Important information: this site is currently scheduled to go offline indefinitely by end of the year.

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

Post questions about game models here, or help out others!
Tydeus
veteran
Posts: 96
Joined: Sun Aug 30, 2015 12:34 pm
Has thanked: 14 times
Been thanked: 13 times

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

Post by Tydeus »

Quick question, not sure if it's been asked, but is there a quicker way to get the details onto the textures for Walking Dead New Frontier? I've been adding a white layer and using one of the effects to get the usual we had in TWD2.

Also I've noticed some of the details are messed up, Hector's head details are all black with like a bunch of staggered yellow lines down the side, like as if I printed it out and the ink is running low :P and theres others that are entirely light blue with no lines, all without alpha channels.
Tydeus
veteran
Posts: 96
Joined: Sun Aug 30, 2015 12:34 pm
Has thanked: 14 times
Been thanked: 13 times

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

Post by Tydeus »

Also, some of the vehicles in season 1, the bones dont work. I think the police car for example, not sure about the others since I did those bones myself. And this may be part of the known issue listed on the first page, but the airportExterior doesnt want to load.

headerskip = (readlong f #unsigned - 4) + (ftell f) with error message -- No ""-"" function for undefined.

Not too sure whats going on with those detail textures still, half of them are messed up. Has anyone came across the texture issue?
Escope12
mega-veteran
mega-veteran
Posts: 171
Joined: Tue Feb 28, 2012 12:42 am
Has thanked: 68 times
Been thanked: 4 times

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

Post by Escope12 »

I know that I reported this earlier but there is something wrong with Edith's eyelash UV's. Is this possible to fix?

Image
mcemily
ultra-n00b
Posts: 8
Joined: Sat Nov 12, 2016 6:40 am
Has thanked: 4 times
Been thanked: 2 times

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

Post by mcemily »

I'm getting an error with "adv_vaultInterior_meshesA.d3dmesh" in ep. 5 of Tales from the Borderlands. When I try to import it into 3dsMax (2012 version, if that matters), I get "--Unable to convert: [0,0,0] to type: Float"

Edited to Add:

I get the same error with the following Vault-related meshes:

obj_floatingPlatformNewAVaultInterior (ditto for PlatformNew B, C)
obj_floatingStairsNewAVaultInterior (ditto for B, C, D, E, F, G)
obj_mainHallwayVaultInterior
Kett
ultra-n00b
Posts: 2
Joined: Mon Aug 11, 2014 10:16 pm
Has thanked: 2 times

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

Post by Kett »

When I try to convert textures from Minecraft: Story Mode, few objects and most characters end up like this:

Image

It seems that the first line of the texture is extracted, and then it stops

Image
Marusero
beginner
Posts: 29
Joined: Sat Jan 14, 2012 9:12 pm
Has thanked: 1 time

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

Post by Marusero »

Can anybody help me?
I'm trying to edit *.font and *.d3dtx version PS3 game TWD Season One.
Only I do not get anyone.
RandomTBush
ultra-veteran
ultra-veteran
Posts: 355
Joined: Thu May 13, 2010 4:11 pm
Has thanked: 56 times
Been thanked: 294 times

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

Post by RandomTBush »

Escope12 wrote:I know that I reported this earlier but there is something wrong with Edith's eyelash UV's. Is this possible to fix?

Image
I think you may not be using the right texture for that. If there are UV mapping issues, it would affect the entire model and not just a portion of it (the vertex buffer is the same throughout the entire model, after all). Either way, I'll look into that as well and report back if something is indeed wrong.
Kett wrote:When I try to convert textures from Minecraft: Story Mode, few objects and most characters end up like this:

Image

It seems that the first line of the texture is extracted, and then it stops

Image
Hm, just making sure, are you using the right script (Telltale_D3DTX_TftBL_GoT_MCSM) with the most recent version of QuickBMS? If not, sounds like something I'll need to look into as well. (Or maybe because they're treated as full RGBA32 DDS textures that some programs can't read properly? Could be a lot of things.)
Tydeus wrote:Quick question, not sure if it's been asked, but is there a quicker way to get the details onto the textures for Walking Dead New Frontier? I've been adding a white layer and using one of the effects to get the usual we had in TWD2.

