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

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

Post by RandomTBush »

Diatribal wrote: Sat May 11, 2019 10:54 pmWondering 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:

*image*

Thank you!
I'll need to write up an alternative script for those to treat them as GNF files instead of DDS, since they use the PS4's swizzling format.

Anyway, there seems to be only two more little things that came up that I need to adjust before I can release the script -- while static meshes work now, there's a few that won't for some reason. It's always gotta be something. :bleh:
Diatribal
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by Diatribal »

RandomTBush wrote: Sat May 11, 2019 11:52 pm I'll need to write up an alternative script for those to treat them as GNF files instead of DDS, since they use the PS4's swizzling format.

Anyway, there seems to be only two more little things that came up that I need to adjust before I can release the script -- while static meshes work now, there's a few that won't for some reason. It's always gotta be something. :bleh:
Hey RandomTBush! What a legend! Thank you very much for kindly responding so quick, I am really grateful. Also really grateful for your awesome scripts!

Ahhh okay, so I don't think it's anything that I'm doing wrong? That's a relief. Will I need to convert them from GNF files to DDS/png for 3ds Max?

Also, I'm not sure if I need a game number for a separate part of the game files called BTTF_ps4_Shared_txmesh.ttarch2? I used 41 which was the same for Episode 1 and it seemed to extract the models without any problems, although the bones looked very slightly out of alignment? Again, might be more of my inexperience than anything?

Anyway, thanks again for your awesome work and kind willingness to help, I really appreciate it!

Look forward to your next release! :dance:
RandomTBush
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by RandomTBush »

Guess what time it is~

https://mega.nz/#!LkB3iArL!4THSfnCXshsR ... aTxzPboO8M

Changelist:
  • Finally added support for The Walking Dead: The Final Season.
  • Added automatic texture importing for the rest of the games, thanks to daemon1 for pointing me in the right direction!
  • Added a ton of bone names, validated using the method used for the above.
  • Added model version auto-detection so the per-game options are no longer necessary, UI rearranged accordingly.
  • Fixed support for Batman: The Telltale Series in the process of the above change.
Make sure the "TelltaleHashDBs" folder is located in the root of your 3DS Max's "Scripts" folder, or else the script will error. You can also delete the "TelltaleIcons" folder as it's no longer necessary.

Next thing I'll be doing is fixing up the D3DTX scripts (especially considering there's a bunch from Season 4 that don't work), but I think I'm gonna take a little time off due to how much time I've spent on this script in the past few months. As always, please let me know if there are any other issues. (EDIT: And do those optimizations I meant to do earlier, I was more concerned with getting TWD4's support done first and foremost.)
Diatribal wrote: Sun May 12, 2019 12:24 amAhhh okay, so I don't think it's anything that I'm doing wrong? That's a relief. Will I need to convert them from GNF files to DDS/png for 3ds Max?

Also, I'm not sure if I need a game number for a separate part of the game files called BTTF_ps4_Shared_txmesh.ttarch2? I used 41 which was the same for Episode 1 and it seemed to extract the models without any problems, although the bones looked very slightly out of alignment? Again, might be more of my inexperience than anything?
Yeah, you'll be able to use Noesis to convert them afterwards no problem.

And as for the game numbers, I think you can just use any number for console games, I don't recall them having any sort of encryption (only the PC versions do, oddly enough).
Last edited by RandomTBush on Sun May 12, 2019 1:55 am, edited 2 times in total.
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by Tecosaurus »

Thank You so much!!!

Wow, it must feel so good that you saw this through until the end. Now that Telltale has unfortunately shutdown and the script is updated for The Final Season, with only a few things you aim to fix up here and there, it must feel like you've fulfilled your ultimate goal!

Congratulations and good luck with your future endeavors!
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by Escope12 »

Awesome work. Now I’ll be able to update all of my model rips.

Edit: Also does this mean that we can extract models from The Walking Dead: Collection? The visually enchanced versions?
Last edited by Escope12 on Sun May 12, 2019 2:11 am, edited 1 time in total.
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by voxeltrance »

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Last edited by voxeltrance on Sun May 23, 2021 12:37 am, edited 1 time in total.
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by RandomTBush »

Escope12 wrote: Sun May 12, 2019 1:50 amEdit: Also does this mean that we can extract models from The Walking Dead: Collection? The visually enchanced versions?
Yep, technically that was already supported in the previous update if you used the Batman S2 option, but now it's automatic. Textures, however, aren't until I get the GNF-based scripts done.
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by Escope12 »

RandomTBush wrote: Sun May 12, 2019 2:13 am
Escope12 wrote: Sun May 12, 2019 1:50 amEdit: Also does this mean that we can extract models from The Walking Dead: Collection? The visually enchanced versions?
Yep, technically that was already supported in the previous update if you used the Batman S2 option, but now it's automatic. Textures, however, aren't until I get the GNF-based scripts done.
I’ll wait for the GNF-based scripts first before extracting from The Walking Dead: Collection.

