Diatribal wrote: ↑Sun May 12, 2019 9:56 amRandomTBush 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!
Haha, whoops! I completely forgot about that! I'll go add a link to this in the first post.
Maximmum wrote: ↑Sun May 12, 2019 7:16 amOne 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?
Yep. By default, the textures will be read from DDS files in the same folder as the D3DMesh files, but there are menu options to change that to look for PNGs, or read from a separate "Textures" folder like the original versions of the script.
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).
WOW! THANK YOU SO MUCH I'VE BEEN WAITING SO LONG FOR THIS, THANK YOU A LOT
Just one question; does the script auto-apply 'sub'textures such as the 'detail', 'ao' and 'brushnormal' textures - and do they work properly? I could never figure out how to get them to do so myself, they never seemed to have an effect.
Just one question; does the script auto-apply 'sub'textures such as the 'detail', 'ao' and 'brushnormal' textures - and do they work properly? I could never figure out how to get them to do so myself, they never seemed to have an effect.
Yes it does auto apply textures if you do it like on these pictures:
Put the Textures Folder with all textures for that character you want to import in where the Meshes are:
And select these options on the Script in 3D Max (You need to select DDS if your textures are in .dds format, if its in .png select PNG):
jayko wrote: ↑Sun May 12, 2019 2:30 pmJust one question; does the script auto-apply 'sub'textures such as the 'detail', 'ao' and 'brushnormal' textures - and do they work properly? I could never figure out how to get them to do so myself, they never seemed to have an effect.
Sub-textures? Unfortunately not at this moment, especially since some models use a whole lot. However, you can view all of the textures a specific material uses if you enable the "Print debug" option and look in the listener window after importing a model, which will give you something like this:
Escope12 wrote: ↑Sun May 12, 2019 3:31 pm
Did anyone notice that some of the characters’ bones names are something like “0x87c318c2” or “0xbf4a0925” or something like that?
Escope12 wrote: ↑Sun May 12, 2019 3:31 pm
Did anyone notice that some of the characters’ bones names are something like “0x87c318c2” or “0xbf4a0925” or something like that?
Escope12 wrote: ↑Sun May 12, 2019 3:31 pmDid anyone notice that some of the characters’ bones names are something like “0x87c318c2” or “0xbf4a0925” or something like that?
Yeah
I wonder what those mean?
Means I don't have the actual bone names for those set up, so it displays the first four bytes of its hash instead. Basically relates to what I mentioned earlier regarding the old "BoneRename" command, even though I have 6,253 bones named (you can have a look at "BoneNames.txt" in the hashes subfolder to see a full list), there's still around 10,272 that aren't as their names aren't quite as obvious to figure out.
Just one question; does the script auto-apply 'sub'textures such as the 'detail', 'ao' and 'brushnormal' textures - and do they work properly? I could never figure out how to get them to do so myself, they never seemed to have an effect.
That would certainly be a “perfect world” scenario, but I think that’s expecting a little too much to expect the script to be able to decipher, separate and apply the separate maps! You’ve got to do some work manually! LOL I think we’re incredibly lucky to have a script that can save us having to apply all of the diffuse maps alone! You’ll be expecting an auto-render button next?! hahaha
jayko wrote: ↑Sun May 12, 2019 2:30 pmJust one question; does the script auto-apply 'sub'textures such as the 'detail', 'ao' and 'brushnormal' textures - and do they work properly? I could never figure out how to get them to do so myself, they never seemed to have an effect.
Sub-textures? Unfortunately not at this moment, especially since some models use a whole lot. However, you can view all of the textures a specific material uses if you enable the "Print debug" option and look in the listener window after importing a model, which will give you something like this:
Yeah. Not exactly something that I'd easily be able to interpret via material settings.
Ah, the print debug should be super useful then!
I suppose I just need to figure out how to make the subtextures actually do much of anything as they've always seemes to have precious little effect. Maybe the render settings I'm using don't compliment them very well.
I cant tell where to find the texture and also when I export in obj file format it dosent ask for the right texture name instead its replace with random letters and number.
Im trying to export the adv maps 3d models like carver's camp (the Howe's exterior) and Carlos from S2 TWD.
any clue of what im doing wrong
(EDIT: I did a recheck....what im trying to do is to get it auto apply when I import TWDS2 levels/character but I get nothing....I usally export to obj and usally does it by itself for season 1 TWD but now it ask for a texture that has its name randomize and here is where im stuck at I get a grey model and the debug listener list no texture that has importer and yes I have the model and texture in one folder and I try sub folder....im stupid when stuff like this happened plz help me)
Hi guys, I just had a question. If I now use like for example Clementines character in a game that I have been privately working on, and release the game but other players wont be able to use Clementines character in the game, only game developer will be able to. Will I still get in trouble for it? Will I get sued for using her character in my game?