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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

  • Weight's and transforms i'm not sure the better thing i can do is just give both files and let you take a look they are nothing but ascii files just rename to MQO to load into metaseq

    Edit: Think it can be done just have to understand how keynote works. the keynote Tut: http://metasequoia.wikia.com/wiki/Keynote (if i'm reading this right) the keynote plugin make bones based on triangle meshes so where ever you make the triangle mesh then load the keynote plug it changes it to a bone for it to use. just have to figure out the rest.
    Attached Files
    Last edited by Wong2005; 09-10-2012, 09:25 AM. Reason: additional info

    Comment


    • @Wong2005

      I have the keynote plugin in meta as well and as far as I can tell bones in Illusion games and bones in Meta are two different things. (For me a dead end) Like enimaroah suggested use a prog like 3DS Max or Maya to edit bones. What are you trying to do exactly?
      let's help each other!

      Comment


      • Yea, It does seem like a dead end..... my idea was to have sb3u take the bones that are already in the illusion body change them to triangles so that keynote in meta could understand that but after i took the long route and created a few bones myself and anchored them to the my illusion body it does allow me to move the body (move the arms) but without all the bones that are in the illusion body it causes the meshes to mess up. I was hoping to have sb3u do the work of making the bones for me as illusion's models have a LOT of bones =_= in them.

        If sb3u could translate the bones in illusion's models to triangles (based on the keynote tut) and export them out as a mesh, mqo, or any other format that meta can read they can be anchored to the body in meta and keynote would do the rest because when you change the name of the body mesh in meta to "sdef:body" then add the newly created triangle bones from sb3u then rename it to "bone:body" then activate keynote it will convert them to bones for it to understand. then you have all the proper bones to move the body (this is in theory) so i'm not too sure anymore and it's a lot of work so i will not ask for this to be done i will try to figure something else out.

        Edit: as for the 3D progs i have maya and max but they are not my cup of tea (tho i have learned a little in maya) meta is just easier and lighter on resources and will run just about on any system out there (unless it's 10 yrs old) plus it's the ideal choice IMO to use for such things. Since most modding is done thru mqo format and most of this communities tools revolve around meta and the mqo format.
        Last edited by Wong2005; 09-10-2012, 11:18 PM. Reason: may and max

        Comment


        • If the algorithm for assigning vertex weights is known then it would be possible to have SB3U automatically generate the vertex weights the same way metaseq does it.

          XX format uses a hierarchy of frames to represent the bones (which is common. direct3d does it that way too I believe), and then the meshes are stored separately with references to each bone.
          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 xTsukihime View Post
            If the algorithm for assigning vertex weights is known then it would be possible to have SB3U automatically generate the vertex weights the same way metaseq does it.

            XX format uses a hierarchy of frames to represent the bones (which is common. direct3d does it that way too I believe), and then the meshes are stored separately with references to each bone.

            Just how would one go about figuring out the algorithm?

            Comment


            • I can't find SB3U_R23 in mediafire folder..... where is it?

              Comment


              • MF decided to restrict free usage and I decided to quit MF. Please take the sendspace link from my release post (link in my sig).

                If sendspace is a problem for you then tell me which other free host would be suitable.
                Last edited by enimaroah; 09-14-2012, 05:30 AM.

                Comment


                • Here is the new SB3Utility(GUI+Script) made by Alamar with a few ideas and additions from me. Concepts and requirements have been posted here.

                  You can find the latest version in the Experimental Versions section.

                  What's In?
                  • Support for all Unity-based Illusion games HM, PC, SBPR, HS, PH and KK.
                  • Import formats: MQO (Metasequoia), X (DirectX), DAE1 (Collada), FBX1 (Autodesk), 3DS1 (3DMax), OBJ1, DXF1 (AutoCAD), NIF
                    1) imported by FbxSDK
                  • Export formats: All of the above except for 3DS. Morphs exported as MQO are named *.morph.mqo.
                  • Dragging and dropping of frame hierarchies, meshes, materials and textures from and to the Object Tree and Workspace. Morphs and animations in the workspace have to be dropped into their own views for replacement.
                  • Meshes are shown in the renderer which is based on directx11. Skeleton bone animation is also visible. Submeshes are highlighted when selected.
                  • Scripting allows automated modding; even without the GUI!

                  Known Issues
                  • Fbx exports of skinned meshes can have no weights on some vertices of submeshes behind the first.
                    This is caused by an optimization of Unity. FbxSdk reverts this optimization on import. Replace and export again.
                  • Ctrl-C/Ctrl-V doesn't work in the Log window and Command window when a unity file is loaded. Use Shift-Ctrl-C and Shift-Ctrl-V respectively.
                  • UnityPlugin has memory leaks.
                  • Windows 7 Home Premium x64 : SB3Utility opens but doesn't respond and the right side doesn't show the renderer window. Install SlimDX x86 manually!
                  • Shortcut keys dont work in the Script window and Log window

                  Documentation:
                  There is none, but you can find tutorials with examples for many games in the Glossary. Additionally some explanations can be found linked in the history at the bottom.

