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English Forum => Other games => Topic started by: BallisticGE0RGE on October 14, 2014, 18:47



Title: Borderlands the PreSequel
Post by: BallisticGE0RGE on October 14, 2014, 18:47
Borderlands the PreSequel has some issues exporting static and skeletal meshes. Can this be fixed? I did have success exporting textures however, and a handful of skeletals made it through.


Title: Re: Borderlands the PreSequel
Post by: Gildor on October 14, 2014, 19:05
What about posting some error reports etc? I didn't get any reports regarding to that game.
By the way, try to override the game using -game=border or from UI on umodel startup - in 50% of cases that helps when working with sequel of some game.


Title: Re: Borderlands the PreSequel
Post by: BallisticGE0RGE on October 14, 2014, 21:22
Here's the error I get.

https://dl.dropboxusercontent.com/u/363754/gildor_error.jpg

I did put the border tag, additionally I went through the whole game with the batch command, and hardly if any static or skeletals came out.

I'm hoping it's something I'm doing wrong, as I need these assets to make more episodes of this show. https://www.youtube.com/watch?v=H0gkraziZnM


Title: Re: Borderlands the PreSequel
Post by: freemanpro on October 14, 2014, 21:39
download new umodel.. wtf i see not umodel cliet !!!


Title: Re: Borderlands the PreSequel
Post by: BallisticGE0RGE on October 14, 2014, 21:58
Okay....here's an error with the new updated version (sorry) https://www.dropbox.com/s/dvx3bv6d90zyqbz/gildor_error2.jpg?dl=0


Title: Re: Borderlands the PreSequel
Post by: BallisticGE0RGE on October 14, 2014, 23:00
Here's a copy of the error just in case

Trying to allocate 856628688 bytes
appMalloc:size=856628688 <- FArray::Empty:71385724 x 12 <- TArray::SerializeSimple <- TRawArray<< <- FStaticMeshVertexStream3<< <- FStaticMeshLODModel<< <- TArray::Serialize:0/1 <- UStaticMesh3::Serialize <- LoadObject:StaticMesh3'InnerCore_combat00.Opha_Badass_Back', pos=918EDF, ver=832/46, game=8015 <- UObject::EndLoad <- LoadWholePackage:InnerCore_combat00 <- Main:umodel_version=270

I had it set to Override Game Detection, Unreal 3, Borderlands 2, no luck.

Package compression Auto, Platform PC (it's PC Version of BLPS).

Any ideas anyone?

This happens on mulitple packages, too.

Trying to allocate 656670720 bytes
appMalloc:size=656670720 <- FArray::Empty:10944512 x 60 <- TArray::Serialize:0/0 <- TRawArray<< <- FStaticMeshUVStream3<< <- FStaticMeshLODModel<< <- TArray::Serialize:0/1 <- UStaticMesh3::Serialize <- LoadObject:StaticMesh3'Outlands_P.LoaderMissile', pos=26FD1BB, ver=832/46, game=8015 <- UObject::EndLoad <- LoadWholePackage:Outlands_P <- Main:umodel_version=270


Title: Re: Borderlands the PreSequel
Post by: Chrono on October 14, 2014, 23:45
I'm getting errors as well with it on the PC version. Here is the full error (too long to post on the forums):
http://pastebin.com/78iv7Lnr

Here is the targeted file:
https://www.dropbox.com/s/gwkbin33shgqqlm/Meriff_P.upk?dl=0


Title: Re: Borderlands the PreSequel
Post by: BallisticGE0RGE on October 15, 2014, 00:10
I'm getting errors as well with it on the PC version. Here is the full error (too long to post on the forums):

Off topic, but while we wait on a response from Gildor, what are you working with these assets on Chrono?


Title: Re: Borderlands the PreSequel
Post by: Gildor on October 15, 2014, 13:19
It's very interesting that the game engine version in new Borderlands is the same as in Borderlands 2.

One question. Are you trying PC version of Borderlands?


Title: Re: Borderlands the PreSequel
Post by: BallisticGE0RGE on October 15, 2014, 16:53
Yeah it's the PC version.


Title: Re: Borderlands the PreSequel
Post by: Chrono on October 17, 2014, 04:10
Is there any files you'd need to make this compatible Gildor?


