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English Forum => Unreal engine 4 => Topic started by: patopeixe on October 24, 2015, 04:39



Title: Street Fighter V
Post by: patopeixe on October 24, 2015, 04:39
Hello  :)
I can't seem to open the .pak in the Street Fighter V Beta, I get an error saying encrypted PAKs are not supported. So, no chance for SFV supports?  :'(


Title: Re: Street Fighter V
Post by: Gildor on October 24, 2015, 09:08
Hello,
Yes, encrypted paks are not be supported, and not planned for support. UE4 uses "AES" encryption algorithm for that.


Title: Re: Street Fighter V
Post by: Darko on October 24, 2015, 18:07
Hello,
Yes, encrypted paks are not be supported, and not planned for support. UE4 uses "AES" encryption algorithm for that.

The only way is that someone decrypts the pak.


Title: Re: Street Fighter V
Post by: patopeixe on October 24, 2015, 22:58
Hello,
Yes, encrypted paks are not be supported, and not planned for support. UE4 uses "AES" encryption algorithm for that.

Alright, thanks anyawy  :)

The only way is that someone decrypts the pak.

How would one go about that?


Title: Re: Street Fighter V
Post by: TFLAlexis on October 25, 2015, 06:16
I have overheard that the key to decrypt the PAKs is "KIWIKIWIKIWIKIWIKIWIKIWIKIWIKIWI"...

You can probably use Unrealpak with the preprocessor macro AES_KEY set to "KIWIKIWIKIWIKIWIKIWIKIWIKIWIKIWI"


Title: Re: Street Fighter V
Post by: patopeixe on October 25, 2015, 18:12
Managed to open the models, but something's not right  ;D

(http://i.imgur.com/j76lzDs.png)


Title: Re: Street Fighter V
Post by: moogan on October 25, 2015, 20:43
Great job, I wonder how you did it.
I've tried everything I could, even trying out various 3d ripping software.


Title: Re: Street Fighter V
Post by: Gildor on October 25, 2015, 20:49
So many people have registered today to post in this thread! I feel myself like outsider on my own forum :)


Title: Re: Street Fighter V
Post by: moogan on October 25, 2015, 20:56
So many people have registered today to post in this thread! I feel myself like outsider on my own forum :)

Sorry, I'm really curious, because I've wasted 6 hours today trying to get anything... got only some texture files and spheres.. lots and lots of spheres. x)



Title: Re: Street Fighter V
Post by: Gildor on October 25, 2015, 21:01
I can say that currently there's no code exists in UModel which was targeted to support some particular UE4 game. All games are supported "as is", with code created for support of "vanilla" UE4. But of course that signals that Epic did a great job with new engine, so companies don't need to modify anything at least with mesh formats for their own needs.


Title: Re: Street Fighter V
Post by: patopeixe on October 25, 2015, 21:24
So many people have registered today to post in this thread! I feel myself like outsider on my own forum :)

Your fault for making an awesome tool  ;D

Anyway, even though the models weren't displaying correctly they exported fine. They're textured from what I gather but the costumes don't have color, so I assume they're set in-game through code for easier management of palette swaps. I could be completely wrong since I have no clue what the fuck I'm doing though  ;D ;D ;D

Complete rip of the models. Comes with all materials and textures. You will have to apply materials yourself though.

Where are the .uasset files?
I removed them because they were useless, since there are files that the models need that weren't in them. If you want .uasset files you need to have the game.

I downloaded the models before, should I download them again?
Yes! A lot of materials that weren't in last time are in now, like materials for character's bracelets, teeth, eyelashes and eyebrows. Nothing is left out this time.

What format are the models?
.fbx

How do I rip the models myself?
Step 1: Download the game.
Step 2: Download QuickBMS by Luigi Auriemma (http://aluigi.altervista.org/quickbms.htm)
Step 3: Use this QuickBMS script (http://aluigi.altervista.org/bms/unreal_tournament_4.bms) to extract the .pak file that comes with the game.
Step 4: Use Gidor's Umodel (http://gildor.org/projects/umodel) to extract models, materials and textures from the .uasset files.
Step 5: Open them in 3ds max and run the PSK importer script that comes with Umodel.
Step 6: Have fun :buckteeth:

(http://i.imgur.com/UZL5ALR.png)
https://mega.nz/#!yoBDXJrD!xSjEQJ17zPYkZB_OtgwpU3qPq11mqhfgRNO_o-z0dZc (https://mega.nz/#!yoBDXJrD!xSjEQJ17zPYkZB_OtgwpU3qPq11mqhfgRNO_o-z0dZc)

(http://i.imgur.com/b2uFivi.png)
https://mega.nz/#!Gwgn3I6Y!jqLgrdC4YOhEeU0t3KvzyItb1VbcQvhS1gqq0H4VO1c (https://mega.nz/#!Gwgn3I6Y!jqLgrdC4YOhEeU0t3KvzyItb1VbcQvhS1gqq0H4VO1c)

