Good luck! You're doing the lords work here! Take all of the time you need!RandomTBush wrote: ↑Thu May 02, 2019 4:02 am I should have some time next week to try again with figuring out this rigging nonsense.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Telltale Games "Almost-All-In-One" Model Importer
-
- ultra-n00b
- Posts: 7
- Joined: Thu Apr 25, 2019 10:08 am
- Has thanked: 1 time
- Been thanked: 8 times
Re: Telltale Games "Almost-All-In-One" Model Importer
-
- ultra-n00b
- Posts: 7
- Joined: Thu Apr 25, 2019 10:08 am
- Has thanked: 1 time
- Been thanked: 8 times
Re: Telltale Games "Almost-All-In-One" Model Importer
RTB said he may have had time to work on it this week. All we can do is hope for good progress! But as the famous Chef God once, said "You can have it now, or you can have it right"
With a little patience, we'll have a top notch script ready for us to use in no time!
-
- veteran
- Posts: 146
- Joined: Fri Sep 17, 2010 7:44 am
- Has thanked: 20 times
- Been thanked: 21 times
Re: Telltale Games "Almost-All-In-One" Model Importer
Gordon?Tecosaurus wrote: ↑Fri May 10, 2019 2:34 pmRTB said he may have had time to work on it this week. All we can do is hope for good progress! But as the famous Chef God once, said "You can have it now, or you can have it right"
With a little patience, we'll have a top notch script ready for us to use in no time!
-
- beginner
- Posts: 33
- Joined: Thu Feb 15, 2018 6:06 am
- Has thanked: 9 times
- Been thanked: 12 times
Re: Telltale Games "Almost-All-In-One" Model Importer
Nicely said, lol.Tecosaurus wrote: ↑Fri May 10, 2019 2:34 pmRTB said he may have had time to work on it this week. All we can do is hope for good progress! But as the famous Chef God once, said "You can have it now, or you can have it right"
With a little patience, we'll have a top notch script ready for us to use in no time!
-
- 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
*shrug*
Either way, I'm back to work on this finally. And thankfully I found a model that's pretty much identical between TWD3 and TWD4 (the hare), so that seems like the best starting point for determining how to fix this issue.
(EDIT: I'm definitely getting somewhere with this now! I've so far got two-bone weights reading correctly.)
Either way, I'm back to work on this finally. And thankfully I found a model that's pretty much identical between TWD3 and TWD4 (the hare), so that seems like the best starting point for determining how to fix this issue.
(EDIT: I'm definitely getting somewhere with this now! I've so far got two-bone weights reading correctly.)
-
- advanced
- Posts: 62
- Joined: Wed Dec 28, 2016 7:25 am
- Has thanked: 16 times
- Been thanked: 12 times
Re: Telltale Games "Almost-All-In-One" Model Importer
That hare has really been through the ringer in terms of reuse. Started off in Game of Thrones, got reused for TWD3, then again for TWD4. I don't think telltale ever reused a model that much (maybe the raven from TWD got reused in TWAU and GOT??)RandomTBush wrote: ↑Sat May 11, 2019 12:13 pm *shrug*
Either way, I'm back to work on this finally. And thankfully I found a model that's pretty much identical between TWD3 and TWD4 (the hare), so that seems like the best starting point for determining how to fix this issue.
(EDIT: I'm definitely getting somewhere with this now! I've so far got two-bone weights reading correctly.)
Regardless, glad to see you're making progress and I hope the rest remains as straightforward!
-
- 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
The rigging issue has finally been solved. I'll just copy-paste my comments from the script regarding it:
Now once I get static meshes working correctly, I can finally release the update! @_@
Or, in scripting terms:"Why fix what isn't broken?" didn't apply to Telltale, it seems.
This was way too frustrating to figure out, so I'll grumble here to explain how this crap works.
First, you have to read all four weight bytes as a "long" value, and then break that apart into 2/10/10/10-bit binary segments.
Those are used for weights 2, 4, 3 and 2 respectively. Why is 2 listed twice? The upper 2 bits add an extra 0.125 each to the second weight's value (0.375 max).
And then the three sets of 10 bits each are the weights in descending order (#4 -> #3 -> #2), and need to be divided by 1023 (0x3FF) and then again for the following:
2nd = divide by 8 (0.125 max) + 0.125/0.25/0.375 from the upper bits, 3rd = divide by 3 (0.333 max), 4th = divide by 4 (0.25 max).
And finally weight #1 is the remainder, 1.0 minus #2, #3 and #4 combined.
In retrospect, I can see how this works... but what, exactly, was the problem with using float values for this sorta thing again???
Either way, thanks to that recycled hare model for being there, making me not want to rip out my hair.