Title: Re: Borderlands the PreSequel
Post by: BallisticGE0RGE on October 19, 2014, 03:29
Is it possible to fix? What would you need? I really need these assets :S


Title: Re: Borderlands the PreSequel
Post by: Gildor on October 19, 2014, 11:27
The list of required files could be found in FAQ. By the way it's highly unlikely that I'll support this game soon - I'm too busy with other things.
I've added this game to my "todo" list a few days ago
https://trello.com/c/ttZiV1Cx/84-borderlands-3


Title: Re: Borderlands the PreSequel
Post by: Chrono on October 21, 2014, 21:32
I don't know if you'll get to it, but here is a copy of the game .exe, core.upk file and engine.upk:
https://mega.co.nz/#!kh9ziDjY!EYyW1eqT6OxkPuPoLa_pufWPiRW5lxs03PekOzsCeUo


Title: Re: Borderlands the PreSequel
Post by: Gildor on October 22, 2014, 11:43
Thank you. Could you post a few packages with textures, meshes and animations too?


Title: Re: Borderlands the PreSequel
Post by: Chrono on October 22, 2014, 19:28
Thank you. Could you post a few packages with textures, meshes and animations too?

Here is a copy of files. If they are following the BL2 packaging, one of these should have textures, animations, static meshes and skeletal meshes (I believe the _combat file does):
https://mega.co.nz/#!l0cUQaza!F_3e1kPSO55NxZrrhDgVB56y3S1McWQR5HO0kA5xsMs

I will also upload the chartextures.tfc and textures.tfc in a second as well.


Title: Re: Borderlands the PreSequel
Post by: Gildor on October 22, 2014, 19:39
Thank you. I think tfc files are not needed.
Also I can see that everything except static meshes is working well, so you may (until I'll support this game in the future) use "-nostat" option or disable static mesh loading from UI.


Title: Re: Borderlands the PreSequel
Post by: Chrono on October 22, 2014, 19:59
Thanks, I can't wait to see it!


Title: Re: Borderlands the PreSequel
Post by: BallisticGE0RGE on October 23, 2014, 05:27
everything except static meshes is working well

Wait really? I couldn't even get skeletal meshes to work...I'll try more, maybe I'm doing something wrong.

Edit - Ooohhh. Okay, this makes things a little better. The old GUI and Batch Command wasn't exporting skeletal meshes at all. The new GUI is AMAZING though! And it did export the skeletal meshes no problem.

I'd be grateful to get the static meshes too but can thankfully wait on those. Gildor, you're amazing. And I owe you a much deserved donation for your awesome software.


Title: Re: Borderlands the PreSequel
Post by: Grendor on January 13, 2017, 09:44
Hey uhm, sorry to bump an old topic, but static mesh models are kind of important to my project featuring this game. Is there any chance they can be supported soon?


Title: Re: Borderlands the PreSequel
Post by: Gildor on January 13, 2017, 09:47
I'm not planning to work on this game.


Title: Re: Borderlands the PreSequel
Post by: Grendor on January 14, 2017, 05:17
Oh...well...is there any way to extract static models other than umodel?


Title: Re: Borderlands the PreSequel
Post by: Grendor on September 22, 2019, 02:16
Hey. Since things have advanced a bit more in terms of understanding Unreal Engine 3, now onto 4, I figured it couldn't hurt to see if you could have a second look at this. I got all required files as described in the FAQ to determine things, including the PKGTOOL output. Here's a link to the archive. Hope we can finally get the static meshes, I've been waiting a long time to find a way to do so...

https://www.dropbox.com/s/u7bp3e884jr2uty/BLPS.7z?dl=0


Title: Re: Borderlands the PreSequel
Post by: spiritovod on September 16, 2021, 01:50
Apparently static meshes can be fixed by using Bioshock3 processing in FStaticMeshVertexStream3. The Pre-Sequel is using exactly the same approach and with that change the game is fully supported. Not sure how this can be used conditionally for the game, since ArVer and ArLicenseeVer are the same as for Borderlands 2, so here is specific build (link (https://drive.google.com/file/d/1Jezk3JPTU5PyFMfUtsrP2ucEygqF-Edr/view?usp=sharing)) - no special override is required, it will auto-detect the game.