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Thread: SB3Utility (GUI + Script) Releases and Support Discussion

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    Modding Dai Shogun enimaroah's Avatar
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    SB3Utility (GUI + Script) Releases and Support Discussion

    Quote Originally Posted by The Hitchhiker's Guide to the Galaxy by Douglas Adams
    "and we'll be saying a big hello to all intelligent life forms everywhere ... and to everyone else out there, the secret is to bang the rocks together, guys. And of course, the big news story tonight is the sensational"
    SB3Utility(GUI+Script) made by Alamar with a few ideas and additions from enimaroah - me. Concepts and requirements have been posted at HF.

    Note: Currently all names written in bold face are referring to members of HongFire. This may change when members of ASF contribute in any form to it and will therefore be named likewise.

    Old news in the spoiler
      Spoiler:  

    What's New in SB3Utility(GUI+Script) 1.0.52?

    UnityPlugin:
    • Added support for compressed Asset Bundle files
    • Fixed crash after LoadAndSetMesh() for meshes unmatching current Avatar
    • Added renaming AssetBundle assets
    • Fixed CreateFrame() when replacing meshes if a Transform with the mesh's name already exists
    • Fixed FlareLayer size
    • Fixed creating Transform when Avatar had no entry for parent
    • Removed requirement of Avatar when creating and renaming Transforms
    • Fixed Log and Script window could vanish after being made floating and docking back
    • Fixed crash in FBX export for renderers with external meshes or no mesh at all, e.g. ParticleSystemRenderers - thanks to ramoram
    • Added Bone path of Transform to PathID info - requested by ayryz
    • Fixed SetRendererAttributes lightmap parameter
    • Fixed missing dependencies of ParticleSystemRenderer assets in AssetBundle


    Known Issues
    • Fbx exports of skinned meshes can have no weights on some vertices of submeshes behind the first.
      This is caused by an optimization of Unity. FbxSdk reverts this optimization on import. Replace and export again.
    • Ctrl-C/Ctrl-V dont work in the Log window and Command window when a unity file is loaded. Use Shift-Ctrl-C and Shift-Ctrl-V respectively.
    • UnityPlugin has memory leaks.
    • Windows 7 Home Premium x64 : SB3Utility opens but doesn't respond and the right side doesn't show the renderer window. Install SlimDX x86 manually!
    • FBX: For XAs, interpolation still doesn't have Euler Continuity.
    • Shortcut keys dont work in the Script window and Log window
    • Crashes aren't logged.
    • UnityPlugin handles Cubemaps as Texture2D and drops the m_SourceTextures.


    What's In?
    • Support for all Illusion games supported by the old SB3Utility plus HET, Musu, PPD / PSP, IW, RP, AA2, HM*, PC*, SBPR*, SecS*.
    • pp, xx and xa files can be dropped (or opened) directly.
    • Import formats: MQO (Metasequoia), X (DirectX), DAE1 (Collada), FBX1 (Autodesk), 3DS1 (3DMax), OBJ1, DXF1 (AutoCAD), NIF
      1) imported by FbxSDK
    • Export formats: All of the above except for 3DS. Morphs exported as MQO are named *.morph.mqo.
    • Dragging and dropping of frame hierarchies, meshes, materials and textures from and to the Object Tree and Workspace. Morphs and animations in the workspace have to be dropped into their own views for replacement.
    • Meshes are shown in the renderer which is based on directx. Skeleton bone animation is also visible. Submeshes are highlighted when selected.
    • Scripting allows automated modding; even without the GUI!

    What's Not In?
    • No xx filter, but you can bind animations to the correct gender with XX Lock & Map using regular expressions.
    • The animation track editor hasn't been ported, but there is a Keyframe editor and an extension written by ganota from UV. moff moff kindly reposted it here.

    What's Extra?
    • ODF/ODA support for TeaTime/FullTime games including morphs and animations.
    • FPK/REM/REA support for REAL/Interheart games including animations.
    • PPD_Clothes_Preview - lets you see selected clothes in the preview of PPD (HET?), SVIEX correction
    • *) UnityPlugin allows to edit Unity3d files, especially those in HM, PC, SBPR.


    Documentation:
    There is none, but you can find tutorials with examples for many games in the Glossary on HF and Glossary & Tutorials on ASF.

    Requirements:
    • Fonts: Microsoft Sans Serif, MS PGothic, Tahoma
    • .Net Framework 4.0
    • VC++ redistributables: 2010, 2012 (included in binary releases)
    • SlimDX 32bit (included in binary releases)

    Required until 0.4.42.42a:
      Spoiler:  
    VC++ 2010 redist., SlimDX's 32 bit Runtime for .NET4.0 or SDK at least from January 2012.
    Even if you run a 64-bit Windows, you must install the 32-bit version of SlimDX!

    SB3Utility and plugins download:

    SB3Utility repositories on github:
    • master - no versioning, no extra plugins
    • forked - no versioning, ODF and Aidroid plugins



    Big thanks from me to Alamar for starting development of SB3U a second time and working together with me; also to SSP, the inventor of the tools required to mod REAL games.
    Additional thanks to darkhound and Inquisitor for technical suggestions and comments.
    And thanks to the HF community for reporting errors and making suggestions for improvements.