(http://i.imgur.com/eAthIFn.png)
https://mega.nz/#!C9p0AA6D!_sFxyb_lw03Adi4Mb5YPJ6wMLnHOovw8amFWpj4TymY (https://mega.nz/#!C9p0AA6D!_sFxyb_lw03Adi4Mb5YPJ6wMLnHOovw8amFWpj4TymY)

(http://i.imgur.com/ReaQI5p.png)
https://mega.nz/#!3pwSSJwT!nBVX6-hscvFypFjzQKLUfuqHW4KVOGFaVa4Lu8S9qsI (https://mega.nz/#!3pwSSJwT!nBVX6-hscvFypFjzQKLUfuqHW4KVOGFaVa4Lu8S9qsI)

(http://i.imgur.com/D8Cf82R.png)
https://mega.nz/#!utRHma6Q!QpsM7Dw8n0PRDzhgAq3IYtjOokkoC2t0B-bW0WXhHsY (https://mega.nz/#!utRHma6Q!QpsM7Dw8n0PRDzhgAq3IYtjOokkoC2t0B-bW0WXhHsY)

(http://i.imgur.com/TaJSVWs.png)
https://mega.nz/#!GkBXiA4K!CAteqLJMlJJSJylZPXZIUtmXazvTgNu-30DjTu3_3z8 (https://mega.nz/#!GkBXiA4K!CAteqLJMlJJSJylZPXZIUtmXazvTgNu-30DjTu3_3z8)

(http://i.imgur.com/I18fhng.png)
https://mega.nz/#!ntYTCTrK!zjBjfbEDrg2XQXTPsK_sOQDu_oTE_LWGrybC7_1GKCU (https://mega.nz/#!ntYTCTrK!zjBjfbEDrg2XQXTPsK_sOQDu_oTE_LWGrybC7_1GKCU)


Title: Re: Street Fighter V
Post by: moogan on October 25, 2015, 21:32
:O This is awesome!

Kudos for getting it done. x)

Cammy fbx link is dead. Just so you know.


Title: Re: Street Fighter V
Post by: patopeixe on October 25, 2015, 21:35
:O This is awesome!

Kudos for getting it done. x)

Cammy fbx link is dead. Just so you know.

Should be fixed now!  ;)


Title: Re: Street Fighter V
Post by: Darko on October 25, 2015, 21:38
I was able to get cammy:

(http://i.imgur.com/5A13oSS.jpg)

psk's are huge (3.6 megas) and geometry is better than sfIV crap.

Set UE4 to UE4.5 and you won't have problems to export ;).


Title: Re: Street Fighter V
Post by: moogan on October 25, 2015, 22:05
I don't mean to bother you, but would you please upload the other uassets too? That'd be really great.


Title: Re: Street Fighter V
Post by: Gildor on October 25, 2015, 22:18
Managed to open the models, but something's not right  ;D
I've reproduced this issue in viewer, checking it now.

I don't mean to bother you, but would you please upload the other uassets too? That'd be really great.
I think it's worth to post a command line for extraction of pak file with a key. I think it would enough for most people.



Title: Re: Street Fighter V
Post by: patopeixe on October 25, 2015, 22:41
I don't mean to bother you, but would you please upload the other uassets too? That'd be really great.

Sure. Just edited the post! Also including psk files too with the FBX, and not embedding textures anymore.

I think it's worth to post a command line for extraction of pak file with a key. I think it would enough for most people.
I used the UnrealPak that comes with Unreal Engine to extract the pak, didn't need to use any key at all. There's a version compiled by reddit user Altimor specifically for this so people don't have to download the whole engine though:

https://mega.nz/#!Sd9DVDja!I3sdxg4VGWg3k3qryghPTtnkj5Z3UjRKeZKoo-sr3S4 (https://mega.nz/#!Sd9DVDja!I3sdxg4VGWg3k3qryghPTtnkj5Z3UjRKeZKoo-sr3S4)


Title: Re: Street Fighter V
Post by: moogan on October 25, 2015, 22:45
I don't mean to bother you, but would you please upload the other uassets too? That'd be really great.

Sure. Just edited the post! Also including psk files too with the FBX, and not embedding textures anymore.

Yeah! Awesome! Thanks a bunch!


Title: Re: Street Fighter V
Post by: Gildor on October 25, 2015, 23:19
I've checked for reasons of bad mesh appearance in the viewer. The reason is that the mesh has 8 weights per bone instead of standard 4. This UE4 feature is not yet supported.


Title: Re: Street Fighter V
Post by: patopeixe on October 25, 2015, 23:51
I've checked for reasons of bad mesh appearance in the viewer. The reason is that the mesh has 8 weights per bone instead of standard 4. This UE4 feature is not yet supported.