                  Requirements:
                  • Fonts: Microsoft Sans Serif, MS PGothic, Tahoma
                  • .Net Framework 4.5
                  • VC++ redistributables: 2010, 2012 (included in binary releases)
                  • SlimDX 32bit (included in binary releases. See "Known Issues"!)
                  Required until 0.4.42.42a:
                  Spoiler
                  VC++ 2010 redist., SlimDX's 32 bit Runtime for .NET4.0 or SDK at least from January 2012.
                  Even if you run a 64-bit Windows, you must install the 32-bit version of SlimDX!

                  SB3Utility repositories on github. OUTDATED, except for releases!:
                  Experimental Versions:
                  • v1.6.13 - matured version for HS - no support for PH
                  • v1.7.7 - PH support including Animations
                  • v1.7.8 - support for LineRenderer and TrailRenderer and fixes
                  • v1.7.9 - several fixes, copy & paste of MS
                  • v1.7.10 - fixes, new scripting functions, example Log()
                  • v1.7.11 - "Search For" in ObjectTree and fixes
                  • v1.7.12 - fixed corruption of ParticleSystem!
                  • v1.7.13 - AnimatorOverrideController, fixes
                  • v1.7.14 - fixes and AcquireTypeDefinitions
                  • v1.8.1 - VS2015 build which requires .NET Framework 4.5, Fixes
                  • v1.9.1 - Mapmaker's Fix, File Version Check, FbxSdk 2018.1.1
                  • v1.9.2 - FBX imported meshes are triangulated and split by materials
                  • v1.9.4 - Simple skin creation
                  • v1.9.5 - Nml and UVNB visualization
                  • v1.9.6, v1.9.7 - FBX imports prune exceeding weights and support mesh transformation, several fixes
                  • v1.9.8 - ObjectTree enhanced, fixes
                  • v1.9.10 - AnimatorController simple StateConstant addition for PH
                  • v1.9.11 - RenderTexture awareness and fix
                  • v1.9.12 - UVNB improvement
                  • v1.9.13 - support for KoikatuTrial, fixes
                  • v1.10.0, v1.10.1 - Several UV sets, fixes
                  • v1.10.2 - a fix and assignment of selected material to multiple meshes
                  • v1.11.1, v1.11.2, v1.11.3, v1.11.4 - fixes and non-modal MB editor, tooltips in status line, UV maps
                  • v1.12, .1, .2, .3, .4, .5, .6, .7, .8, .9, .10, .11, .12 - Scene-AssetBundle files, Nml/UVNB in world coordinates, FBX Split Normals, DnD, Animation various improvements, Workspace "Search For"
                  • v1.13, .1, .2, .3, .4 - MikkTSpace tangents, Animation Constraints
                  • v1.14, .1, .2, .3, .4, .5, .6, .7 - Saving compressed AssetBundle files, StreamedClip fix
                  • v1.15, .1, .2, .5, .7, .8 - Editing Scene-AssetBundle files


                  Big thanks from me to Alamar for starting development of SB3U a second time and working together with me; also to SSP, the inventor of the tools required to mod REAL games.
                  Additional thanks to darkhound and Inquisitor for technical suggestions and comments.
                  And thanks to the HF community for reporting errors and making suggestions for improvements.

