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English Forum => Other games => Topic started by: lolwat on July 12, 2015, 00:18



Title: Rocket League
Post by: lolwat on July 12, 2015, 00:18
(http://s15.postimg.org/v2v2e4quz/header.jpg)

Hi there,

I THINK the game is encrypted, but since I can't tell for sure, I uploaded some packages, so someone may confirm (or see the error log, perhaps it will tell).
The game besides the usual .UPK files, has some .WEM files on the CookedPC folder, never saw this before.

Error returned by uModel:

Code:
assertion failed: CompressedChunks.Num()

FUE3ArchiveReader::FUE3ArchiveReader <- UnPackage::UnPackage:TAGame/CookedPCConsole/Body_Backfire_SF.upk, ver=867/9, game=8000 <- UnPackage::LoadPackage:TAGame/CookedPCConsole/Body_Backfire_SF.upk <- CUmodelApp::ShowPackageUI <- Main:umodel_version=352

Code:
assertion failed: CompressedChunks.Num()

FUE3ArchiveReader::FUE3ArchiveReader <- UnPackage::UnPackage:TAGame/CookedPCConsole/Boost_Flowers_SF.upk, ver=867/9, game=8000 <- UnPackage::LoadPackage:TAGame/CookedPCConsole/Boost_Flowers_SF.upk <- CUmodelApp::ShowPackageUI <- Main:umodel_version=352

Files: https://mega.co.nz/#!KR9nlBQQ!wT_AdwDC1U_juVNvPzxnxe00Oc1nCD9qm-suf8iGdeE

Thanks!!


Title: Re: Rocket League
Post by: Gildor on July 12, 2015, 02:00
The packages for this game are encrypted. Executable is okay.


Title: Re: Rocket League
Post by: lolwat on July 13, 2015, 22:40
Thanks for checking out, Gildor!  :)


Title: Re: Rocket League
Post by: seed_87 on August 01, 2015, 08:16
Hey guys,

Sorry for bumping an old thread but, are encrypted packages an uncommon thing? Why not all games encrypt their packages then in order to avoid them being read by external programs such as UE Viewer?

I would really like it if rocket league were compatible with UE Viewer, it has pretty awesome car models I dont think are availiable on any other UE-viewer-compatible UE3 game (or am I wrong?)

Thanks!


Title: Re: Rocket League
Post by: Gildor on August 01, 2015, 09:10
Yes, encryption is uncommon thing. Sometimes online games doing encryption, and I think that's not for UModel protection (they could be unaware about my tool at all), but to prevent game modifications and cheating.

Read my answer to similar question in this thread - http://www.gildor.org/smf/index.php/topic,2808.0.html


Title: Re: Rocket League
Post by: seed_87 on August 01, 2015, 09:52
Ah, i see. makes sense for them to avoid online cheating and such. Thanks for the quick reply gildor!

Any other UE Viewer compatible game with nice car models off the top of your head? If not, no problems! U've helped a lot, thanks again :)


Title: Re: Rocket League
Post by: mr.pecel on September 17, 2015, 05:35
Is this mean, this game never supported by umodel? Oh crap because the cars model are so cool.....
(Sorry for my bad english)


Title: Re: Rocket League
Post by: Gildor on September 17, 2015, 08:25
Is this mean, this game never supported by umodel?
Yes.


Title: Re: Rocket League
Post by: warrantyvoider on December 05, 2015, 21:58
http://imgur.com/G2JZqBl

got the key from a friend, now f*ck AES!^^

https://github.com/zeroKilo/RLExplorerWV

greetz WV

PS:this is for coders only, I dont plan on making a toolset out of this, also object data itself is still encrypted, gotta find out the key, then I can maybe add that too... all creditz goto JAckBAuer for the key


Title: Re: Rocket League
Post by: Gildor on April 24, 2016, 12:17
Hi guys.
For those who interested in this game - mark2580 has provided me his finding about Rocket League.

There's a decryptor for Rocket League packages, which allows to open files later in UModel:
https://www.reddit.com/r/RocketLeague/comments/3v9d10/rocket_league_upk_decryptor_datamined_car_hitbox/

(http://puu.sh/osKqL/c6a5f13660.jpg)

All credits to mark2580 and to the author of Reddit page, perhaps to some other people too. Not to me :)

More pics here (https://mega.nz/#F!tM4TWTIY!efhqpWpqXXTpy0tKV82wZA).

Just in case I've attached the program and its source code to this post.

[вложение удалено Администратором]


Title: Re: Rocket League
Post by: TeCar on June 05, 2016, 21:06
Hi guys.
For those who interested in this game - mark2580 has provided me his finding about Rocket League.

