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

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

    Hello guys,

    I really need some help with a specific problem. I want to extract a full individual mesh of a character that is made in SBPR into AutoCAD. I know how to open the body file and export it, but how do i get the full mesh (with height value ect.). Am I using the right program or is there a better way? I cant find any information about exporting an individual mesh.

    If you have a link for a tutorial or something, that would be very nice.

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

    I tried to download few times with no success. Are there other options to get this new version?

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

    The last version in this thread is pretty outdated. I am mostly active on HF.

    I might update this thread later again, but you can always find the latest version in the release post of Sb3UGS. Note the section labeled Experimental Versions.
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    Sb3UGS is complete now. Support for old Illusion games has been implemented.
    The DirectX11 version is all you need, especially if you have Win10 with Anniversary update. The newest version is available only on HF.
    Obsolete version with DirectX9 renderer can be found here (v1.0.54epsilon), but this version will not be continued.

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

    SB3UGS_v1.7.8

    • Fixed selecting the first file when closing an editor and other editors were present
    • Fixed deleting Transforms crashed when unloaded MonoBehaviours were present in childs
    • Fixed crashes in CreateMod and ApplyMod for Unity5+ files
    • Fixed two crashes after ReplaceMeshRenderer when Transforms had been moved before
    • Added support for LineRenderer and TrailRenderer assets - AssetBundle entries unchecked!
        Spoiler: http://www.hongfire.com/forum/forum/hentai-lair/hf-modding-translation/86573-sb3utility-releases-and-discussion?p=5822810 

      The support for the two assets means that when a material used by one of them is deleted the link is correctly set to null by Sb3UGS instead of pointing to a random asset or even to a non-existing one. Additionally you can edit the Attributes and Materials of them in the Mesh editor.


    Download:
    1fichier, ge.tt

    Sources:
    1fichier, ge.tt
    Ignore This Signature
    Sb3UGS is complete now. Support for old Illusion games has been implemented.
    The DirectX11 version is all you need, especially if you have Win10 with Anniversary update. The newest version is available only on HF.
    Obsolete version with DirectX9 renderer can be found here (v1.0.54epsilon), but this version will not be continued.

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

    Is there really no Chinese?

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

    I have met one. Was it just an illusion?
    Ignore This Signature
    Sb3UGS is complete now. Support for old Illusion games has been implemented.
    The DirectX11 version is all you need, especially if you have Win10 with Anniversary update. The newest version is available only on HF.
    Obsolete version with DirectX9 renderer can be found here (v1.0.54epsilon), but this version will not be continued.

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

    Hello, hope it's ok to ask my question here. Been trying on my own for two days, but can't quite solve my problem.

    Have version 1.7.9 (tried with 1.7.1 also). Trying to install playhome trial uncensor, which tells us to use SB3UGS_v1.7.1 to replace several files:

    "dds files in
    PlayHomeTrial\PlayHomeTrial_Data\StreamingAssets\custommaterial\cf_m_body_00ph

    mqo files in
    PlayHomeTrial\PlayHomeTrial_Data\resources.assets"

    I open the respective file, drag and drop the replacements, and a script gets generated.

    I open a command prompt and run this command from the SB3UGS directory: SB3UtilityScript.exe SB3UtilityGUI.autosavescript.txt

    Every time I get the following response: "Couldn't find plugin for FormUnity3D<>"

    Help! Please!

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

    @enimaroah

    Lately I found how to export from Blender->Unity->Asset Bundle directly, but the asset bundles created with Unity export with only blue bones. Vanilla ABs and ABs modded with SB3UG have some purple bones.

    What defines the bone color in SB3UG?

    The blue bones only AB I created right now works just fine ingame, but I feel like I'm missing something.

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

    Bones drawn purple are NOT present in the SkinnedMeshRenderer. Sb3UGS renderers them just for a better understanding.

    If all bones are drawn blue it means that they are present in the SkinnedMeshRenderer. This does NOT imply any bone weights, and if a bone is not used by any vertex it could be deleted. But the colour would still be blue.
    Ignore This Signature
    Sb3UGS is complete now. Support for old Illusion games has been implemented.
    The DirectX11 version is all you need, especially if you have Win10 with Anniversary update. The newest version is available only on HF.
    Obsolete version with DirectX9 renderer can be found here (v1.0.54epsilon), but this version will not be continued.

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

    Ohhh, I see, and here I was thinking it could cause issues.

    Thanks for the answer!

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