Re: Telltale Games "Almost-All-In-One" Model Importer
Posted: Mon Sep 25, 2017 4:20 pm
So how's the progress on Batman: The Enemy Within importer goes? Really want to export some models from it, especially Harley from upcoming episode 2!
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I've already implemented that in the work-in-progress script update. (Still doesn't work with newer games, though.)Escope12 wrote:Would it be possible to add an option to use PNG instead of DDS Textures for the 3DS Max Script?
I should have some more time later this coming week to work on it, and once I've got the last problems fixed the update should be out soon after.Maximmum wrote:So how's the progress on Batman: The Enemy Within importer goes? Really want to export some models from it, especially Harley from upcoming episode 2!
Is it because of the material hash that we can't figure out yet? I might be wrong though.RandomTBush wrote:I've already implemented that in the work-in-progress script update. (Still doesn't work with newer games, though.)Escope12 wrote:Would it be possible to add an option to use PNG instead of DDS Textures for the 3DS Max Script?
Well, yeah. If anyone's good at debugging and can figure out the hashing algorithm used for the bone names and most likely the texture names (e.g. "root" = 0x765BA466632FD7A5, "spine1" = 0x617CC8ECC1D6CE76, "spine2" = 0x9B42935906C7EC4A, etc.), then I can do a batch-conversion of all of the texture names from the newer games and fix this issue.Escope12 wrote:Is it because of the material hash that we can't figure out yet? I might be wrong though.
Already answered that:Escope12 wrote:Does anyone know how to fix the detail textures for The Walking Dead: A New Frontier?
RandomTBush wrote:...Tydeus wrote:...
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 and theres others that are entirely light blue with no lines, all without alpha channels.
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).
Looks like I’ll have to wait a little bit. I really hope someone can help debug the material hash.RandomTBush wrote:Well, yeah. If anyone's good at debugging and can figure out the hashing algorithm used for the bone names and most likely the texture names (e.g. "root" = 0x765BA466632FD7A5, "spine1" = 0x617CC8ECC1D6CE76, "spine2" = 0x9B42935906C7EC4A, etc.), then I can do a batch-conversion of all of the game's texture names and fix this issue.Escope12 wrote:Is it because of the material hash that we can't figure out yet? I might be wrong though.
Already answered that:Escope12 wrote:Does anyone know how to fix the detail textures for The Walking Dead: A New Frontier?RandomTBush wrote:...Tydeus wrote:...
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 and theres others that are entirely light blue with no lines, all without alpha channels.
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).
I told you about that on DeviantArt, open the broken textures in Noesis and export them back as DDS, they should be fine after that.Escope12 wrote:Does anyone know how to fix the detail textures for The Walking Dead: A New Frontier?
It's a bad idea to export to DDS, because of recompression and quality loss, it's better to export to something lossless, like PNG, then reassign.Tydeus wrote:I told you about that on DeviantArt, open the broken textures in Noesis and export them back as DDS, they should be fine after that.Escope12 wrote:Does anyone know how to fix the detail textures for The Walking Dead: A New Frontier?
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Updated the Guardians of the Galaxy importer to also support Batman: The Enemy Within and Minecraft: Story Mode Season Two.
Added some more options to change texture format (from DDS to PNG), path (either in the same folder or in a separate "Textures" folder), and outputting debug crap if you want.
Fixed rigging for single-bind models for The Walking Dead Season 1 models (e.g. the cop car).
Re-fixed maps and such not loading properly for TWDS3, Batman S1 and GotG due to accidentally breaking it in the previous update. Whoops!
I was just saying in general rather than listing the other formats, but it's only the detail maps. I can't say it really matters about those.Andrakann wrote:It's a bad idea to export to DDS, because of recompression and quality loss, it's better to export to something lossless, like PNG, then reassign.Tydeus wrote:I told you about that on DeviantArt, open the broken textures in Noesis and export them back as DDS, they should be fine after that.Escope12 wrote:Does anyone know how to fix the detail textures for The Walking Dead: A New Frontier?
Does that include the map stuff from TWD3 too? I havent got to that game yet but I remember there was an issue with that.RandomTBush wrote:Re-fixed maps and such not loading properly for GotG due to accidentally breaking it in the previous update. Whoops![/code]
Doesn't TTArchExt have the ability to automatically convert those?Escope12 wrote:Which quickbms script do I use to convert The Walking Dead Season 1 textures from D3DTX to DDS?
I’m not sure. I’ve used Telltale Explorer to convert them to dds.RandomTBush wrote:...Ah, crap, I completely forgot to check that (and it turns out I accidentally broke it further!), so I'll go fix that up ASAP.Tydeus wrote:Does that include the map stuff from TWD3 too? I havent got to that game yet but I remember there was an issue with that.
Doesn't TTArchExt have the ability to automatically convert those?Escope12 wrote:Which quickbms script do I use to convert The Walking Dead Season 1 textures from D3DTX to DDS?