There's a decryptor for Rocket League packages, which allows to open files later in UModel:
https://www.reddit.com/r/RocketLeague/comments/3v9d10/rocket_league_upk_decryptor_datamined_car_hitbox/

(http://puu.sh/osKqL/c6a5f13660.jpg)

All credits to mark2580 and to the author of Reddit page, perhaps to some other people too. Not to me :)

More pics here (https://mega.nz/#F!tM4TWTIY!efhqpWpqXXTpy0tKV82wZA).

Just in case I've attached the program and its source code to this post.

When I open the file in UE viewer I just get smaller images (not original size) with low quality, is there something I'm missing?


Title: Re: Rocket League
Post by: Gildor on June 05, 2016, 22:11
When I open the file in UE viewer I just get smaller images (not original size) with low quality, is there something I'm missing?
Yes. You can find an answer in FAQ.


Title: Re: Rocket League
Post by: TeCar on June 05, 2016, 22:42
When I open the file in UE viewer I just get smaller images (not original size) with low quality, is there something I'm missing?
Yes. You can find an answer in FAQ.

I've read it now more than 4 times and totally don't get it. Is there a extra I have to type in, or what?  ???


Title: Re: Rocket League
Post by: Gildor on June 05, 2016, 22:51
http://www.gildor.org/projects/umodel/faq#texturing


Title: Re: Rocket League
Post by: TeCar on June 05, 2016, 22:53
http://www.gildor.org/projects/umodel/faq#texturing

Exactly what I've already read. Seems not clear to me.


Title: Re: Rocket League
Post by: Gildor on June 05, 2016, 23:18
There should be probably some .tfc files. These files contains hi-res data for textures. UModel tries to use them, and if these files are missing, it will print a message to the log window. Simply read a few recent lines in a log (there's no reason to read everything) to probably understand what's wrong.


Title: Re: Rocket League
Post by: TeCar on June 05, 2016, 23:26
There should be probably some .tfc files. These files contains hi-res data for textures. UModel tries to use them, and if these files are missing, it will print a message to the log window. Simply read a few recent lines in a log (there's no reason to read everything) to probably understand what's wrong.

Where do i get the .tfc files from? I thought they were in the .upk files?


Title: Re: Rocket League
Post by: Gildor on June 05, 2016, 23:37
Sometimes textures are FULLY in upk, sometimes hi-res parts of them are in .tfc. I'm unsure about THIS game, I never saw it by myself. Just check the log, it will say something like "Loading Texture2D ..." and then "TFC file is missing" or "Loading ... from TFC".


Title: Re: Rocket League
Post by: TeCar on June 05, 2016, 23:43
Sometimes textures are FULLY in upk, sometimes hi-res parts of them are in .tfc. I'm unsure about THIS game, I never saw it by myself. Just check the log, it will say something like "Loading Texture2D ..." and then "TFC file is missing" or "Loading ... from TFC".

(https://i.gyazo.com/ca07a67c9d726cc71882ff04c4726479.png)

On your screenshots I can see hi-res images, so obviously I'm doing something wrong.  ???


Title: Re: Rocket League
Post by: Gildor on June 05, 2016, 23:48
In your shot I can see that UModel tries to get "textures.tfc" and "textures2.tfc" files, but they are missing.

On your screenshots I can see hi-res images, so obviously I'm doing something wrong.  ???
These are not my screenshots. One guy sent them to me, with information about possibility to load the game in UModel. I think I mentioned that in my post.


Title: Re: Rocket League
Post by: TeCar on June 05, 2016, 23:56
In your shot I can see that UModel tries to get "textures.tfc" and "textures2.tfc" files, but they are missing.

On your screenshots I can see hi-res images, so obviously I'm doing something wrong.  ???
These are not my screenshots. One guy sent them to me, with information about possibility to load the game in UModel. I think I mentioned that in my post.

Apparently I'm dumb, the files where right under my nose. Sorry for wasting your time.  :-[


Title: Re: Rocket League
Post by: Gildor on June 05, 2016, 23:58
 ;D


Title: Re: Rocket League
Post by: STARRACE777 on October 27, 2016, 13:29
so  i was using the decryptor but i am unable to load up a lot of different files
for example i was trying to load a car so i was typing this:
umodel -path=C:\Users\owner\Desktop\New folder Body_Marauder_SF.upk.unpacked

but it would give me an error



Title: Re: Rocket League
Post by: Gildor on October 27, 2016, 15:22
Your command line is not correct. In short,
Code:
-path=some directory with spaces
should be replaced with
Code:
-path="some directory with spaces"

Try using UI instead, but perhaps you'll need to rename *.upk.unpacked files back to *.upk.