Also I've noticed some of the details are messed up, Hector's head details are all black with like a bunch of staggered yellow lines down the side, like as if I printed it out and the ink is running low :P and theres others that are entirely light blue with no lines, all without alpha channels.
You might be able to do the former using the "Composite" material format if you're doing so for renders.

As for the latter, I think that's actually normal since the red and green store different information (basically like a mask texture), but I'm gonna check those out again later just to make sure I'm reading them correctly (and that they're not SNORM being read as UNORM and such).
Tydeus wrote:Also, some of the vehicles in season 1, the bones dont work. I think the police car for example, not sure about the others since I did those bones myself. And this may be part of the known issue listed on the first page, but the airportExterior doesnt want to load.

headerskip = (readlong f #unsigned - 4) + (ftell f) with error message -- No ""-"" function for undefined.

Not too sure whats going on with those detail textures still, half of them are messed up. Has anyone came across the texture issue?
mcemily wrote:I'm getting an error with "adv_vaultInterior_meshesA.d3dmesh" in ep. 5 of Tales from the Borderlands. When I try to import it into 3dsMax (2012 version, if that matters), I get "--Unable to convert: [0,0,0] to type: Float"

Edited to Add:

I get the same error with the following Vault-related meshes:

obj_floatingPlatformNewAVaultInterior (ditto for PlatformNew B, C)
obj_floatingStairsNewAVaultInterior (ditto for B, C, D, E, F, G)
obj_mainHallwayVaultInterior
I'll look into fixing up those problems soon, since I also gotta fix up the importing functionality for Batman: The Enemy Within after all (Minecraft: Story Mode Season 2 works with the Guardians of the Galaxy importer, so I don't need to do much else for that). That, and fix up some of the map models not importing correctly for GotG (they were working before I'd implemented the one alternate model fix earlier, hrm...).

Needless to say, I'll post the update when it's ready.
RandomTBush
ultra-veteran
ultra-veteran
Posts: 355
Joined: Thu May 13, 2010 4:11 pm
Has thanked: 56 times
Been thanked: 294 times

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

Post by RandomTBush »

Quick progress report since it's gonna be a little bit longer than expected:

Got most models from Batman: The Enemy Within working with the script now (with both bones and meshes at the same time, the current problem was from me mislabelling one of the values, whoops!). Some still don't want to work correctly though (e.g. sk61_batman201_handsBatTech), so I'll be fixing that up first before posting the script update.

@Tydeus: I've fixed the rigging issue with the cop car in TWD Season 1 (and certainly any others with that same problem). Turns out that one of the values I had listed as "unknown2" is actually used as the bone ID for single-bind models, so I'll need to apply the same changes to the other model importers where applicable. Always nice to find out what unknowns are actually for. Not sure what's going in with the airportExterior models yet, but it's probably not working because there's something unexpected in the headers. Hopefully won't be too difficult to fix.

@mcemily: I'm not sure why those models aren't working for you, I tried the same ones from my collection and they all seemed to import fine. Send me the ones you've got through a PM so I can compare, hopefully it's not another variant format again...

@escope12: Yeah, you're definitely using the wrong texture, "sk55_guardWellington_hairAlpha" is the correct one. As I've said before, if you're unsure as to what texture to use, try looking through the textures and find the one that matches the UV mapping.
Kett
ultra-n00b
Posts: 2
Joined: Mon Aug 11, 2014 10:16 pm
Has thanked: 2 times

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

Post by Kett »