    History of changes is included in the releases. I no longer maintain them here except for the predecessor.
      Spoiler:  

    SB3Utility(GUI+Script) 1.0.51
    • Added support for RGB24 BMP format - thanks to ramoram
    • Added Material editor multi selection handling - thanks to ramoram
    • Added extra exception handling after saving file to prevent double deletion - thanks to Syncroz
    • Added support for CharacterJoint assets
    • Changes in saving Unity files to allow creating mods
    • Fixed writing Mesh asset - mostly Unity5
    • Fixed Unity5 handling for Sprite
    • Fixed morph preview after replacing mesh - thanks to linkerman
    • Fixed AnimationClip list not showing changes for the same clip in other lines - thanks to linkerman
    • Added SetMaterialTextureAttributes() to set offset and scaling of textures - thanks to DillDoe
    • Fixed ConvertRenderer() in *.assets files
      [Pasting MeshRenderers into *.assets files drops Material references]
    • Added persisting status of View menu: Image/Renderer, Log, Script - thanks to izum1
    • Added locking gui layout - thanks to DillDoe
    • Added sorting file tabs by type and name - thanks to DillDoe
    • Added Materials to Texture Animator which is therefore now called MaterialTextureAnimator - thanks to aastaroth
    • Added three background choices in Texture editor - thanks to aastaroth
    • Changed "Select All Loaded" and "Unselect All" to include Material tab
    • Added editing of TextAssets and textual MonoBehaviours - thanks to navmesh


    Last edited by enimaroah; December 2nd, 2016 at 09:54 PM. Reason: added experimental version alpha

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    Re: SB3Utility (GUI + Script)

    Thanks for making this thread!
    Ignore This Signature

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    Re: SB3Utility (GUI + Script)

    Wonderful! I though it would take a long time before I would get my hands on SB3U again!

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    Modding Dai Shogun enimaroah's Avatar
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    Re: SB3Utility (GUI + Script)

    Quote Originally Posted by markantony View Post
    Please can you point out a piece of code with these fixes?
    Okay, I'll publish it soon. Hopefully today, because I will be off for a few days starting tomorrow.

    Quote Originally Posted by markantony View Post
    \Plugins\SB3UtilityPP\ppFormat.cs
    Code:
    93. private string Name { get; set; }
    Why private? Change to:
    Code:
    public string Name { get; protected set; }
    No See the overriding ToString() method. And there is no need to change the Name later.

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    Re: SB3Utility (GUI + Script)

    I uploaded the sources. So you can see the changes at latest commit 811a3d8ed0.

    Hm, why would you derive ppFormat and have new member Name!?

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    Re: SB3Utility (GUI + Script)

    What kind of problem is that? --> E_OUTOFMEMORY: Ran out of memory (-2147024882)
    This happen everytime, after I open an 15th or 20th xx files and no matter what I do, want to insert a mesh or insert/ replace a texture, etc., I get this wanrning message and SB3U is crashing.

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    Re: SB3Utility (GUI + Script)

    Quote Originally Posted by FutaBoy View Post
    What kind of problem is that? --> E_OUTOFMEMORY: Ran out of memory (-2147024882)
    This happen everytime, after I open an 15th or 20th xx files and no matter what I do, want to insert a mesh or insert/ replace a texture, etc., I get this wanrning message and SB3U is crashing.
    Every opening of a xx or xa needs memory and this memory is NOT released by closing the editor! The memory is still needed until the pp file is written and CLOSED.

    You can either save the pp file after your work on a few xx/xa units and restart SB3UGS afterwards (waiting for automatic garbage collection can take longer) or you could try to Reopen the pp file after saving and continue working without restart of SB3UGS.

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    Re: SB3Utility (GUI + Script)

    Quote Originally Posted by markantony View Post
    Q: What is a meaning of VertexListDuplicate? Should I use it while exporting mesh?
    The VertexListDuplicate holds all vertices of all submeshes, but the list is reduced by doublets. You dont need it for anything, but SB3UGS creates the list if the format of the xx expects the list to be present.

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    Re: SB3Utility (GUI + Script)

    Anybody have a way to peek inside of the EDCH files yet???

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    Re: SB3Utility (GUI + Script)

    An update with brand new features!

    Version 0.6.9 features:
    • Fix for bone selection after "Min Bones"
    • Fix for display of Bones, added visible full skeleton
    • Added deleting unused materials and textures with preview
    • Added workspace "Automatic Material Translation" and "Append Missing Materials And Textures"
    • Added synchronization of Workspaces
    • Added frame and bone matrix correction after transformation changes


    The newest feature is that bones are shown in three colours. Red still is the selected bone. The skeleton is shown completely. The old blue color shows bones which are used by the mesh, while the purple bones are only shown to view the full skeleton (bones without weights).

    Binaries for everyone - Unskinned meshes let this version hang. Fixing in progress.
    Sources for programmers
    Attached Images Attached Images
    Last edited by enimaroah; May 16th, 2014 at 03:41 PM.
    Inquisitor and FoolBoy like this.

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