Title: Re: Rocket League
Post by: STARRACE777 on November 01, 2016, 15:30
i am on a different computer now so i used a different file
i tried it with the new line
but it gave me this error
(the only difference between the old line and the new line is that the file name is different)



******** Loading object Material3'body_takumi_ii_SF.MAT_Takumi_II_HeadlightLens' ********

ERROR: Package "body_takumi_ii_SF.upk": wrong name index 437852183
UnPackage::SerializeFName:pos=0000AB02 <- FPropertyTag<< <- CTypeInfo::SerializeProps <- UObject::Serialize <- LoadObject:Material3'body_takumi_ii_SF.MAT_Takumi_II_HeadlightLens', pos=AB02, ver=868/12, game=8000 <- UObject::EndLoad <- LoadWholePackage:body_takumi_ii_SF <- Main:umodel_version=478



Title: Re: Rocket League
Post by: AlanMW on January 03, 2017, 13:28
i am on a different computer now so i used a different file
i tried it with the new line
but it gave me this error
(the only difference between the old line and the new line is that the file name is different)



******** Loading object Material3'body_takumi_ii_SF.MAT_Takumi_II_HeadlightLens' ********

ERROR: Package "body_takumi_ii_SF.upk": wrong name index 437852183
UnPackage::SerializeFName:pos=0000AB02 <- FPropertyTag<< <- CTypeInfo::SerializeProps <- UObject::Serialize <- LoadObject:Material3'body_takumi_ii_SF.MAT_Takumi_II_HeadlightLens', pos=AB02, ver=868/12, game=8000 <- UObject::EndLoad <- LoadWholePackage:body_takumi_ii_SF <- Main:umodel_version=478



I am having the same issue. It seems to be only a recent issue and it only seems to effect the car model UPK files. I assume it is an issue with Umodel because it used to work in the past.


Title: Re: Rocket League
Post by: Gildor on January 03, 2017, 14:54
UModel officially doesn't support this game. I see you're using vert old version of UModel. It is not possible that the same UModel version used to work, but stopped - any regression could appear only after updating the UModel.
Also I see that THE GAME was updated - older screenshots shows version 868/11, now I see 868/12. This this is definitely issue with updated game, not with UModel.


Title: Re: Rocket League
Post by: AlanMW on January 03, 2017, 17:25
Thanks for the reply, his was from a month ago, I have the most recent version 526. I bet you are correct that it's an issue with the game though; caused by an update. Maybe I can talk with the guy who made the decryption program to see if he can take a second look at it. Otherwise, I guess we are out of luck.


Title: Re: Rocket League
Post by: Gildor on June 14, 2018, 16:02
Hi guys.
I've merged Rocket League support into UModel. It has been contributed on github (https://github.com/gildor2/UModel/pull/73) by AltimorTASDK.
I didn't test it myself (I don't have the game), so I've just reviewed the code and merged it. As far as I understand, now UModel should open Rocket League packages with no problems at all, and without a requirement for external decrypting tools.


Title: Re: Rocket League
Post by: 8coils on July 03, 2018, 17:38
Hi guys.
I've merged Rocket League support into UModel. It has been contributed on github (https://github.com/gildor2/UModel/pull/73) by AltimorTASDK.
I didn't test it myself (I don't have the game), so I've just reviewed the code and merged it. As far as I understand, now UModel should open Rocket League packages with no problems at all, and without a requirement for external decrypting tools.

Hi Gildor !
I tried and this is what I get :

(https://i.imgur.com/Ilidtrs.png)

so I don't think it's still working :(

any idea ? thanks

edit : I also tried this tool (https://github.com/AltimorTASDK/UModel/releases/tag/rocketleague) and no luck :

(https://i.imgur.com/6k2U0Wf.png)

But Rocket League got updated in the meantime so that could be the reason :/


Title: Re: Rocket League
Post by: Gildor on July 03, 2018, 17:44
Hi,
I have no idea. I've just merged the code, and didn't try it myself (I don't have the game).


Title: Re: Rocket League
Post by: 8coils on July 03, 2018, 18:21
Hi,
I have no idea. I've just merged the code, and didn't try it myself (I don't have the game).

poop
ok thanks, I'll try to get in touch with AltimorTASDK on reddit/github to see if he can update his stuff.
have a nice day !

ps : if you want an UPK file to play with I can provide one ;)


Title: Re: Rocket League
Post by: 8coils on July 04, 2018, 16:49
Fixed in the last version ! thanks <3


Title: Re: Rocket League
Post by: dtkav on August 24, 2018, 07:42
There's something wrong with the UV maps for wheels in rocket league.
I believe this is problem is based in umodel (not in blender, or file conversion), as the viewer includes the error.
(https://i.imgur.com/iKaUC45.jpg)
I think the model has UVs that overlap, causing the wheel rim texture to be sampled again on the rubber.
The behavior is more clear if we look at the UVs in blender:
(https://i.imgur.com/5V3bEaC.jpg)

If I manually split these UV islands into different materials, then it works fine, but it's very time consuming.
I'm looking for help to submit a fix to umodel, or for separating these islands in an automated way.
Any ideas?


