Re: Telltale Games "Almost-All-In-One" Model Importer
Posted: Sun Nov 12, 2017 1:35 am
Does anybody know if there's a way to know which textures a map uses other than guessing?
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If it's not on PC, then it's not likely right now, partly because it's gonna be difficult to extract from the PS4 version (and XB1's currently impossible), and I'd most likely need to rewrite everything to support 'em since the model files in the console versions of Telltale's games are set up differently than the PC version's (I still haven't fixed the rigging on the 360's BttF re-release yet!).Escope12 wrote:This may sound like a weird question but Telltale is releasing The Walking Dead Collection Remastered tomorrow and the characters have high poly models and Hi-res textures. Will it be possible to extract those?
It’s only on PS4 and Xbox One. I was hoping it would get a PC Version.RandomTBush wrote:If it's not on PC, then it's not likely right now, partly because it's gonna be difficult to extract from the PS4 version (and XB1's currently impossible), and I'd most likely need to rewrite everything to support 'em since the model files in the console versions of Telltale's games are set up differently than the PC version's (I still haven't fixed the rigging on the 360's BttF re-release yet!).Escope12 wrote:This may sound like a weird question but Telltale is releasing The Walking Dead Collection Remastered tomorrow and the characters have high poly models and Hi-res textures. Will it be possible to extract those?
I just edited the UVW Layer (or w/e it's called on 3ds) and stretched it a little.Escope12 wrote:I was trying to rip Bigby's model from The Wolf Among Us & I split the UV Layers to apply the line textures to the objects that said Layer 3 and this happened. I don't know if I'm using the wrong textures or if it's a bug.
I think so. I only tested it out with Bigby's model from The Wolf Among Us.RandomTBush wrote:Uh... Did I break the scaling for secondary UV mapping layers? I'll go see what I can do to fix that up, since the additional layers should've lined up fine (and did in a previous update).
The issue is with (I think) that specific Bigby model, and the wolf he turns into at the end of the story. Though I cant be sure if the wolf's detail lines are mirrored rather than just out of place.Escope12 wrote:I think so. I only tested it out with Bigby's model from The Wolf Among Us.RandomTBush wrote:Uh... Did I break the scaling for secondary UV mapping layers? I'll go see what I can do to fix that up, since the additional layers should've lined up fine (and did in a previous update).
I think it’s out of place. Hopefully RTB can fix it.Tydeus wrote:The issue is with (I think) that specific Bigby model, and the wolf he turns into at the end of the story. Though I cant be sure if the wolf's detail lines are mirrored rather than just out of place.Escope12 wrote:I think so. I only tested it out with Bigby's model from The Wolf Among Us.RandomTBush wrote:Uh... Did I break the scaling for secondary UV mapping layers? I'll go see what I can do to fix that up, since the additional layers should've lined up fine (and did in a previous update).
Does this happen with the models from The Walking Dead Season 2 when you split the UV Layers as well?RandomTBush wrote:Okay, yeah, I definitely found the problem.
Turns out I had the wrong order for the UV mapping scale values (apparently it's 1-4-2-3 instead of 1-2-3-4?). I'm gonna check a bunch more things just to make sure (basically I gotta batch-process everything to see if I can find any models that don't just have "1" for its 2nd and 4th layers), then I'll upload the fix.
(EDIT: Welp, found a few models that cause the script to error, so I gotta work on fixing that too.)
Maybe, it is identical to The Wolf Among Us's, after all.Escope12 wrote:Does this happen with the models from The Walking Dead Season 2 when you split the UV Layers as well?
Code: Select all
Fixed the ordering for UV mapping layers so they're not being improperly scaled. Not fully tested, though.
Fixed models with vertex colours causing the script to pause for certain importers due to accidentally leaving in a break command.