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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

  • #61
    I know this has been mentioned, bones manipulation. I know Alamar don't want to add it to sb3utility because he wants to keep it purely an exporter/importer, but is there a way to extract it from sb3utility and edit it?

    and which program will edit it? I know metaseq has a bone plug in.

    Comment


    • #62
      would it be too much trouble to add the old Collada back to SB3U.

      I've tried the FBX2010 plugin for max2010 but I loose the skin modifier
      http://usa.autodesk.com/adsk/servlet...12&id=10775855

      importing the new DAE into max8 with the old ColladaMax does the same thing.

      I was wondering if you could include ColladaMax import/export back into SBU3.
      like keep ColladaFBX, just add ColladaMax to the dropdown formats.

      -thanks in adv for reading
      DOWNLOAD DIGITAL GIRL MODS
      http://digitown.leadhoster.com/

      Comment


      • #63
        Originally posted by DillDoe View Post
        I know metaseq has a bone plug in.
        I took a closer look, and I can't figure out how it comes up with the skin weights like in the plugin's DirectX exporter. You should be able to import the .x file into SB3U, so you can work with Metasequoia if it's already in that format like in the Kokonoe tutorial. If you can find out the calculations, I could try to implement it. The only workflow I'm officially supporting for full skeleton and mesh editing is through Autodesk's Collada format (FBX plugin) for Maya/Max.

        Originally posted by mariokart64n View Post
        I was wondering if you could include ColladaMax import/export back into SBU3.
        like keep ColladaFBX, just add ColladaMax to the dropdown formats.
        I'd rather fix it for Autodesk's Collada format . Except for a path problem when importing textures from Maya to SB3U, it should work perfectly. I tested it with SB3's body meshes and their animations. If there's some specific mesh that doesn't work, I could take a look at it.

        Aside from the default FBX preset, make sure "Single Matrix" is unchecked and unit conversions ends up with a 1.0 scale (for example, cm->inches Max import and inches->cm Max export). If you need to bake animations, use Maya/Max to do it instead of the FBX plugin option.


        SB3Utility v0.8.13 has been released with some bug fixes when replacing and an added "Merge" option for replacing hierarchies. With "Merge", it won't remove meshes or parts of the previous hierarchy that aren't in the new one.
        Last edited by Alamar; 08-31-2009, 10:02 PM.

        Comment


        • #64
          Battle Raper 2 "br2_020.pp" inside. xx can not be edited
          Help me

          Comment


          • #65
            I don't have br2_020.pp in my version. Is it a mod or patch?

            I released SB3Utility v0.8.14 with a couple of bug fixes for the Renderer. The hand of the male mesh from BR2 should be fixed now.

            Comment


            • #66
              br2_020.pp esk beal...mod addon illusion mod
              Can be exported. xx. After the game into the error (without any changes)

              Comment


              • #67
                Without the file, I can't figure out what is exactly the problem. Would you mind uploading it somewhere? If you want to keep it private, you can send me the link in a PM.

                I can only guess what might be the problem. For BR2, make sure the .pp Source and Destination Formats is "OS2 / RL / SB3". SB3U also detects the .xx format from the first bytes of the .xx file. If the .xx file starts with one of the following, then it's detected as BR2's format: 0x3F8F5C29, 0x3F90A3D7, 0x3F91EB85, 0x3F933333, 0x3F947AE1, 0x3F95C28F, 0x3F970A3D, 0x3F99999A, 0x3FA66666. Right now, there's no way to manually pick which .xx format to use upon opening. Since you said that you could export, it probably opens properly and isn't one of those problems.

                Comment


                • #68
                  Originally posted by Alamar View Post
                  Without the file, I can't figure out what is exactly the problem. Would you mind uploading it somewhere? If you want to keep it private, you can send me the link in a PM.

                  I can only guess what might be the problem. For BR2, make sure the .pp Source and Destination Formats is "OS2 / RL / SB3". SB3U also detects the .xx format from the first bytes of the .xx file. If the .xx file starts with one of the following, then it's detected as BR2's format: 0x3F8F5C29, 0x3F90A3D7, 0x3F91EB85, 0x3F933333, 0x3F947AE1, 0x3F95C28F, 0x3F970A3D, 0x3F99999A, 0x3FA66666. Right now, there's no way to manually pick which .xx format to use upon opening. Since you said that you could export, it probably opens properly and isn't one of those problems.
                  Battle Raper 2 - 3 extra characters.rar

                  Comment


                  • #69
                    Ah, I didn't know Illusion released an official addon for BR2. I released a new SB3Utility version that supports it. The problem was that the .xx files started with different number: 0x3FB33333.

                    I released SB3Utility v0.8.16 with a few bug fixes. For some reason, changing some material RGBA values causes BR2 to crash.
                    Last edited by Alamar; 09-05-2009, 05:16 AM.

                    Comment


                    • #70
                      A very good tool, in this thanks Alamar
                      Put this tool to edit Battle_Raper_II new uncensor
                      Download

                      Comment


                      • #71
                        I've been playing with AG3 modding recently and two things come to my mind. I hope Alamar can answer

                        1. How does setting "Replace Normals" to "No" work in SB3U 0.8.x? I mean, I expected this to work like in v0.6.x but instead the result is more or less as if I selected "Replace Normals: Yes" and "Do Calculation: For Each Mesh Object". That's confusing...

