Announcement

Collapse
No announcement yet.

SB3Utility Releases and Discussion

Collapse
This is a sticky topic.
X
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • [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

  • #91
    no. just doble cklic and nothing happen. I trying all the time. Im all ready Instalar Driver 191.07. but same! Im not have this problem whit the SB3Utility v0.6.x but after this version... it seems doest work

    If you find something plz tell me. thanks

    Comment


    • #92
      SB3Utility pre21

      Have been trying for some time now to export animations and bones/skeleton to a piece of software other then collada 3DS maya etc as they are way out of my budget.

      Have finally found one.

      Have been able to export animations as *.x Directx files with meshes although i cant export all the meshes together so i merge them once they are in the motion software.

      I can now edit the skeleton/bones and the animation, change vertex weights, edit meshes etc. This a fantastic piece of software very easy to use.

      I have exported and imported through SB3 Utility pre21 so i know it works. You need quite a lot of memory, i have 4gb ram with the PAE switch in the windows ini file to allocate more memory and have also adjusted the page file as well. i can now export the whole body mesh in 2 parts with all the animations.

      I will release animation mods in the forums soon.

      If anyone is interested then let me know.

      I haven't named the software as its by a guy working on his own.

      SB3utility is fantastic, thanks to alamar and all the other modders

      Comment


      • #93
        Alamar, your SB3Utility is awesome, and the most valuable modding tool available for Illusion games.
        I do have one tiny suggestion, could you possibly incorporate some sort of Undo feature?
        When aligning objects, I find that occasionally I will inadvertently hit the Remove button instead of Apply, and there appears to be no way to retrieve that removed object, so I have to start all over, losing all previous work.
        If you could at least have a warning message come up when you hit Remove, that would be sufficient to avoid an unfortunate accident, and much easier than creating an undo feature.
        Recent Mods _ AG3 Basic Ring Set _ AG3 Frilly Socks Mod _ AG3 Clothing Maker-Crotchless Panties Fix _ AG3 ModifyFace Neck Fix _ AG3+Yuusha Map Expansion _ Neko Maker _ Small Feet _ Tiny Feet _ Source Code Illusion XA Editor/AG3 Make Selector
        Recent AG3 Characters
        Mizaki Kaori, Tobi Neko, ElementalV3, @HomeMate Girls & Meadows Sisters

        Comment


        • #94
          SB3 Utility - great but a small suggestion

          Thanks to Alamar as everyone else has but a small suggestion if I may.

          With so many modders admitting to wanting to do more using your utility is it possible to add a click and drag option to modify/edit the final locations of bones in a mesh - I noted several times you wanted this to be an importer/exporter only but since members are so often adding to or updating existing meshes which already have bones which you have a display option for - can you add the ability to click on a bone vertice/joint etc and automatically update its location in the tree ???

          I am aware this may mean upsetting animations if they exist but I would think anyone wanting to update or change such complex meshes would probably be doing so with a far more up-market off the self product..

          Since I have not looked at the available source code [thanks again for the ability to] and I am therefore possibly speaking from rear end locations as it may be harder to do than say but ...... ??????
          As always please give to all the HF and other modders out there..
          They make it easier for us all to join them on their thrones of knowledge.

          for the girls and for the guys.
          Regards Colin

          Comment


          • #95
            Hi,

            I'm looking for a PP file format doc or pseudo code.
            I want to rewrite the "PPExtractor" in java code.
            I already see the source code of SBUtility but it's unreadable for me ( too many class and not documented ).
            Please if somebody have a link or can explain me the data structure thank you to share me

            PS: Sorry for my bad english ( I'm french )

            Comment


            • #96
              Hey, this might have already been answered somewhere, but I got an error message when I opened up the latest utility. I got this: [Error: The program can't start because d3dx9_37.dll is missing from your computer. Try reinstalling the program to fix this problem.]
              It may be because I don't know how to use the source code. So, how do I use the source code, and how do I make the program work properly? I run Windows 7, which has compatability mode, just in case SB3 utility doesn't work on W7.

              Comment


              • #97
                One more thing- I have been trying for a long time to find a way to import Yuusha 3d character models into 3ds max. Can someone tell me how, or direct me to a straightforward set of instructions? I heard SB3 utility has an FBX exporter, but I can't make the utlity work, so that is kind of a moot point.

                Comment


                • #98
                  No one can help me ? :-(

                  Comment


                  • #99
                    Originally posted by elhoce2 View Post
                    Hi,

                    I'm looking for a PP file format doc or pseudo code.
                    I want to rewrite the "PPExtractor" in java code.
                    I already see the source code of SBUtility but it's unreadable for me ( too many class and not documented ).
                    Please if somebody have a link or can explain me the data structure thank you to share me

                    PS: Sorry for my bad english ( I'm french )
                    Why do you want to rewrite it in Java???

                    Anyway, there is PPExtractor (by SSP) source here: http://www.hongfire.com/forum/showpo...43&postcount=5

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

                    Comment


                    • Originally posted by profundis View Post
                      Why do you want to rewrite it in Java???

                      Anyway, there is PPExtractor (by SSP) source here: http://www.hongfire.com/forum/showpo...43&postcount=5
                      Thank u,
                      Because I'm creating ane all in one apps handling many videos games ressources.
                      specialy games without beautiful babes :-)

                      My software already handles the ressources of D*O*A series.
                      Why java first because, I have a linux desktop, I want to make something totaly OS portable.

                      Comment


                      • Hello can some body explain me how the BotuPlay cameo mod was made? especially how to add animation and how to position animation?
                        beforehand thanks!

                        Comment


                        • hi alamar,
                          i have a problem with resetted normals

                          in meta: (everything is good)


                          after importing: (meshnormals are reset)


                          even if i use the calculate normals button (before add/replace) the mesh still has reset normals
                          how do i fix this?

                          PS: thx for this awesome tool
                          Last edited by Killua1986; 01-28-2010, 09:49 AM.

                          Comment


                          • Originally posted by Killua1986 View Post
                            i have a problem with resetted normals

                            in meta: (everything is good)
                            ...
                            after importing: (meshnormals are reset)
                            ...
                            Try each of the following, and see if any of these helps:
                            (1) Change "Normals Replace Method" to some other setting
                            or
                            (2) Press "Calculate Normals" and change Threshold value to something lower (even to 0.000)

                            Note: .mqo's do not contain normals (that's why they are (re)calculated in SB3U).

                            If nothing helps, you can export/import meshes to format other than .mqo, which does support normals.

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

                            Comment


                            • Originally posted by profundis View Post
                              Try each of the following, and see if any of these helps:
                              (1) Change "Normals Replace Method" to some other setting
                              or
                              (2) Press "Calculate Normals" and change Threshold value to something lower (even to 0.000)

                              Note: .mqo's do not contain normals (that's why they are (re)calculated in SB3U).

                              If nothing helps, you can export/import meshes to format other than .mqo, which does support normals.
                              thx for the help

                              1 and 2 don't solve the problem

                              but thanks to you i learned why my .dae files were not properly imported into sb3u

                              the main problem is the mesh i guess ... if i use the align-normals function of cinema 4d it gives me weird results

                              PS: somehow when i import meshes via a .dae file the bones don't affect the replaced mesh (even with base set to 0)
                              Last edited by Killua1986; 01-28-2010, 03:11 PM.

                              Comment


                              • So, Illusion's new game is out... How about adding Real Girlfriend support?

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

                                Comment

                                Working...
                                X