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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

  • #16
    Originally posted by profundis View Post
    EDIT: Ok, I managed to do it copy/pasting data in Excel. Not sure about the result yet but the new feature may open some new modding possibilities.
    Oh yeah, I forgot to mention that you can copy & paste with any of those tables. Columns/Fields are delimited by tabs to match with Excel. You can even copy & paste to Notepad. Since it's just plain text, someone could make a importer/exporter for it if they really wanted to.

    Originally posted by Cyber Hunter View Post
    I load several old models like sb3 or oppai2 and they all have this bug... (screen)
    Which pp/xx/mesh is that? It might be the Renderer bug I described 3 posts above. I don't know of a good way to fix it. It should just be a display bug. If it looks like that in the actual game, then there's a problem.
    Last edited by Alamar; 07-27-2009, 11:19 AM.

    Comment


    • #17
      Oppai2
      os_00m.pp > g02_01.xx
      os_00n.pp > g03_01.xx
      os_00s.pp > g01_01.xx
      (os_00s.pp\g01_01.xx): invalid name
      Error processing C:\Games\Oppai2\Data\os_00s.pp\g01_01.xx

      File is valid!
      osa_40.pp > g07_01.xx (Xmas)

      Waichichi Beach
      wb01.pp > g04_01.xx

      Comment


      • #18
        Originally posted by Cyber Hunter View Post
        (os_00s.pp\g01_01.xx): invalid name
        I didn't receive that error, but I removed valid name checking in SB3U v0.8.4 anyway. I also fixed the Renderer for os_00s.pp\g01_01.xx\g00O_body and maybe others. I just hope that it doesn't corrupt ones that were ok before the change.

        SB3U v0.8.4 has just been uploaded. I added an editor for all unknown bytes in .xx files in a table format. I also added experimental support for .png, .jpg, and .dds textures, so try that out. The interesting bytes are the last 4 for the texture's Unknown2 field. They correspond with D3DXIMAGE_FILEFORMAT.

        As an aside, I think someone told me that the bytes for a non-zero Mesh Type (UnknownA field) are XY coordinates that correspond to a button's clickable area.
        Last edited by Alamar; 07-28-2009, 02:50 AM.

        Comment


        • #19
          All bugs fixed !
          Thanks for your hard work!

          Comment


          • #20
            Regarding crashes with 64-bit systems, SB3U uses Mogre, a managed wrapper for Ogre. Right now it uses the last stable Mogre v1.4.8. As of Ogre v1.6.2, someone said that it's not fully compatible with 64-bit yet. Mogre has a v1.6.2 beta release, so someone with a 64-bit system can try compiling SB3U with it and test if it at least fixes some problems.

            Comment


            • #21
              Hm... looks like some broblems with textures files name when exporting to directx sdk.
              Or its worked as planned ?

              Comment


              • #22
                That depends. What exactly is the problem?

                Comment


                • #23
                  Hm...
                  C:\Games\MIKTrial\data\mo_00_00_00.pp\st_01_01.xx\ st_0_sukato_01_02
                  Texture file for this mesh is st_30_02.bmp
                  but if to export it to .x the name of texture material is st_M_sukato_01 and i have to replace it manually.

                  Comment


                  • #24
                    This is one of the material blocks in the .x file:
                    Code:
                    Material st_M_sukato_01 {
                     0.750000;0.750000;0.750000;1.000000;;
                     30.000000;
                     0.000000;0.000000;0.000000;;
                     0.200000;0.200000;0.200000;;
                    
                     TextureFilename {
                      "st_30_02.bmp";
                     }
                    }
                    The material names should be st_M_sukato_## and texture filenames should be st_30_##.bmp. If it loads in the DirectX SDK's Mesh Viewer or DirectX Viewer, then it should be fine. The only problem I ran into with the Viewer is if a name has Japanese characters. Their parsers don't work with them for the .x text format, but they do work for the binary format.

                    Comment


                    • #25
                      I am using Right Hemisphere Deep Exploration 4
                      and if to load models from for example sb3 they are textured but MIK models are not.

                      Comment


                      • #26
                        In RH Deep Exploration v5, the MIK models display textured, so it must have been a problem with their previous version.

                        Comment


                        • #27
                          Originally posted by Alamar View Post
                          In RH Deep Exploration v5, the MIK models display textured, so it must have been a problem with their previous version.
                          Yes you rights thank you!

                          damn they break correct mesh import in 5 version =_=
                          Last edited by Cyber Hunter; 07-28-2009, 11:24 PM.

                          Comment


                          • #28
                            [20:17:26] Started processing C:\Games\athome\data\AHM05_01.pp\b_m_01.xx ...
                            [20:17:26] (AHM05_01.pp\b_m_01.xx): Выдано исключение типа "System.OutOfMemoryException".
                            [20:17:26] Error processing C:\Games\athome\data\AHM05_01.pp\b_m_01.xx

                            Is it possible to make Poses Viewer ?
                            Last edited by Cyber Hunter; 07-30-2009, 03:19 AM.

                            Comment


                            • #29
                              Originally posted by Cyber Hunter View Post
                              Is it possible to make Poses Viewer ?
                              I don't have any plans on making one. I also didn't have a problem opening b_m_01.xx.

                              SB3Utility v0.8.5 has been released. You can now edit existing morphs by moving the vertices. Morph clips only have one set of vertices you can change, so that's why all the morph keyframes in the clip have the same number of vertices. It currently only exports to the Metasequoia format. Right now, you can't do extensive editing like changing the number of morph vertices or changing the keyframes in a clip.

                              Important info for modding morphs:
                              - Since morph keyframes don't contain all the vertices of the mesh, you need to open and select the .xx file that has the mesh before exporting.
                              - Don't remove or add vertices because they need to stay in order.
                              - The vertices you can move have a blue highlight. They are part of the morph.
                              - The vertices that aren't part of the morph are either the texture color or black if it shares a face with blue vertices. You can move them, but they won't show up in the morph.
                              - If the vertex color highlight is hard to see, you can remove the texture from the material.
                              Last edited by Alamar; 08-13-2009, 12:48 AM.

                              Comment


                              • #30
                                SB3Utility_v0.8.3
                                [20:24:06] Started processing C:\Games\athome\data\AHM05_01.pp\b_m_01.xx ...
                                [20:24:06] (AHM05_01.pp\b_m_01.xx): invalid name length: 789722723

                                Comment

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