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Telltale Games "Almost-All-In-One" Model Importer

Post questions about game models here, or help out others!
Escope12
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Re: Telltale Almost-All-In-One Model Importer

Post by Escope12 »

RandomTBush wrote:
jayko wrote:Awesome!

Done a little bit of testing - TWD3 models seem to be working fine, but TWDM's UV mapping seems a bit dodgy. Some work okay with the use of a bit of UVW Unwrapping (which is inconvenient but still workable):

*image*

While others appear a bit more difficult:

*image*

I'll do a bit more research and find out if it's specific models or if this extends to a lot/all of them and then maybe that will help identify the issue.
Whoops! Seems I accidentally labelled the wrong kind of UV formats used for those, they should've been read as short signed integers, not short unsigned integers as they were there.

Re-download the script, should be working now. Thanks for letting me know!
https://mega.nz/#!CpoUyCqL!r3fAturSXwYt ... Jm3piSi7p4
Thank you for the fix. It really worked. I was thinking about donating to you.
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by fil1969 »

Thank you!
All works perfectly, but the bms scripts doesn't extract correctly the "detail" textures. All works fine.
I missed something?
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by RandomTBush »

fil1969 wrote:Thank you!
All works perfectly, but the bms scripts doesn't extract correctly the "detail" textures. All works fine.
I missed something?
Try using Noesis to convert those. It may look like they don't extract correctly, but that's because they're an unusual format -- either ATI1 (one-channel DDS), ATI2 (two-channel DDS) or even a greyscaled, paletted one. Most image-viewing programs actually don't support those properly, but Noesis works.

...Unless there is actually one that doesn't extract correctly, in that case I'll need to take a look at the script again.

Also, progress report -- I've gotten the scripts for Minecraft: Story Mode, Tales from the Borderlands / Game of Thrones, The Walking Dead Season 2 and The Wolf Among Us (which now that I've fixed up I realize is actually the exact same format as TWD2's) all fixed up now, once I get Poker Night 2 re-done I'll upload another WIP script for that.
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by riccochet »

Anyone got the key for extracting the files from batman with the ttarchext.exe?
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by Zombieali2000 »

This isnt a question about the script, But its a question about ttarchext.
Everytime i run it it has 0 problems. But when i go to check my output folder its empty! any idea why?
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by RandomTBush »

riccochet wrote:Anyone got the key for extracting the files from batman with the ttarchext.exe?
The latest TTArchExt should already support it, as game ID 60.

Anyway, time for another WIP! The UI's been changed over to the new one now. Any icons that are blank are for ones that aren't fixed up yet.
https://mega.nz/#!qkR0nJCZ!ImhNfUDaxL0n ... F1WjadV-Eg

The newly-revised older game importers now parse their vertex buffers correctly, normals are now applied, and the rigging fixes for 3DS Max 2012/2015 have been implemented. In other words, it should work a lot better now.
Last edited by RandomTBush on Sat Apr 29, 2017 11:51 pm, edited 5 times in total.
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by riccochet »

That worked thanks... I'm not finding any .skl files though... everything else extracts. Am I missing a step?
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by Zombieali2000 »

riccochet wrote:That worked thanks... I'm not finding any .skl files though... everything else extracts. Am I missing a step?
Yeah im not seeing any .SKL Files either D: (WD:ANF)
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by RandomTBush »

Zombieali2000 wrote:
riccochet wrote:That worked thanks... I'm not finding any .skl files though... everything else extracts. Am I missing a step?
Yeah im not seeing any .SKL Files either D: (WD:ANF)
Oddly enough, the SKL files aren't grouped with the models in the "_txmesh" archives, they're in the "_data" files instead.
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by Zombieali2000 »

RandomTBush wrote:
Zombieali2000 wrote:
riccochet wrote:That worked thanks... I'm not finding any .skl files though... everything else extracts. Am I missing a step?
Yeah im not seeing any .SKL Files either D: (WD:ANF)
Oddly enough, the SKL files aren't grouped with the models in the "_txmesh" archives, they're in the "_data" files instead.
Hmm. i went through all of the data files and didnt see any? Any idea which specific one it is?
EDIT! nvm found them.
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by fil1969 »

RandomTBush wrote:
fil1969 wrote:Thank you!
All works perfectly, but the bms scripts doesn't extract correctly the "detail" textures. All works fine.
I missed something?
Try using Noesis to convert those. It may look like they don't extract correctly, but that's because they're an unusual format -- either ATI1 (one-channel DDS), ATI2 (two-channel DDS) or even a greyscaled, paletted one. Most image-viewing programs actually don't support those properly, but Noesis works.

...Unless there is actually one that doesn't extract correctly, in that case I'll need to take a look at the script again.

Also, progress report -- I've gotten the scripts for Minecraft: Story Mode, Tales from the Borderlands / Game of Thrones, The Walking Dead Season 2 and The Wolf Among Us (which now that I've fixed up I realize is actually the exact same format as TWD2's) all fixed up now, once I get Poker Night 2 re-done I'll upload another WIP script for that.

Yes, i figured later after my post.. sorry for reporting it as bug.
Anyway, about sceneries, is possible an autotexturing on import? I will take ages do all by hand! :D
Again thank you so much!
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by RandomTBush »

fil1969 wrote:Anyway, about sceneries, is possible an autotexturing on import? I will take ages do all by hand! :D
Again thank you so much!
Unfortunately, no. Ever since The Walking Dead Season 2 / The Wolf Among Us, every single game of theirs resorted to hashes instead of proper file names for textures (likewise, they started doing so for bone names with SBCG4AP and onward), which means unless I can figure out the algorithm used, it's currently impossible for me to determine which texture should be used...
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by RandomTBush »

https://mega.nz/#!qkR0nJCZ!ImhNfUDaxL0n ... F1WjadV-Eg

Re-implemented importing for Law and Order: Legacies / Jurassic Park and The Walking Dead Season 1. The models that used to crash 3DS Max with the former importer should be working fine now, there was a pretty nasty bug which I had to fix for material reading that caused an overflow.

Just got Bone, CSI, Sam & Max, SBCG4AP and Texas Hold'em left to fix up. They'll need more work than the rest, so it might be a bit longer.
Last edited by RandomTBush on Sat Apr 29, 2017 11:51 pm, edited 3 times in total.
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by MrUncleBingo »

Image

This shows up every time I try to open a D3DMESH. model of "Batman The TellTale Series" on 3DSMax (I Have the 2010 Version).
No matter what model of that game is (I tried with Catwoman, Batman, Gadgets, Vicky Vale, Environtments, etc...) and that kind of error shows up every time.

Any clue on what I'm doing wrong? It's an issue or the Script? My 3DSMax is trolling me?
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by RandomTBush »

MrUncleBingo wrote:*image*

This shows up every time I try to open a D3DMESH. model of "Batman The TellTale Series" on 3DSMax (I Have the 2010 Version).
No matter what model of that game is (I tried with Catwoman, Batman, Gadgets, Vicky Vale, Environtments, etc...) and that kind of error shows up every time.

Any clue on what I'm doing wrong? It's an issue or the Script? My 3DSMax is trolling me?
How strange. Send me one of those D3DMesh files (with the cooresponding .SKL) and I'll take a look, because it's definitely working over on my end (and I'm even using the same 3DS Max version, so it's definitely not because of that).
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