http://db.tt/tatLugIV
This is a plugin for the Noesis 3D viewer.
If you don't know what it is, just google "noesis xentax" and you'll find some links.
It supports both importing from the xx format (all versions) and exporting to the xx format, though version 3 only. SB3U can deal with the version conversion.
All meshes are fully imported with a hardcoded frame structure.
Each mesh is created in its own frame under SCENE_ROOT (for consistency with the rest of Illusion's files)
Material light properties are currently hardcoded.
Automatically importing textures may be somewhat difficult, as dds files are not supported by SB3U (haven't tested dds files on the yuusha). Consequently, I try to convert everything to png wherever possible. It loads the textures based on the texture path specified by the imported model, and usually this will be the same directory as the model file.
It does not support bones, but that is planned.
Yuusha Modding Blog
Digital yuusha modding archives. Some AG3 clothes editor talk, but nothing about AG3 in general.
Yuusha doesn't like uppercase texture names
Yes, so if your texture extension is like "BMP" or "TGA", it won't load.
Illusion formats
Looking at the games that illusion has released over the past decade, a pattern of changes can be seen.
The oldest games didn't pack any files into archives, and most of them used directx 32-bit or 64-bit format for their models. Most of the earlier des blood series and a couple games like dancing cats used this format.
Later on, binary formats started to be used, although they used the .x extension.
Biko2, Requiem hurts, and Brutish mine used files with headers OBJF, OBJI, OBJG, OBJX. Though, the files were still unpacked.
Games like des blood 4 used fpk + tbl files, which can be opened with IGFTool or khayyam.
All DB4 models used OBJN format, which can be read with khayyam.
Then when A-ga, des blood VR, biko 3, and artificial girl 2 came around, they started packing files in PP archives using tbl files for indexing (I think that's what they're for). All of the models were done in OBJM format, which can be read with khayyam or exported using JS2mesh (no bones)
Finally, battle raper 2 and oppai slider 2, and all games up to now, are packed in the familiar PP format which doesn't rely on tbl files. The xx model format began to be used, and is still in use even now. SB3Utility, PPextract, illusion wizard, and illusion morpher are the tools that are mainly used for these archives/models.
Will they continue to use this format? Or perhaps develop a newer format in the next release? Who knows.
The oldest games didn't pack any files into archives, and most of them used directx 32-bit or 64-bit format for their models. Most of the earlier des blood series and a couple games like dancing cats used this format.
Later on, binary formats started to be used, although they used the .x extension.
Biko2, Requiem hurts, and Brutish mine used files with headers OBJF, OBJI, OBJG, OBJX. Though, the files were still unpacked.
Games like des blood 4 used fpk + tbl files, which can be opened with IGFTool or khayyam.
All DB4 models used OBJN format, which can be read with khayyam.
Then when A-ga, des blood VR, biko 3, and artificial girl 2 came around, they started packing files in PP archives using tbl files for indexing (I think that's what they're for). All of the models were done in OBJM format, which can be read with khayyam or exported using JS2mesh (no bones)
Finally, battle raper 2 and oppai slider 2, and all games up to now, are packed in the familiar PP format which doesn't rely on tbl files. The xx model format began to be used, and is still in use even now. SB3Utility, PPextract, illusion wizard, and illusion morpher are the tools that are mainly used for these archives/models.
Will they continue to use this format? Or perhaps develop a newer format in the next release? Who knows.
Importing non-human characters
I took some animal models from @HomeMate that had a complete bone structure and added some hitareas and defined limb properties.
It is not perfect, and a more thorough understanding of weights will be required, but for the most part basically anything that has a suitable skeleton can be animated.
Only did a horse for now.
It is not perfect, and a more thorough understanding of weights will be required, but for the most part basically anything that has a suitable skeleton can be animated.
Only did a horse for now.
SB3Utility Tips: Using workspaces effectively
Workspaces are more than just a temporary place to copy things from one object to another, or to import objects or animations. One of the most powerful features is their ability to store entire objects and can be loaded quickly by simply dropping the workspace onto SB3U. The following are some ways I use SB3U workspaces.
SB3Utility Tips: Wrong material assignment when importing meshes
This issue comes up when you're trying to add new meshes to an xx that already has meshes and materials set up. However, this can be easily resolved by specifying a mesh material offset.
Sanae
This is a simple python script that allows users to
- Import 3D objects
- Edit 3D objects (limited to the functions I define)
- Export 3D objects
It provides a standardized way for me to import/export 3D objects and easily expandable to include more 3D formats.
There are many import/exports tools out there for various formats, but for my own purposes, I only need a fast way to convert other formats to MQO or directx. And so I wrote this.
There are many import/exports tools out there for various formats, but for my own purposes, I only need a fast way to convert other formats to MQO or directx. And so I wrote this.
Mesh U-16 research
I don't know the terms, so I will just use the term "mesh" to describe a group of "objects", where an object consists of a set of vertices and faces, since from the SB3U interface I can see that a single mesh can contain multiple objects. Well, I will update the terminology when I figure it out.
It is located near the top of the window when you click on the mesh tab.
There are 16 bytes in this string as well
It is located near the top of the window when you click on the mesh tab.
There are 16 bytes in this string as well
Subscribe to:
Posts (Atom)