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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

  • #31
    Originally posted by Alamar View Post
    SB3Utility v0.8.5 has been released.

    - The vertices that aren't part of the morph are either the texture color or black if it shares a face with blue vertices. If you move them, they won't show up in the morph.
    This is a great feature. The best thing for me is not the color highlighting, but the possibility to export/import all the vertex animations (different objects) within a single mqo file. Having this, I do no longer need to implement the xa vertex animation morphing into illusion morpher. I can simply export all the vertex animations (e.g. for the face) into the single mqo, xdiff morph it (all objects at the same time) and import it back into the xa file with your sb3utility

    on a side note: Did you change something in the pp game/file type detection? All my Ag3 girl's pp files are detected as AHM files by default. I have to manually switch to AG3.

    Originally posted by Cyber Hunter View Post
    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
    I have checked with SB3Utility_v0.8.2 and SB3Utility_v0.8.5 - I can b_m_01.xx inside AHM05_01.pp without any problems. Are you sure you did not repack it with a wrong pp extractor screwing up the file format ?
    Last edited by darkhound; 07-31-2009, 02:50 AM.
    HF-Modding/Translation Club Member

    Comment


    • #32
      Originally posted by darkhound View Post
      on a side note: Did you change something in the pp game/file type detection? All my Ag3 girl's pp files are detected as AHM files by default. I have to manually switch to AG3.
      They use the same header format, so it's hard to tell which format is correct. If you set it manually, the format's priority is moved to the top, so the next .pp you open should pick that format. The priorities should also be saved in the settings, but using a new SB3U version might reset them to the default. There are also filename prefixes you can use.

      The following is a list of which games use the same .pp header format and are in the default order of highest to lowest priority:
      SM Retail, Hako Trial, SM Trial, AG3 Welcome, Yuusha MIK Trial
      Filename prefixes: "sm" -> [SM Retail], "hkt" -> [Hako Trial], "smt" -> [SM Trial], "js3" -> [AG3 Welcome], "mo" -> [Yuusha MIK Trial]

      AHM Retail, Hako Retail, AG3 Retail/Make Trial, DG, SM Sweets Retail
      Filename prefixes: "ahm" -> [AHM Retail], "hk" -> [Hako Retail], "js3" -> [AG3 Retail/Make Trial], "smss" -> [SM Sweets Retail]

      Comment


      • #33
        Originally posted by darkhound View Post
        I have checked with SB3Utility_v0.8.2 and SB3Utility_v0.8.5 - I can b_m_01.xx inside AHM05_01.pp without any problems. Are you sure you did not repack it with a wrong pp extractor screwing up the file format ?
        Has forgotten to say =_=
        game is @HomeMate Trial not full version.

        Comment


        • #34
          Hi, I'm new here actually but have use sb3 old version and after I downloaded newest version, when I try to open it, i can't see anything in the editor. something seem not quite right. do u know what do i missing?
          Attached Files

          Comment


          • #35
            Originally posted by tumzone View Post
            Hi, I'm new here actually but have use sb3 old version and after I downloaded newest version, when I try to open it, i can't see anything in the editor. something seem not quite right. do u know what do i missing?
            Did you double-click the .xx file you want to edit?

            [ School Mate 2: Uncensor | Clothes ] [ @HomeMate: Uncensor & Clothes ] [ Yuusha: Uncensor ]
            [ AG3+: ExpandingPussy Uncensor ] [ Itazura/Ichazura: Uncensor & more ] [ Tech48: Uncensor ]

            Comment


            • #36
              Originally posted by profundis View Post
              Did you double-click the .xx file you want to edit?
              yes i did nothing happen

              Comment


              • #37
                Originally posted by tumzone View Post
                yes i did nothing happen
                No error messages? Nothing? On the other hand it's Vista, so different things may happen... You may need Alamar's help, I'm afraid

                [ School Mate 2: Uncensor | Clothes ] [ @HomeMate: Uncensor & Clothes ] [ Yuusha: Uncensor ]
                [ AG3+: ExpandingPussy Uncensor ] [ Itazura/Ichazura: Uncensor & more ] [ Tech48: Uncensor ]

                Comment


                • #38
                  awww thanks for helping tho

                  Comment


                  • #39
                    Double-clicking or pressing enter should open the selected .xx files.

                    Comment


                    • #40
                      oh i got it work i have to chose AG3 format

                      Comment


                      • #41
                        hi i was trying to replaced mqo mesh, but i got error.

                        Please report this error to the author: Unable to cast object of type 'SB3Utility.VertexListDuplicate' to type 'SB3Utility.BoneList'.
                        at SB3Utility.MeshListSome.get_BoneList()

                        Comment


                        • #42
                          You get that error in the latest version? Which pp\xx\mesh are you replacing?

                          SB3Utility v0.8.6 has been released. You can get it and read the changelog in the first post.

                          Copying normals for close vertices is meant to keep the same normals for overlapping edges in split meshes, such as separate body parts. First, have your modded mesh and others that share its vertices in the Workspace. Either frames or meshes are fine. In the "From" / "To" lists, check which ones you want to copy the normals from / to. For example, if you have separate head and body meshes, and you modded the body mesh, then the head mesh would be "From" and the body mesh would be "To".
                          Last edited by Alamar; 08-04-2009, 09:11 PM.

                          Comment


                          • #43
                            I've checked the requirements, and i always get the same error, here is a pic.
                            http://i293.photobucket.com/albums/m...9/SB3error.jpg

                            Funny thing is, the app starts up after the error.

                            Comment


                            • #44
                              Originally posted by Sprgmr View Post
                              I've checked the requirements, and i always get the same error, here is a pic.
                              http://i293.photobucket.com/albums/m...9/SB3error.jpg

                              Funny thing is, the app starts up after the error.
                              You need to update DirectX. That should take care of it.

                              Comment


                              • #45
                                It did, thanks.

                                Comment

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