Edit: I hate asking this but did anyone extract the game files from The Walking Dead: Collection?
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by Zombieali2000 »

Thank you! I can finally start my XPS Pack for the Finale season! :D
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by Maximmum »

RandomTBush wrote: Sun May 12, 2019 1:27 am Guess what time it is~

https://mega.nz/#!LkB3iArL!4THSfnCXshsR ... aTxzPboO8M

Changelist:
  • Finally added support for The Walking Dead: The Final Season.
  • Added automatic texture importing for the rest of the games, thanks to daemon1 for pointing me in the right direction!
  • Added a ton of bone names, validated using the method used for the above.
  • Added model version auto-detection so the per-game options are no longer necessary, UI rearranged accordingly.
  • Fixed support for Batman: The Telltale Series in the process of the above change.
Make sure the "TelltaleHashDBs" folder is located in the root of your 3DS Max's "Scripts" folder, or else the script will error. You can also delete the "TelltaleIcons" folder as it's no longer necessary.

Next thing I'll be doing is fixing up the D3DTX scripts (especially considering there's a bunch from Season 4 that don't work), but I think I'm gonna take a little time off due to how much time I've spent on this script in the past few months. As always, please let me know if there are any other issues. (EDIT: And do those optimizations I meant to do earlier, I was more concerned with getting TWD4's support done first and foremost.)
Diatribal wrote: Sun May 12, 2019 12:24 amAhhh okay, so I don't think it's anything that I'm doing wrong? That's a relief. Will I need to convert them from GNF files to DDS/png for 3ds Max?

Also, I'm not sure if I need a game number for a separate part of the game files called BTTF_ps4_Shared_txmesh.ttarch2? I used 41 which was the same for Episode 1 and it seemed to extract the models without any problems, although the bones looked very slightly out of alignment? Again, might be more of my inexperience than anything?
Yeah, you'll be able to use Noesis to convert them afterwards no problem.

And as for the game numbers, I think you can just use any number for console games, I don't recall them having any sort of encryption (only the PC versions do, oddly enough).
Oh yes! Thank you so much for this!!! :D :D :D
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by Maximmum »

One more question though is how exactly to auto-import textures? I'm guessing you just have to just .dds or .png files in the same folder as .d3dmesh-es you are importing right?
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by Diatribal »

RandomTBush wrote: Sun May 12, 2019 1:27 am Guess what time it is~
It's time to say "thank you very much!"

Wow, I'm blown away by how quick and determined you have been to help everyone out here! I'm extremely grateful.

Completely understand why you need to take a well deserved break from all of this and patiently await the D3DTX (GNF) script(s)...

Kudos and good karma!
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by Diatribal »

Maximmum wrote: Sun May 12, 2019 7:16 am One more question though is how exactly to auto-import textures? I'm guessing you just have to just .dds or .png files in the same folder as .d3dmesh-es you are importing right?
I think either that, or put all .dds .png in a folder called Textures
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by sugarysyringe »

Currently making Violet, and I just have to say, i've never been so incredibly happy. Thank you so much for your hard work, RTB.
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Re: Telltale Games "Almost-All-In-One" Model Importer

Post by Diatribal »

RandomTBush You're even more awesome than I thought!

In exploring this thread a little deeper, I discovered that you have already solved the PS4 texture issue in a previous post!
RandomTBush wrote: Sat Mar 03, 2018 11:58 am Oh hey, turns out that the PlayStation 4 version of Back to the Future: The Game (30th Anniversary Edition) actually has models that can be properly read (compared to the 360 version's which were practically impossible to figure out the rigging for), and are using almost the same format as Minecraft: Story Mode, so I was able to implement support for it pretty quickly (I just needed to add a one-byte signed normals format)!... but now I gotta figure out how to get its textures exported/converted correctly since (they're using the basic PS4 swizzle). Hrm.
(EDIT: Looks like a combination of the MC:SM script which I'll be uploading a fix for soon, and chrrox's DDS-to-GTF script seems to work for that!)

Image
Until then, the PC version's textures seem to work! But yeah, I'll be uploading the updated script soon! (Man, I really wish that I can figure out the other games someday...)
For anyone interested, I used RandomTBush's technique above which has worked perfectly for extracting the PS4 D3DTX textures

• Use chrrox's DDS-to-GNF script to convert (fix) the exported (scrambled) dds textures to GNF format. (Copy the text into a notepad document and save as anyfilename, All files and add the .bms extension to the end of the filename)

• Use Noesis to convert the converted GNF textures to dds

• Put these dds textures in a folder called Textures

Just need to figure out how to batch convert in Noesis... [Edit: Tools > Batch Process :P ]
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