So this would provide a list of all textures required for each import? (Or auto-apply them if they're already converted and in the correct directory maybe??)
If that's the case then I honestly couldn't be more glad about it - just spent two days trawling through all the textures for one of TWD3's Richmond sets and applying them by hand. It was a pretty rough experience haha
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Telltale Games "Almost-All-In-One" Model Importer
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Re: Telltale Games "Almost-All-In-One" Model Importer
Ahh, I see! Thanks for taking the time to explainRandomTBush wrote: ↑Mon Apr 08, 2019 2:07 pmBasically, instead of having a ton of value checks added directly to the script itself like I have for the bone names currently:sugarysyringe wrote: ↑Mon Apr 08, 2019 2:49 amI have no idea what this means, but I'm excited to see some progress!...I can just simplify the script to the following instead:Code: Select all
fn BoneRename bk1 = ( case of ( default: (BoneName = ("Bone " + bk1 as string)) (bk1 == 1985717350):(BoneName = "root") (bk1 == 1635567852):(BoneName = "spine1") (bk1 == -1690135719):(BoneName = "spine2") (bk1 == 849913290):(BoneName = "spine3") (bk1 == -959180128):(BoneName = "spine4") (bk1 == 1866343475):(BoneName = "spine5") (bk1 == -1795129466):(BoneName = "spine6") (bk1 == -147023454):(BoneName = "neck") (et cetera, et cetera) )
...and supply these additional files with the next script version, which are read in a similar manner to the model files themselves:Code: Select all
TexHashNum = readlong db for x = 1 to TexHashNum do( TexHash2 = readlong db TexHash1 = readlong db TexString = readstring db append TexHash_array (TexHash_struct TexHash1:TexHash1 TexHash2:TexHash2 TexString:TexString) )
(Most of those are currently empty until I generate the pairs for the rest of the games, but you get the idea, I think.)
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Re: Telltale Games "Almost-All-In-One" Model Importer
Yeah, it'd auto-apply them. Just tested the process using Bigby's model and a database of all of The Wolf Among Us's D3DTX files (the one listed as "v13Tex.HashDB" in my previous pic) since I had 'em handy at the time, and it assigned all of the textures correctly. But I'll actually need to fix said material importer because I accidentally broke map importing for that game in the process, whoops.jayko wrote: ↑Mon Apr 08, 2019 2:56 pmSo this would provide a list of all textures required for each import? (Or auto-apply them if they're already converted and in the correct directory maybe??)
If that's the case then I honestly couldn't be more glad about it - just spent two days trawling through all the textures for one of TWD3's Richmond sets and applying them by hand. It was a pretty rough experience haha
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Re: Telltale Games "Almost-All-In-One" Model Importer
How would this work in regards to the "filename.dds" and the complementary "filename_detail.dds", "filename_nm.dds", "filename_spec.dds" files? Would they also be auto applied? I've usually got by by saving a new image with detail file as a multiply layer on top of the main texture in an image editor (a lot of my processes with the models, especially edited ones are extremely jury rigged ).
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Re: Telltale Games "Almost-All-In-One" Model Importer
I think it's potentially going to be like season 1 of TWD, you'll have filename.dds applied, perhaps Wolf Among Us will have _details applied, but I tend to do the same as you lol. In fact I'm going through all of the character models of Tales from the Borderlands and merging the details. I would've potentially uploaded the models last year, or the year before if it was more like Season 1, those were already merged with the main texture!jayko wrote: ↑Mon Apr 08, 2019 8:35 pm How would this work in regards to the "filename.dds" and the complementary "filename_detail.dds", "filename_nm.dds", "filename_spec.dds" files? Would they also be auto applied? I've usually got by by saving a new image with detail file as a multiply layer on top of the main texture in an image editor (a lot of my processes with the models, especially edited ones are extremely jury rigged ).
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Re: Telltale Games "Almost-All-In-One" Model Importer
How about _microDetail_mask, _microDetail_spec, _anisotropyMask and _anisotropyTangent textures which are applied to many models(mostly character models) in Batman: The Enemy Within? I really hope you will be able to make them autoimport aswell, since Batman: TEW is where i wanna rip most of the stuff now from, it's just manually looking for textures for each character, levels and objects textures takes too much time so i'm waiting for your script, so i hope in the upcoming update you will also add support to Batman:TEW textures automimport, not only to TWD: S4!Tydeus wrote: ↑Mon Apr 08, 2019 9:41 pmI think it's potentially going to be like season 1 of TWD, you'll have filename.dds applied, perhaps Wolf Among Us will have _details applied, but I tend to do the same as you lol. In fact I'm going through all of the character models of Tales from the Borderlands and merging the details. I would've potentially uploaded the models last year, or the year before if it was more like Season 1, those were already merged with the main texture!jayko wrote: ↑Mon Apr 08, 2019 8:35 pm How would this work in regards to the "filename.dds" and the complementary "filename_detail.dds", "filename_nm.dds", "filename_spec.dds" files? Would they also be auto applied? I've usually got by by saving a new image with detail file as a multiply layer on top of the main texture in an image editor (a lot of my processes with the models, especially edited ones are extremely jury rigged ).
