This project provides a stand-alone program for converting *.d3dmesh
, .d3dtx
and *.skl
from Telltales The Walking Dead: The Telltale Definitive Series (TTDS) into valid glTF 2.0 and PNG files, which can be read by various 3D programs, including Blender.
This application is based on Random Talking Bushs Telltale Games "Almost-All-In-One" Model Importer.
This application currently has no graphical user interface, meaning it needs to be operated on the command line. Support for other operating systems than Windows is possible, but case-sensitive file systems (e.g. most Linux distributions) are not currently supported.
It only supports version 55 of these file formats, i.e. it is limited to The Walking Dead: The Telltale Definitive Series and possibly The Walking Dead: The Final Season (untested).
Although the glTF format is widely supported, this application is mainly aimed at providing suitable files for importing them into Blender. Some textures contain alpha channels and those are not supported by default, e.g. hair textures need to be manually set up.
There are still issues with certain files of TTDS, ranging from missing string-CRC64 mappings or unrecognized formats. Please open up an issue when such an issue was encountered.
Either download the latest executable (triggers anti-virus warnings) or compile it yourself.
Rustup is required for compiling and the compilation can be started by executing cargo build --release
in the root directory of this repository.
The final executable can be found in target\release\d3dmesh-to-gltf.exe
.
Execute d3dmesh-to-gltf.exe -h
to print the command reference.
By default, the folder input
lying next to the executable is searched for *.d3dmesh
, .d3dtx
and *.skl
files (without any directories).
Ideally, all files inside this directory originate from the same archive file (e.g. WDC_pc_WalkingDead404_txmesh.ttarch2
(*.d3dmesh
and *.d3dtx
) and WDC_pc_WalkingDead404_data.ttarch2
(*.skl
)).
This program can not convert *.ttarch2
files, but other programs like the Telltale Explorer can do the job.
Note that the referenced textures can be stored in different .ttarch2
files, e.g. a .d3dmesh
in WDC_pc_WalkingDead101_txmesh.ttarch2
might reference textures in WDC_pc_WalkingDead203_txmesh.ttarch2
.
The output is written by default to the folder output
, which will contain a pair of *.gltf
and *.bin
files for each *.d3dmesh
and *.skl
file in the input folder.
The textures are placed as *.png
in the output/textures
folder.
Note that the textures are referenced by the *.gltf
files, i.e. the textures
folder always needs to reside next to these files.
Additionally, log files (*.log
) are placed into the output folder as well.
These can be useful when errors were printed to the console during execution and provide further detail.
Note: although this program is heavily multi-threaded, converting the files form a single *.ttarch2
file can take a long time.
This mainly boils down to the texture conversion steps and PNG-compression.
For this reason, the automatic generation of height maps from normal maps is disabled by default.
This generation approximates a height map by using a normal map as a starting point.
The implementation is based of this paper.
The basis of this implementation is the Telltale Games "Almost-All-In-One" Model Importer by Random Talking Bush and the string-CRC64 mappings are re-used in this project.