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

Ok, I was able to make an edit of an already made accessory, now I want to make it into a new file to add it to the list and not replace the one I currently have. Anyone care to enlighten me on how to do this?
 
Ok, I was able to make an edit of an already made accessory, now I want to make it into a new file to add it to the list and not replace the one I currently have. Anyone care to enlighten me on how to do this?

It's nice you are working to create your mods but I fear you are posting it in wrong thread. I would recommend you to post it in HS-Mod Discussion thread. This thread is mostly about reporting bugs about the SB3UGS tool or suggestion to upgrade the SB3UGS.

To create a stand-alone mods you need to create new "Custom-List" so that it would replace any existing file. For more help and info, visit the link that I shared.

Thanks.
 
Hi,
May i ask for a feature that allow using script to rename TextAsset for multiple unity3d files
Thanks alot!
 
That could be even done in one script:
Code:
...
unityParser1 = ...
unityEditor1 = ...
idx = unityEditor1.ComponentIndex("name of TextAsset")
unityEditor1.SetAssetName(idx, "new name of that TextAsset")
unityParser2 = ...
unityEditor2 = ...
idx = unityEditor2.ComponentIndex("name of TextAsset")
unityEditor2.SetAssetName(idx, "new name of that TextAsset")
...
 
Thank you very much,that would be great
I 'm looking forward to using it ^^
 
Sb3UGS v1.4.1
allows to work with bigger textures. All previews show downscaled versions if one dimension is bigger than 1024. Mipmaps are used when present. These are of much higher quality than when Sb3UGS must downscale. The downscaling takes only one pixel (or pixel block for compressed formats) and skips the next few. Averaging would take too long. Especially compressed formats look ugly - that's the trade-off.
BigTexturesDownScaled.jpg
This downscaling is applied to the previews when browsing the Img tab of unity files, inside the Material & Texture editor and for rendering meshes. When dragging a texture into Sb3UGS for replacement, only DDS textures are downscaled. So for big BMP, PNG or TGA you could still run out of memory.

Although you can replace the textures even when you ran out of memory you can prevent that error by switching off all previews. I extended this to the preview in the Material & Texture editor. So you might replace very big textures without need to use the script version of Sb3UGS.

And ...
  • Fixed DDS textures having at least one dimension being not a power of two
  • Fixed a crash when saving Unity game files (not AssetBundle files) after replacing a texture - thanks Dr.Bloodmoney

Download:
megafileupload, sendspace

Sources:
megafileupload, sendspace
 
Is there a way to upgrade the tool that all Texture "Colorspace" set to 0 from 1? Like similar with multiple material handling and shadow handling for multi meshes? I am not good with scripts. Thanks
 
Sure, not a problem. I will add this, along with a fix for a crash of "Refresh" in Material & Texture editors. Shouldn't take long.
 
Thank you very much for keep updating the tool
Btw i don't mean to rush you ,i just want to remind in case you forgot my sugestion about rename TextAsset :P
Hi,
May i ask for a feature that allow using script to rename TextAsset for multiple unity3d files
Thanks alot!
 
The example for renaming doesn't require an update of Sb3UGS. It is all in. My 'could' just meant the combining the renaming of several TextAssets in one script. But the functionality is already present.
 
SB3UGS_v1.4.3:

  • Fixed missing texture in mtl file for OBJ exports - thanks to ramoram
  • Added experimental import of TIFF files
  • Added experimental import and export of BMP subformat RGBAHalf and RGBAFloat

Download:
sendspace, 1fichier
 
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SB3UGS_v1.4.3:

  • Fixed missing texture in mtl file for OBJ exports - thanks to ramoram
  • Added experimental import of TIFF files
  • Added experimental import and export of BMP subformat RGBAHalf and RGBAFloat

Download:
sendspace, 1fichier

Just tested the HDR format, it becomes pure black in game, maybe the shader I'm testing don't accept HDR formats.
 
Last edited:
Thanks for testing, but no! Have a look into the output_log.txt file and you can see that the texture can not be created.

d3d11: failed to create 2D texture id=330 w=2048 h=1024 mips=1 d3dfmt=0 [80070057]
d3d11: failed to create 2D texture view id=330 [80070057]

I reported in the HS modding discussion about this, and I am currently not sure where this format fails. But I also lack of tools for verification. Gimp 2.9.5 is no help yet. I haven't found any export plugins for this version.

But the reason might be that at least a BITMAPV4HEADER is required. My tests were made using only the old header and therefore it wasn't possible to set LCS_CALIBRATED_RGB and logical color space information.
 
SB3UGS_v1.4.4:

  • Added support for texture formats RGBAHalf and RGBAFloat, DDS import / export - thanks to cyberbeing and plasticmind
  • Changed PNG import to convert to RGBAHalf and RGBAFloat when the filename ends with the format name - thanks to them again!
Download:
sendspace, 1fichier

Sources:
sendspace, 1fichier
 
Last edited:
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I get this error when I try to export a mesh and the textures in texture tab shows a "white page with red cross in centre" only fix is I have to close and open the tool again and chance of occurrence of this error is like moderate.

