Post
                            Just wanna say your utility is pretty awesome. v1.11.4 worked perfectly. It took me a few hours and multiple attempts to figure out how to do it but in the end I was able to transfer Uncensone's unsensored meshes and textures into the current VR Kanojo game files. Everything appears to be working. Thanks!
                            Can you share your file. I cannot seem to get it to work.

                            Comment


                            • Originally posted by AshuraxX View Post

                              Can you share your file. I cannot seem to get it to work.
                              If I can find a way to host the file I'll post it.

                              Comment

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