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Re: Telltale Games "Almost-All-In-One" Model Importer
On the last page he said TWD4 would have it in the coming update and then later on he'd backdate it to previous games. Based on how much changes between games it seems like a lot of work to get it all out in one update, and we don't wanna pile too much on top of what he's already working on haha.
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Re: Telltale Games "Almost-All-In-One" Model Importer
Oops.
(For comparison, there was roughly 24KB worth in the script before.)
It's only going to be the diffuse maps for now until I can determine what's used to identify normal maps, etc. At least the filenames are similar enough that you shouldn't have too much trouble applying those manually using the diffuse-only bases.Maximmum wrote: ↑Tue Apr 09, 2019 10:38 amHow about _microDetail_mask, _microDetail_spec, _anisotropyMask and _anisotropyTangent textures which are applied to many models(mostly character models) in Batman: The Enemy Within? I really hope you will be able to make them autoimport aswell, since Batman: TEW is where i wanna rip most of the stuff now from, it's just manually looking for textures for each character, levels and objects textures takes too much time so i'm waiting for your script, so i hope in the upcoming update you will also add support to Batman:TEW textures automimport, not only to TWD: S4!Tydeus wrote: ↑Mon Apr 08, 2019 9:41 pmI think it's potentially going to be like season 1 of TWD, you'll have filename.dds applied, perhaps Wolf Among Us will have _details applied, but I tend to do the same as you lol. In fact I'm going through all of the character models of Tales from the Borderlands and merging the details. I would've potentially uploaded the models last year, or the year before if it was more like Season 1, those were already merged with the main texture!jayko wrote: ↑Mon Apr 08, 2019 8:35 pm How would this work in regards to the "filename.dds" and the complementary "filename_detail.dds", "filename_nm.dds", "filename_spec.dds" files? Would they also be auto applied? I've usually got by by saving a new image with detail file as a multiply layer on top of the main texture in an image editor (a lot of my processes with the models, especially edited ones are extremely jury rigged ).
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Re: Telltale Games "Almost-All-In-One" Model Importer
Oh jeez, you've gone positively ham there - three and a half times bigger than it was! I have to say it's surprising how much the texture assigning stuff has increased the size compared to what's required to import fully rigged models. I would have thought the latter was more intensive!RandomTBush wrote: ↑Thu Apr 11, 2019 7:43 pm
Oops.
(For comparison, there was roughly 24KB worth in the script before.)
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Re: Telltale Games "Almost-All-In-One" Model Importer
Ahh, I get excited every time I see a notification from this forum.
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Re: Telltale Games "Almost-All-In-One" Model Importer
No kidding. I just spent the last few days re-downloading all of the games and making sure I had absolutely everything extracted. After all of the texture name databases I've built for the script, that's another 8.8MB combined (plus an optional "all-in-one" fallback that's almost 7MB). Definitely making the next update worth it.jayko wrote: ↑Thu Apr 11, 2019 8:45 pmOh jeez, you've gone positively ham there - three and a half times bigger than it was! I have to say it's surprising how much the texture assigning stuff has increased the size compared to what's required to import fully rigged models. I would have thought the latter was more intensive!RandomTBush wrote: ↑Thu Apr 11, 2019 7:43 pm
Oops.
(For comparison, there was roughly 24KB worth in the script before.)
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Re: Telltale Games "Almost-All-In-One" Model Importer
"No kidding. I just spent the last few days re-downloading all of the games and making sure I had absolutely everything extracted. After all of the texture name databases I've built for the script, that's another 8.8MB combined (plus an optional "all-in-one" fallback that's almost 7MB). Definitely making the next update worth it."
Do you have any idea as to when the script will be ready? It's just that seeing all the progress is really nice.
Do you have any idea as to when the script will be ready? It's just that seeing all the progress is really nice.
