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

  1. #41
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    Re: SB3Utility (GUI + Script)

    Quote Originally Posted by enimaroah View Post
    Sb3UGS's DirectX9 renderer suffered from the W10 Anniversary update like older Illusion games. And when I replaced all functionality using DirectX11 the texture format conversion didn't support TGA format any longer. Removed with DX10. I might convert TGA manually, but this has no high priority.

    Priority has HS support. The way Materials and Texture were separated from meshes is currently not supported by SB3UGS.
    That's too bad, as I still open and extract quite a number of older Illusion game files. Guess I'll have to remember to keep an older copy of SBUGS for that.

  2. #42
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    Re: SB3Utility (GUI + Script)

    Thankfully I have 1.053Kappa and for me it's good version.... Like Sinbad.... I intend to re-work the old illusion maps again for HS this time testing a theory to tackle with texture flicker problem..... So no problem for me having two tools (old and latest version).....

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    Re: SB3Utility (GUI + Script)

    The last DirectX9 version to keep would be SB3UGS_v1.0.54epsilon which can be downloaded on megafileupload.

    As soon as HS support is stable I will consider updating older plugins, especially pp files and everything around the older engine. But I guess TGA support would be a first. I doubt that support for games from REAL/Interheart and TeaTime/FullTime are missed. So I let those aside.
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    花は桜木 人は武士 Aastaroth's Avatar
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    Re: SB3Utility (GUI + Script)

    Quote Originally Posted by enimaroah View Post
    Sb3UGS's DirectX9 renderer suffered from the W10 Anniversary update like older Illusion games. And when I replaced all functionality using DirectX11 the texture format conversion didn't support TGA format any longer. Removed with DX10. I might convert TGA manually, but this has no high priority.

    Priority has HS support. The way Materials and Texture were separated from meshes is currently not supported by SB3UGS.
    Hi enimaroah! Meet here again in anime-sharing. What a pity that HF is being suffered from time to time.
    Just have two questions:

    1) Just wonder, when you study the HS files, do you get any hints how the submeshes are externally linked to the material file?
    I suppose PathIDs are used, though they are not visible in the current SB3UGS.
    What I can do now is using copy-paste function to transfer the materials (with its shaders) to the submesh files.
    So far so good, but if we can use the official way, it is always nicer. (I think it also helps in performance too)

    2) This is something related to 1). Sometimes when we copy-paste things to other files, it gives that "it was not built with the right version..." error in output log.
    I know this is fixable by trying 0-3 in inventory offset, but do you find clues that helps without blind-guessing? I just want to know a bit more in this matter, nothing in the top priority.

    Once again, thank you so much for the consistent updates of SB3UGS.


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

    Hello aastaroth,

    yeah, it looks like our home forum can hardly be used now. So I am grateful to have AS.

    In Unity files there is a pointer concept. Such a pointer consists of a FileID and a PathID. Inside of the same file the FileID is 0. So an internal material for a submesh has a FileID=0. External references have a FileID not equal to 0 and can be resolved by a using a table inside the file which contains external CABStrings or file paths. If no assets are selected use Options / "View Data" to see this table. The PathID is a unique identifier for every asset inside the file. PathIDs are visible in Sb3UGS for Texture2D, Material, Shader and Mesh assets in the selections.

    Unity files without any material get a new type entry for the first Material asset when you paste one into the file. This new entry is the reason for denying the file. But I couldn't find out an exact rule to implement a solution. I will search for this missing rule a bit later. External materials and textures will come next.
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    花は桜木 人は武士 Aastaroth's Avatar
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    Re: SB3Utility (GUI + Script)

    Thanks a lot for the explanation

    Finally imported a map to HS and to be honest, the standard shader in unity 5 is truly powerful. I just need only ONE shader for several hundreds of materials of my map!

    Argh, this is not why I am posting here though. Actually I encountered a bug when I import materials from the fbx file.
    It seems that the MainTex texture slot has its "scale" changed from 1,1 to 0,0 after the batch copying process using an existing material as an template. The scale is located in the small box highlighted in the picture.

    Attachment 12146

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    Re: SB3Utility (GUI + Script)

    Yes, the texture scaling in FBX files is supported and considered. I will check if that part has been broken in the v1.1.0.

    Edit:
    Checked, and it works as intended for me.

    Select a texture, then switch to the placing tab in the Attribute editor (right hand side). The scaling is labeled "Repeat UV".
    TexScaling01.jpg
    When I exported all and merged the material into the file by using drag and drop into the Object Tree the scaling was correctly changed.

    Which tool created your FBX file with the material?

    Edit2:
    But Sb3UGS's renderer isn't showing that scaling. I could add this in no time.
    Last edited by enimaroah; September 11th, 2016 at 01:20 PM.
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    花は桜木 人は武士 Aastaroth's Avatar
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    Re: SB3Utility (GUI + Script)

    Hmmm... actually it was the fbx file I exported from SBPR's Lorelei map, so yeah, the tool is SB3UGS itself (although I am using 1.0.54 delta, not the latest version)

    Not all materials are incorrectly re-scaled though. Some of them don't re-scale, some of them do. But I cannot find any reason behind this. I didn't even edited the fbx file before re-importing the material.

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    Re: SB3Utility (GUI + Script)

    That is good, because then I can fix it Although I have seen correct rescaling in Bumpmap, MainTex and SpecularMap there must be something wrong.

    Do you have the name of the Unity file / Animator / Mesh or Material? Or could you attach the export? I cant remember where Lorelei was singing; none of the files contains 'Rhein' anywhere!?
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    花は桜木 人は武士 Aastaroth's Avatar
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    Re: SB3Utility (GUI + Script)

    ItemObj_map_Lorelei in SexyBeachPR\abdata\studio\Item\ItemMod if you have downloaded the SBPR DOA map mod before.

    Or you can download from here Edit: oops, should be this one (v2.00 not v1.51):

    https://mega.nz/#!js0FHLCA!f6K0rS8Yx...ZCQDGq7H26Tyxw

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