Log:
Code:
Texture creation failed for mt_tele_01 with DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
No display of submeshes with more than 64k vertices! Error: DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
Texture creation failed for mt_zakka_isu_00 with DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
No display of submeshes with more than 64k vertices! Error: DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
Texture creation failed for mt_esutejyou_yane_01 with DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
No display of submeshes with more than 64k vertices! Error: DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
Texture creation failed for mt_esutejyou_yane_00 with DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
No display of submeshes with more than 64k vertices! Error: DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
Texture creation failed for mt_esutejyou_rezi_00 with DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
No display of submeshes with more than 64k vertices! Error: DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
Texture creation failed for mt_esutejyou_kabe_00 with DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
No display of submeshes with more than 64k vertices! Error: DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
Texture creation failed for mt_esutejyou_kabe_01 with DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
No display of submeshes with more than 64k vertices! Error: DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
Texture creation failed for mt_tele_00 with DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
No display of submeshes with more than 64k vertices! Error: DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
Texture creation failed for mt_tele_00 with DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
 
The red cross indicates an error when something goes wrong with a conversion into a supported format. Sb3UGS doesn't support all formats of Unity, neither in the previews nor for export.

But I have no idea why it works when you start fresh.
 
SB3UGS_v1.5.0

Massive internal changes, therefore I increased the second number in the version. Although I tested several games, be careful. If you find something odd please let me know.

Changes:
  • Added support for Unity 5.4.2 files
    changed assets: Avatar, MeshRenderer, SkinnedMeshRenderer, ParticleSystem,
    AnimationClip, AnimatorController, AudioMixer, Light
  • Added more attributes to dialog for MeshRenderer and SkinnedMeshRenderer
  • Added Animator editor tab and moved related attributes from Frame editor into it
  • Added selection of AnimatorControllers in Animator editor tab
  • Fixed missing AssetBundle asset entries of Animator.m_Controller
  • Changed Material attribute Emission influence halved in renderer
  • Changed asset names LinkToGameObject222 -> CanvasRenderer, LinkToGameObject223 -> Canvas,
    LinkToGameObject225 -> CanvasGroup, MultiLink -> RectTransform
  • Added support for In-Between Blend Shapes by conversion to flat blend shapes
Download
1fichier, sendspace

Sources:
1fichier, sendspace
 
**Added support for Unity 5.4.2 files
changed assets: Avatar, MeshRenderer, SkinnedMeshRenderer, ParticleSystem,
AnimationClip, AnimatorController, AudioMixer, Light
**Changed Material attribute Emission influence halved in renderer

Does this also fix the shining floor problem I am having trouble with? Or it relates only to renderer window in SB3UGS tool? I posted a problem in HF mod discussion? I suspect this might have to do with new update of HS that I have installed.
 
No, I dont think that the update has anything to with it. Illusion used the same Unity version 5.3.5f1. But of course, this version might cause your problem.

This is why I recommend to use Unity editor. You can edit material effects and see them directly as in the games. Using Sb3UGS for this takes much longer. In Unity editor, when you are ready you will either know what to set in the game files with Sb3UGS, or you can build your project and use Copy & Paste in Sb3UGS with the assets you created.

The only alternative you have is to use a material effect of the game by copying the material and filling it with your textures. Your textures must be same colour depth and probably must use the same attributes.

If you want others to help you, I would recommend to create an item/map with only one mesh with that problem. No other mesh, no extra materials or textures.
 
SB3UGS_v1.5.2

Since v1.5.1 was released just for testing of the tangent functions here are the changes of both versions since v1.5.0. All changes are included as in every release in the ChangeLog.txt.

[1.5.2]
  • Changed FBX export and import of in-between blendshapes
  • Added in-between blendshapes support in Morph editor, removed "One Blendshape" option
  • Fixed deleting morph keyframe not deleting morph vertices
  • Fixed crash when pasting Animator from non-AssetBundle file - thanks to Snooley
  • Added information in Animation editor for morphs
  • Changed loading of compressed AnimationClips which was formerly aborted
[1.5.1]
  • Added "Copy & Paste" support for: AnimatorController - thanks to ramoram
  • Fixed crash when opening an "Material & Texture Animator"
  • Added Tangent flipping functions in Mesh editor - thanks to zeaska

- you might need to block adexchangetracker.com to prevent popping up nonsense. Damn ImageBam
- picload.org produces advertising right in the image
http://photobucket.com/ wants me to register
postimage.org ???

Sorry, no images here. This is annoying.


Download
1fichier, sendspace
Code:
SHA256: 0702D6BAFE58A953B4EC6A5EC74F32731266EFC601073411558B4D919D5EABF0
Sources
1fichier, sendspace
 
Last edited:
EDIT: Nevermind, this is probably fixed already in a more recent version. I thought I had the most recent version but it's way past 1.4.4.
 

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Along with a complete change of the MonoBehaviour editor in v1.5.3 (which is now using a TreeView) I added immediate name resolution of the new path id.
EditMonoBed8d9.jpg
I would recommend to use v1.5.10 or later.
 
Along with a complete change of the MonoBehaviour editor in v1.5.3 (which is now using a TreeView) I added immediate name resolution of the new path id.
EditMonoBed8d9.jpg
I would recommend to use v1.5.10 or later.

Woah, that's amazing. Easier to read too.
 

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