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Re: Telltale Games "Almost-All-In-One" Model Importer
Just wondering, did you ever figure out what the .scene files were used for? I assumed it was something like the .skl but for maps maybe, I kinda enjoy sticking the maps together where ever it's needed though. (unless it's in like 500,000 pieces like Mass Effect lol)
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Re: Telltale Games "Almost-All-In-One" Model Importer
Er... Not just yet, I need to do a lot more research on those first.Tydeus wrote: ↑Fri Apr 12, 2019 4:23 amJust wondering, did you ever figure out what the .scene files were used for? I assumed it was something like the .skl but for maps maybe, I kinda enjoy sticking the maps together where ever it's needed though. (unless it's in like 500,000 pieces like Mass Effect lol)
I'm workin' hard on it right now and making good progress. Since the last time I posted, I've added another couple hundred bone names, resulting in well over 6,000 currently identified (but that's where I'm gonna stop for now before I get too side-tracked again), and also updated the script to use that database instead of the embedded names.sugarysyringe wrote: ↑Thu Apr 11, 2019 10:23 pmDo you have any idea as to when the script will be ready? It's just that seeing all the progress is really nice.
And, despite saying I wasn't going to do so just yet, I've decided to add in auto-texturing for the other games after all. I've currently got it working for the v13 (The Wolf Among Us), v14 (The Walking Dead Season 2), v17 (Game of Thrones / Tales from the Borderlands / Back to the Future [PS4]), v18 (Minecraft: Story Mode) and v25 games (TWD: Michonne). So far, so good, just need to do the same for v36 (Batman: The Telltale Series), v37 (TWD Season 3), v42 (Guardians of the Galaxy), v45 (Batman: The Enemy Within, Minecraft: Story Mode Season 2) and v46 (TWD Collection, Batman: The Telltale Series again*), and then finish up the last things for The Final Season, and then it'll finally be ready.
Needless to say, if I can't get this done in the next week or so, I'm gonna be upset with myself. And yet again, thanks for being patient with me.
* (Oh yeah, and fun fact. Something I learned the other day when working on the texture hash databases -- Batman: The Telltale Series is the only game that they released that had not one, but two revisions to its model format during development, going from v33 to v36 after release of Episode 5 (which is also what had caused my confusion earlier), and then again from v36 to v46 after they inexplicably updated the game again about half a year later, which actually makes it a format newer than its sequel, and thankfully was already supported due to being the same version as TWD Collection.)
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Re: Telltale Games "Almost-All-In-One" Model Importer
This is all such exciting news!! I want to stop and take a moment to, once again, appreciate all the work you've done thus far. You're making this possible, my dude. Keep on chugging and you'll be there in no time!RandomTBush wrote: ↑Sun Apr 14, 2019 5:11 amEr... Not just yet, I need to do a lot more research on those first.Tydeus wrote: ↑Fri Apr 12, 2019 4:23 amJust wondering, did you ever figure out what the .scene files were used for? I assumed it was something like the .skl but for maps maybe, I kinda enjoy sticking the maps together where ever it's needed though. (unless it's in like 500,000 pieces like Mass Effect lol)
I'm workin' hard on it right now and making good progress. Since the last time I posted, I've added another couple hundred bone names, resulting in well over 6,000 currently identified (but that's where I'm gonna stop for now before I get too side-tracked again), and also updated the script to use that database instead of the embedded names.sugarysyringe wrote: ↑Thu Apr 11, 2019 10:23 pmDo you have any idea as to when the script will be ready? It's just that seeing all the progress is really nice.
And, despite saying I wasn't going to do so just yet, I've decided to add in auto-texturing for the other games after all. I've currently got it working for the v13 (The Wolf Among Us), v14 (The Walking Dead Season 2), v17 (Game of Thrones / Tales from the Borderlands / Back to the Future [PS4]), v18 (Minecraft: Story Mode) and v25 games (TWD: Michonne). So far, so good, just need to do the same for v36 (Batman: The Telltale Series), v37 (TWD Season 3), v42 (Guardians of the Galaxy), v45 (Batman: The Enemy Within, Minecraft: Story Mode Season 2) and v46 (TWD Collection, Batman: The Telltale Series again*), and then finish up the last things for The Final Season, and then it'll finally be ready.
Needless to say, if I can't get this done in the next week or so, I'm gonna be upset with myself. And yet again, thanks for being patient with me.
* (Oh yeah, and fun fact. Something I learned the other day when working on the texture hash databases -- Batman: The Telltale Series is the only game that they released that had not one, but two revisions to its model format during development, going from v33 to v36 after release of Episode 5 (which is also what had caused my confusion earlier), and then again from v36 to v46 after they inexplicably updated the game again about half a year later, which actually makes it a format newer than its sequel, and thankfully was already supported due to being the same version as TWD Collection.)