                  Partial History:
                  Spoiler
                  • v1.2.0 - DX11, external materials and textures
                  • v1.2.1 - Fix for BMP, uncompressed DDS
                  • v1.2.2 - Fix for external textures
                  • v1.2.3 - Added TGA support
                  • 1.2.4 - Preferred Uncompressed File Format, Camera editor
                  • v1.2.5 - two fixes
                  • v1.2.7 - "External References", Fixed "Inventory Offset" problem
                  • v1.2.9-v.1.2.11 - Added "(none)" and "(external)" material/texture in Mesh/Material editor, AssetBundleManifest editor
                  • v1.2.12 - v.1.2.13 - old Illusion games, AssetBundleManifest, fix for invalid hair meshes
                  • v1.2.14 - several fixes
                  • v1.2.15 - Fixes, Texture and Material cache
                  • v1.2.17 - several fixes, small improvements in the GUI and functionality
                  • v1.2.18 - three fixes
                  • v1.2.19 - v1.2.20 - one fix and two scripting functions for mass export and import of TextAssets
                  • v1.3.0 - support for chunk-based compressed asset bundles / fix for Unity5 file header
                  • v1.4.0 - internal DDS flipping optimized, some fixes
                  • v1.4.1 - working with bigger textures, fixes
                  • v1.4.2 - Texture attributes are set for all selected textures
                  • v1.4.4 - DDS Texture formats RGBAHalf and RGBAFloat
                  • v1.5.0 - In-between Blend Shapes, Animator tab, Unity 5.4.2
                  • v1.5.2 - In-between Blend Shapes complete, Tangent flipping, several fixes
                  • v1.5.3 - MonoBehaviour editor
                  • v1.5.10 - Cubemaps, virtual Animators from GameObjects
                  • v1.5.12 - AssetBundle MainAsset
                  • v1.5.16 - Filter for Euler flips in ImportedAnimations
                  • v1.5.17 - fix NML computation
                  • v1.5.19 - Fix for Center & Extend and other bugs
                  • v1.5.22 - FBX morph base mesh import
                  • v1.5.25 - Animation of morphs
                  • v1.5.26 - Fixes and Animation Clip Speed
                  • v1.5.28 - "Flat In-Between Blend-Shape" option in FBX, In-Between Blend-Shapes in MQO format
                  • v1.6.0, v1.6.1 - Everything for Blender including conversion of In-Between Blend-Shapes
                  • v1.6.2 - Fix for animation replacement
                  • v1.6.3 - exposing the CAB-String in a script
                  • v1.6.4 - binary TextAssets, fixes
                  • v1.6.5 - Changeable texture mapping, fix Blue Area
                  • v1.6.6 - fix morph import
                  • v1.6.8 - Shader Keywords
                  • v1.6.9, v1.6.10 - Fixes and Copy & Paste support for RectTransform, Sprite, CanvasRenderer, MonoScript, ParticleSystem
                  • v1.6.11 - Thin Object Tree option, fixed display of wrong shader









                  SB3UGS_v1.1.0:








                  SB3UGS_v1.0.54epsilon - last version using DX9:
                  • alpha - Transform attributes, QuickAccess sorting
                  • beta - fix for sorting
                  • gamma - fix for Transform attributes
                  • delta - Merge Transforms, Materials in Unity5
                  • epsilon - 64 bit values, PathID in MBs









                  The older history continues here.
                  Last edited by enimaroah; 02-08-2019, 08:03 AM.

                  Comment


                  • Originally posted by enimaroah View Post
                    MF decided to restrict free usage and I decided to quit MF. Please take the sendspace link from my release post (link in my sig).

                    If sendspace is a problem for you then tell me which other free host would be suitable.

                    Thanks! Animations of Lovegirl are still weird...

                    Comment


                    • All games released after AA (not sure about Wakeari) have those wierd animations. It would be great if somebody would investigate.

                      Comment


                      • Got a bug report. I'm using XP Pro 32bit version.

                        I'm getting an "unhandled exception at 0x7c812afb in SB3UtilityGUI.exe: 0xE0434352: 0xe0434352". The SB3Ur442p127 crashes when I click on the gui exe. I even dragged and dropped pp files from the Happy End Trigger Trial; it just crashes instantly.
                        (kohad.com)
                        (memopadcar.deviantart.com)

                        It's a long way to the top, if ya wanna ROCK!

                        Comment


                        • @car: You need the slimdx .net 4.0 end user runtime, read Alamar's post linked by enimaroah http://www.hongfire.com/forum/showth...83#post3280583

                          Originally posted by enimaroah View Post
                          What's New? support for Happy End Trigger Trial
                          This might be an error on my end but attempting to open certain xx files gives an "Exception of type 'System.OutOfMemoryException' was thrown." error.
                          The xx files are in HET04_00_00.pp: A00_20_00_00.xx and S00_20_00_00.xx. This occurred while both using sb3utilgui r442p128 or the pp repack method with an older sb3util.
                          Thanks for updating it with HET support.
                          Last edited by Shireece; 09-15-2012, 06:38 PM.

                          Comment


                          • Thank you too for helping here and for your report!

                            Confirmed, the mentioned units produce a such an error. I'll see what causes it.

                            Comment


                            • Can't open the new utility, doubleC on SB3UtilityGUI and nothing happens, besides of short loading-mouse. Use win7x64HP.

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                              • Bad news for Happy End Trigger: an extra structure was introduced in the new format for XX units; currently used for the hair in HET04_00_00.pp: A00_20_00_00.xx and S00_20_00_00.xx.

                                It's present for each vertex and 70 bytes long. I can align the length after modding, but cant fill in useful data automatically. This will most probably make it impossible to mod hair.

                                FoolBoy, make sure that you have .NET4 and the 32 bit version of SlimDX installed. I just tested it on W7HPx64.

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