Title: Re: Rocket League
Post by: Gildor on August 24, 2018, 09:31
Most likely the wheel material has UV scale somewhere. This is not a bug in UModel.


Title: Re: Rocket League
Post by: dtkav on August 24, 2018, 09:55
Hi Gildor - thanks for your help and quick reply! Great software :)
I still don't understand how it isn't a umodel bug if the viewer displays the model wrong. I am pretty new to this, so sorry if I don't understand right away.

Some additional information: the UV islands overlap each other and there is only one material on the mesh (and one uv set).
Maybe they are doing something special to filter the UVs for either (textures: RimDiffuse, RimNormal, RimRGB) or (textures: TireDiffuse, TireNormal).

I can't figure out why they didn't just use two materials.

Here are the mat and props.txt - I don't see anything about scales though.
Code:
Diffuse=Wheel_Yuzo_D
Normal=Wheel_Yuzo_N
Code:
ScalarParameterValues[0] = {}
TextureParameterValues[5] =
{
    TextureParameterValues[0] =
    {   
        ParameterName = RimDiffuse
        ParameterValue = Texture2D'wheel_yuzo.Wheel_Yuzo_D'
        ParameterInfo =
    }   
    TextureParameterValues[1] =
    {   
        ParameterName = RimNormal
        ParameterValue = Texture2D'wheel_yuzo.Wheel_Yuzo_N'
        ParameterInfo =
    }   
    TextureParameterValues[2] =
    {   
        ParameterName = RimRGB
        ParameterValue = Texture2D'wheel_yuzo.Wheel_Yuzo_rgb'
        ParameterInfo =
    }   
    TextureParameterValues[3] =
    {   
        ParameterName = TireDiffuse
        ParameterValue = Texture2D'wheel_yuzo.Rubber_01_nonpaint_D'
        ParameterInfo =
    }   
    TextureParameterValues[4] =
    {   
        ParameterName = TireNormal
        ParameterValue = Texture2D'wheel_yuzo.Rubber_01_nonpaint_N'
        ParameterInfo =
    }   
}
VectorParameterValues[1] =
{
    VectorParameterValues[0] =
    {   
        ParameterName = CustomColor
        ParameterValue =
        {
            R = 0.397775
            G = 0.384295
            B = 0.32086
            A = 1
        }
        ParameterInfo =
    }   
}
Parent = None
BasePropertyOverrides =
FlattenedTexture = None
MobileBaseTexture = None
MobileNormalTexture = None
bUseMobileSpecular = false
MobileSpecularPower = 16
MobileSpecularMask = MSM_Constant (0)
MobileMaskTexture = None


Title: Re: Rocket League
Post by: Gildor on August 24, 2018, 10:04
Hi Gildor - thanks for your help and quick reply! Great software :)
Thanks :)
Quote
I still don't understand how it isn't a umodel bug if the viewer displays the model wrong. I am pretty new to this, so sorry if I don't understand right away.
It displays MATERIAL wrong, not model. Materials are displayed only approximately - in some cases you'll see my "checker" texture, and this won't be a bug.

I'm not parsing materials. And it seems it has scaling of UV by factor of 2 somewhere, what can't be seen by UModel.


Title: Re: Rocket League
Post by: dtkav on August 24, 2018, 10:30
Ah, my mistake. I didn't realize that displaying materials approximately was intended.

Quote
And it seems it has scaling of UV by factor of 2 somewhere, what can't be seen by UModel.
If it were purely scaling, wouldn't the UVs still overlap after being scaled? AFAICT the texture applies to two areas at once because the UVs overlap. It seems there is no way to separate them without doing it manually.
The tire UVs go from x=-2048 (outside of texture) to 2048 (right side of the image), and the rims are from x=0 to x=2048. This is why you can see the rims where the rubber should be with the rims texture.
(https://i.imgur.com/5V3bEaC.jpg)

It does look right after splitting the two overlapping UV islands into separate materials, and then applying the textures (a manual process):
(https://i.imgur.com/tHDvXgH.png)


Title: Re: Rocket League
Post by: Gildor on August 24, 2018, 10:50
Well, scaling might be not "x 2" but "x 0.5", plus offset. It's obvious.

Earlier I saw some UE3 games with packed 4 texture maps into a single texture - diffuse, normal, specular, etc. And material had to separate them and pass to appropriate shader channels. I think here's something similar.