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  1. enimaroah

    [Utility] SB3Utility (GUI + Script) Releases and Support Discussion

    1) Clothes are difficult! You should start with a simpler mod, like an accessory or studio item using an unskinned mesh. 2) Make sure to use the latest version of Sb3UGS. You wont get this here in this forum, as it is dead in regards of modding.
  2. enimaroah

    [Utility] SB3Utility (GUI + Script) Releases and Support Discussion

    It is a command line tool and part of Visual Studio, forgot its name. But you dont have to get the whole VS, Ram-0-Ram has posted it several times on discord.
  3. enimaroah

    [Utility] SB3Utility (GUI + Script) Releases and Support Discussion

    The simplest way would be to make separate exports with only a few meshes. The biggest map in KK was no problem for me to export it completely. The FBX is about 6MB, 128MB for textures. You could patch Sb3UGS with the LargeAddressAwareness. It is still 32bit.
  4. enimaroah

    [Utility] SB3Utility (GUI + Script) Releases and Support Discussion

    You can set the Materials to "(none)" for all selected meshes in a single action before export, or delete the textures in the file system afterwards.
  5. enimaroah

    [Utility] SB3Utility (GUI + Script) Releases and Support Discussion

    You can either delete the textures in the file system before import, or just ignore them in the workspace. So, what for?
  6. enimaroah

    [Utility] SB3Utility (GUI + Script) Releases and Support Discussion

    There is nothing special about bumpmaps in Sb3UGS. They are handled like any other texture. What the shader of a game does with it is another matter which would have to be discussed in a modding thread about PH. But I doubt that you will find modders here for discussion. As I said via pm, the...
  7. enimaroah

    [Utility] SB3Utility (GUI + Script) Releases and Support Discussion

    The differences between a SkinnedMeshRenderer and its Mesh can be leveled with "Align SMR" in the Mesh editor. This will recreate the bone list of the SkinnedMeshRenderer by using the information in the Mesh. This alignment was part of the Mesh selection before v1.11, but I found this part...
  8. enimaroah

    [Utility] 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...
  9. enimaroah

    [Patch] HF patches

    HF patches for PPD and PSP can be found in the [Illusion] PPD/PSP Mod Release Thread. I checked the DDL links and found them working fine.
  10. enimaroah

    [Utility] 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...
  11. enimaroah

    [Utility] 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.
  12. enimaroah

    [Utility] SB3Utility (GUI + Script) Releases and Support Discussion

    I imported all old DAE files I found, including one hallway for SBPR dated April 2016 from you without problem. Then I made a fresh export with many skinned meshes (front hair) and imported it without a problem. So I would guess that the error is related to your file or dependent files (namely...
  13. enimaroah

    [Utility] SB3Utility (GUI + Script) Releases and Support Discussion

    Shader parsing isn't very robust or flexible. So it possible that you dont see all attributes if you edited the shader manually and made other line breaks, etc.
  14. enimaroah

    [Utility] SB3Utility (GUI + Script) Releases and Support Discussion

    Sb3UGS v1.6.7 allows to add and remove Shader Keywords in the Material editor. - Thanks to plasticmind [The tooltip for ColorSpace in the Texture editor is also fixed.] Known issue: Shader Keywords are deleted with a wrong index - fixing Download Dont use: 1fichier Sources: Dont use...
  15. enimaroah

    [Utility] SB3Utility (GUI + Script) Releases and Support Discussion

    The problem for Sb3UGS is that these keywords cant be verified. Therefore, the keywords were shown as information only. Sure, I can let you add arbitrary strings there. And when adding strings is allowed then one should be able to delete them as well. Do you have any clue if the order of those...
  16. enimaroah

    [Utility] SB3Utility (GUI + Script) Releases and Support Discussion

    SB3UGS_v1.6.6 has been fixed to retain morph clip names when they include an underscore '_'. This again breaks compatibility to older FBX export files where morph clip names and morph keyframe names were appended, separated with an underscore '_'. Such names were generated with Sb3UGS v1.5.0 up...
  17. enimaroah

    [Utility] SB3Utility (GUI + Script) Releases and Support Discussion

    Thanks for your report! I wondered about this myself, but I had found examples ... was it in HM, SBPR... I dont know for sure. So to round this up, we would need to persist the changed choices for reuse in later sessions? And a button to restore the old defaults?