                        2. This isn't so important but you might consider this...
                        When you replace a mesh, small gaps between meshes appear sometimes. I know there is "Align vertices" function, which fixes it. But I have small problem with "Align vertices". When I increase threshold, the gaps disappear but also close vertices in my new mesh are aligned (that deforms my mesh!); when I decrease threshold, my mesh looks good (unchanged) but the gaps remain. I'd prefer this option to work like "Copy Near Vertex Normals" works: to align only neighbouring vertices of two different meshes (without modifying rest of my imported mesh).
                        (I hope I made this clear.)

                        PS Thanks for your recent updates!

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

                        Comment


                        • #72
                          For not replacing normals, I can add an option for either v0.6.x or v0.8.x behaviors in the next version. They only work if the base mesh object exists (you don't get the "Warning: Couldn't find base for..." message). Right now, I'll explain the differences between the two. In v0.6, normals are copied according to vertex order. This is good if you want an exact copy, but it's bad if you do anything to change the vertex order like remove or add vertices. In v0.8, the normal of the closest vertex is copied. This is bad if there are multiple vertices in the same place because those vertices will have the same normal instead of different normals for each vertex (like per-vertex normals). If they don't behave like I described, then it's a bug.

                          For aligning vertices, Metasequoia and other 3D editors have that function, so you should use them instead of the one in SB3U. I believe darkhound's Illusion Morpher also does it. In fact, I was thinking of removing the "Align Vertices" function in SB3U. I mentioned before that SB3U is primarily an exporter/importer because it doesn't have the same functionality as a 3D editor. There's no reason why vertices can't be in the exact place you want them to be before importing them in SB3U .

                          Comment


                          • #73
                            Originally posted by Alamar View Post
                            For not replacing normals, I can add an option for either v0.6.x or v0.8.x behaviors in the next version.
                            Okay, thanks for explaining this one.

                            Originally posted by Alamar View Post
                            For aligning vertices, Metasequoia and other 3D editors have that function, so you should use them instead of the one in SB3U. I believe darkhound's Illusion Morpher also does it. In fact, I was thinking of removing the "Align Vertices" function in SB3U. I mentioned before that SB3U is primarily an exporter/importer because it doesn't have the same functionality as a 3D editor. There's no reason why vertices can't be in the exact place you want them to be before importing them in SB3U .
                            ...but take this scenario for example (I'm working on AG3 girl model):
                            1. I extract a body part. Uncensor mesh, to be precise.
                            2. I modify it in meta.
                            3. I import it back.
                            4. Tiny gaps appear. (Between torso, which wasn't modified at all, and imported mesh. So the vertices for some reason are not exactly in the place I want them to be. Problem with precision?)
                            Anyway it's a problem!
                            So I...
                            5. Use "align vertices" option. This removes gaps but also...
                            6. ...slightly deforms my mesh.

                            To align this in meta (or other 3d editor), I would have to extract uncensor mesh + torso and import it back. But then gaps between torso and arms could appear... so I need to extract arms as well, and so on. So basicaly I would have to extract whole body just to edit one mesh and get rid of those gaps! (Which is more or less what I do...)

                            Am I doing something wrong here? Is there any easier way to make this work?
                            But like I said before, it's not that important.

                            And please, don't remove this option! It may not work exactly as I would expect, but it's definately worth keeping! You can keep it just for me

                            Thanks!

                            EDIT: One more thing regarding normals + AG3 (expansion)...
                            Why recalculating normals for torso mesh (a01_O_hadaka_01) doesn't affect the mesh? I mean, the mesh is rendered in SB3U with new (recalculated) normals, but the game still renders it with original (unmodded) normals. Why?
                            This happens only with AG3 and this particular mesh. When you make exact copy of this frame and remove the original mesh, the game renders torso mesh (a copy of the original) using new modified normals. So what is so special about a01_O_hadaka_01 mesh?
                            Last edited by profundis; 09-11-2009, 04:14 AM.

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

                            Comment


                            • #74
                              If it's a precision problem, I'll look into adding the .mqo binary format. The problem would also be the same for Collada since its binary format isn't widely supported, so I'll also try adding FBX back in. It should also be easy to change "Align Vertices" to work like "Copy Near Normals".

                              I haven't had a chance to look at a01_O_hadaka_01, so I'll mess with it when I can. There isn't any special code in SB3U that's specific to any mesh/texture/etc.

                              Comment


                              • #75
                                Originally posted by Alamar View Post
                                If it's a precision problem, I'll look into adding the .mqo binary format. The problem would also be the same for Collada since its binary format isn't widely supported, so I'll also try adding FBX back in.
                                Thanks!
                                Also, I'm not sure if anybody uses it, but the same problem exists for DirectX files (btw, it's the only format that let me import bones into max).

                                Originally posted by Alamar View Post
                                It should also be easy to change "Align Vertices" to work like "Copy Near Normals".
                                Thanks again! That would be awesome!

                                Originally posted by Alamar View Post
                                I haven't had a chance to look at a01_O_hadaka_01, so I'll mess with it when I can. There isn't any special code in SB3U that's specific to any mesh/texture/etc.
                                I was thinking that AG3 may have some special handling of a01_O_hadaka_01 mesh. But I really don't know. This problem only appears with original a01_O_hadaka_01 mesh (and only inside js3_00_02_00.pp, no problem when editing individual girls .pp file), but is gone when you make exact copy of this mesh and place it in a different frame. That's odd... edit: But it's nothing urgent. Actually, I don't even want to mod this mesh, just discovered this accidentally, and thought it's interesting.
                                Last edited by profundis; 09-12-2009, 05:06 AM.

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

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