Hm, just making sure, are you using the right script (Telltale_D3DTX_TftBL_GoT_MCSM) with the most recent version of QuickBMS? If not, sounds like something I'll need to look into as well. (Or maybe because they're treated as full RGBA32 DDS textures that some programs can't read properly? Could be a lot of things.)
Yeah, using the most recent version, and the size of these files is also alot smaller than the others.
RandomTBush
ultra-veteran
ultra-veteran
Posts: 355
Joined: Thu May 13, 2010 4:11 pm
Has thanked: 56 times
Been thanked: 294 times

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

Post by RandomTBush »

Kett wrote:
Hm, just making sure, are you using the right script (Telltale_D3DTX_TftBL_GoT_MCSM) with the most recent version of QuickBMS? If not, sounds like something I'll need to look into as well. (Or maybe because they're treated as full RGBA32 DDS textures that some programs can't read properly? Could be a lot of things.)
Yeah, using the most recent version, and the size of these files is also alot smaller than the others.
Hrm, so smaller than 4.12KB, then? Send both the D3DTX and DDS files my way so I can have a look.
takiya
ultra-n00b
Posts: 2
Joined: Tue Jul 11, 2017 9:00 pm
Has thanked: 1 time

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

Post by takiya »

Image



Telltale_D3DTX_TFTBL_GoT_MCSM can not be used for minecraft story mode season 2


please help me -_-
RandomTBush
ultra-veteran
ultra-veteran
Posts: 355
Joined: Thu May 13, 2010 4:11 pm
Has thanked: 56 times
Been thanked: 294 times

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

Post by RandomTBush »

takiya wrote:Telltale_D3DTX_TFTBL_GoT_MCSM can not be used for minecraft story mode season 2

please help me -_-
I already know about that, I'll have an updated script for that at the same time as the MaxScript update.
Tydeus
veteran
Posts: 96
Joined: Sun Aug 30, 2015 12:34 pm
Has thanked: 14 times
Been thanked: 13 times

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

Post by Tydeus »

RandomTBush wrote:
Tydeus wrote:--snip-- stuff here about detail maps in new frontier
You might be able to do the former using the "Composite" material format if you're doing so for renders.

As for the latter, I think that's actually normal since the red and green store different information (basically like a mask texture), but I'm gonna check those out again later just to make sure I'm reading them correctly (and that they're not SNORM being read as UNORM and such).
Thanks for the reply, my PC died a while back so I didnt see this message, but I asked around and found a solution to the issue. The detail map how I described it with Hectors head, I think it was intended to be like that for the game but I needed to run the texture through Noesis and re-save it in order to get the result I wanted. (matching all the other detail maps), so everything is fine on that front.
PixelBoyZ69
n00b
Posts: 13
Joined: Fri May 12, 2017 7:05 pm

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

Post by PixelBoyZ69 »

RandomTBush wrote:
takiya wrote:Telltale_D3DTX_TFTBL_GoT_MCSM can not be used for minecraft story mode season 2

please help me -_-
I already know about that, I'll have an updated script for that at the same time as the MaxScript update.
Wait, wait... If you want to open the character files, you also need to Extract the game files first (You recommended TTARCHEXT right? I used that for Extracting the files). But, the problem is, TTARCHEXT seems doesn't support MCSM Season 2 (Yes, because i've seen the page before and it doesn't mention MCSM Season 2 in "Supported Games" list)

And, when you will release the updated script?
sandex7978
ultra-n00b
Posts: 7
Joined: Sat Aug 19, 2017 8:44 am
Has thanked: 4 times
Been thanked: 1 time

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

Post by sandex7978 »

Hi, RTB. I read through the thread and you are clearly always on top of issues so I am thinking that this new problem is possibly my dumb dumb doing. But I don't know how. I keep getting a "putarray" error. It doen't matter what file I try to extract or what accepted options I use, it comes out the same. I have many gb of free space on all my drives so that is definitely not the issue.

I have some experience with qbms but am by no means an expert so idk wtf the issue is. Me, my pc, qbms, the script, the game, the silver surfer, ,some potatoes..... all are potential bandits as far as I am concerned until you tell me otherwise. Thanks, mane, the script looks doper than roper, I just want a little taste....

Image
Post Reply