Code: Select all
WeightVars = readlong f
Weight2 = (((bit.and (WeightVars) 0x3FF) as float / 1023) / 8) + ((bit.shift WeightVars -30) as float / 8)
Weight3 = ((bit.and (bit.shift WeightVars -10) 0x3FF) as float / 1023) / 3
Weight4 = ((bit.and (bit.shift WeightVars -20) 0x3FF) as float / 1023) / 4
Weight1 = (1 as float - Weight2 - Weight3 - Weight4)
-
- n00b
- Posts: 10
- Joined: Sat Nov 10, 2018 1:19 am
- Has thanked: 3 times
- Been thanked: 3 times
Re: Telltale Games "Almost-All-In-One" Model Importer
Nice!RandomTBush wrote: ↑Sat May 11, 2019 4:08 pm The rigging issue has finally been solved. I'll just copy-paste my comments from the script regarding it:Or, in scripting terms:"Why fix what isn't broken?" didn't apply to Telltale, it seems.
This was way too frustrating to figure out, so I'll grumble here to explain how this crap works.
First, you have to read all four weight bytes as a "long" value, and then break that apart into 2/10/10/10-bit binary segments.
Those are used for weights 2, 4, 3 and 2 respectively. Why is 2 listed twice? The upper 2 bits add an extra 0.125 each to the second weight's value (0.375 max).
And then the three sets of 10 bits each are the weights in descending order (#4 -> #3 -> #2), and need to be divided by 1023 (0x3FF) and then again for the following:
2nd = divide by 8 (0.125 max) + 0.125/0.25/0.375 from the upper bits, 3rd = divide by 3 (0.333 max), 4th = divide by 4 (0.25 max).
And finally weight #1 is the remainder, 1.0 minus #2, #3 and #4 combined.
In retrospect, I can see how this works... but what, exactly, was the problem with using float values for this sorta thing again???
Either way, thanks to that recycled hare model for being there, making me not want to rip out my hair.Now once I get static meshes working correctly, I can finally release the update! @_@Code: Select all
WeightVars = readlong f Weight2 = (((bit.and (WeightVars) 0x3FF) as float / 1023) / 8) + ((bit.shift WeightVars -30) as float / 8) Weight3 = ((bit.and (bit.shift WeightVars -10) 0x3FF) as float / 1023) / 3 Weight4 = ((bit.and (bit.shift WeightVars -20) 0x3FF) as float / 1023) / 4 Weight1 = (1 as float - Weight2 - Weight3 - Weight4)
Really looking forward to it
Re: Telltale Games "Almost-All-In-One" Model Importer
Great! You are making very good processRandomTBush wrote: ↑Sat May 11, 2019 4:08 pm The rigging issue has finally been solved. I'll just copy-paste my comments from the script regarding it:Or, in scripting terms:"Why fix what isn't broken?" didn't apply to Telltale, it seems.
This was way too frustrating to figure out, so I'll grumble here to explain how this crap works.
First, you have to read all four weight bytes as a "long" value, and then break that apart into 2/10/10/10-bit binary segments.
Those are used for weights 2, 4, 3 and 2 respectively. Why is 2 listed twice? The upper 2 bits add an extra 0.125 each to the second weight's value (0.375 max).
And then the three sets of 10 bits each are the weights in descending order (#4 -> #3 -> #2), and need to be divided by 1023 (0x3FF) and then again for the following:
2nd = divide by 8 (0.125 max) + 0.125/0.25/0.375 from the upper bits, 3rd = divide by 3 (0.333 max), 4th = divide by 4 (0.25 max).
And finally weight #1 is the remainder, 1.0 minus #2, #3 and #4 combined.
In retrospect, I can see how this works... but what, exactly, was the problem with using float values for this sorta thing again???
Either way, thanks to that recycled hare model for being there, making me not want to rip out my hair.Now once I get static meshes working correctly, I can finally release the update! @_@Code: Select all
WeightVars = readlong f Weight2 = (((bit.and (WeightVars) 0x3FF) as float / 1023) / 8) + ((bit.shift WeightVars -30) as float / 8) Weight3 = ((bit.and (bit.shift WeightVars -10) 0x3FF) as float / 1023) / 3 Weight4 = ((bit.and (bit.shift WeightVars -20) 0x3FF) as float / 1023) / 4 Weight1 = (1 as float - Weight2 - Weight3 - Weight4)
-
- n00b
- Posts: 18
- Joined: Tue Apr 20, 2010 12:48 pm
- Has thanked: 6 times
- Been thanked: 6 times
Re: Telltale Games "Almost-All-In-One" Model Importer
Wondering if any of you kind folks could help me please?
I've managed to extract and import the d3dmesh and skl files from Back to the Future PS4 version, but when I used quickbms to convert the D3Dtx files, it did it, but the converted dds files were all scrambled and screwed up? Am I doing something wrong, or is it a limitation of the Telltale_D3DTX_TftBL_GoT_MCSM_BttFPS4.bms script? It should work right?
Any help much appreciated!
Here's what the DDS's look like:
Thank you!
I've managed to extract and import the d3dmesh and skl files from Back to the Future PS4 version, but when I used quickbms to convert the D3Dtx files, it did it, but the converted dds files were all scrambled and screwed up? Am I doing something wrong, or is it a limitation of the Telltale_D3DTX_TftBL_GoT_MCSM_BttFPS4.bms script? It should work right?
Any help much appreciated!
Here's what the DDS's look like:
Thank you!