Hopefully it will be eventually  ;D

Also: added Karin to the list of ripped models  :)


Title: Re: Street Fighter V
Post by: Mandalorian on October 26, 2015, 00:12
I need some help. I have successfully extracted the pak with UnrealPak. but when I try to view a model crash (override 4.5)

Wrong tag in package: 0550778E
FPackageFileSummary<<:Ver=0/0 <- UnPackage::UnPackage:StreetFighterVBeta/Content/Chara/NSH/SkelMesh/01/Mesh/NSH_01.uasset, ver=100000/0, game=0 <- UnPackage::LoadPackage:StreetFighterVBeta/Content/Chara/NSH/SkelMesh/01/Mesh/NSH_01.uasset <- CUmodelApp::ShowPackageUI <- Main:umodel_version=411


Title: Re: Street Fighter V
Post by: hargau on October 26, 2015, 08:17
Yeah I get the same error. My unpacked files look different (looking at them through a hex editor) than patopexie's. I'm guessing I'm not extracting the pak correctly? I've tried the UE4 one as well as the one uploaded on mega.

Any help would be appreciated.

Thanks!


Title: Re: Street Fighter V
Post by: Gildor on October 26, 2015, 10:07
I need some help. I have successfully extracted the pak with UnrealPak. but when I try to view a model crash (override 4.5)

Wrong tag in package: 0550778E
...
I think you've extracted them incorrectly. I see no UnrealPak command line anywhere in this thread - perhaps you've used a wrong one.


Title: Re: Street Fighter V
Post by: Mandalorian on October 26, 2015, 11:27
I use this command line in urealpak

I:\DOWNLOADS\GAMES\Street fighter V\Engine\Binaries\Win64>UnrealPak.exe "StreetFighterVBeta-WindowsNoEditor.pak" -extract "C:\Users\Administrador\Desktop\extract"

extraction seems done correctly, but I get this:

Wrong tag in package: CDCDCDCD
FPackageFileSummary<<:Ver=0/0 <- UnPackage::UnPackage:StreetFighterVBeta/Content/Chara/BLR/SkelMesh/Common/Mesh/BLR_SKL.uasset, ver=100000/0, game=0 <- UnPackage::LoadPackage:StreetFighterVBeta/Content/Chara/BLR/SkelMesh/Common/Mesh/BLR_SKL.uasset <- CUmodelApp::ShowPackageUI <- Main:umodel_version=411

[вложение удалено Администратором]


Title: Re: Street Fighter V
Post by: Gildor on October 26, 2015, 11:32
I see no encryption key passed anywhere. Don't expect to extract data correctly without it.


Title: Re: Street Fighter V
Post by: Mandalorian on October 26, 2015, 14:59
patopeixe could you indicate how successfully extract the pak. thanks!


Title: Re: Street Fighter V
Post by: patopeixe on October 26, 2015, 17:41
Try using this precompiled version of UnrealPak by reddit user Altimore:
https://mega.nz/#!Sd9DVDja!I3sdxg4VGWg3k3qryghPTtnkj5Z3UjRKeZKoo-sr3S4

I just used the one that came with Unreal Engine 4.9 though.


Title: Re: Street Fighter V
Post by: Darko on October 26, 2015, 20:06
Use this bms script instead:

Code:
# Unreal Tournament 4 (script 0.3.3)
# script for QuickBMS http://quickbms.aluigi.org

# set your AES_KEY here as text or C string ("\x11\x22...")
set AES_KEY binary ""
if AES_KEY == ""
    get NAME basename
    if NAME & "StreetFighterVBeta"
        set AES_KEY binary "KIWIKIWIKIWIKIWIKIWIKIWIKIWIKIWI"
    endif
endif

goto -0x2c
get DUMMY longlong
get OFFSET longlong
get SIZE longlong
getdstring HASH 20

goto OFFSET
callfunction GET_NAME 1
get FILES long

for i = 0 < FILES
    callfunction GET_NAME 1
    savepos TMP_OFF
    get OFFSET longlong
    get ZSIZE longlong
    get SIZE longlong
    get ZIP long    # ???
    getdstring HASH 20
    get CHUNKS long
    if CHUNKS > 1
        for x = 0 < CHUNKS
            get CHUNK_OFFSET longlong
            get CHUNK_END_OFFSET longlong
            putarray 0 x CHUNK_OFFSET
            putarray 1 x CHUNK_END_OFFSET
        next x
    endif
    get ZERO byte

    comtype zlib    # redefine because we use comtype copy later

    if CHUNKS > 1
        get CHUNK_SIZE long
        putvarchr MEMORY_FILE SIZE 0
        log MEMORY_FILE 0 0
        append
        for x = 0 < CHUNKS
            getarray CHUNK_OFFSET 0 x
            getarray CHUNK_END_OFFSET 1 x
            math CHUNK_ZSIZE = CHUNK_END_OFFSET
            math CHUNK_ZSIZE - CHUNK_OFFSET
            if AES_KEY != ""
                encryption aes AES_KEY "" 0 32
                math CHUNK_ZSIZE x 32
            endif
            clog MEMORY_FILE CHUNK_OFFSET CHUNK_ZSIZE CHUNK_SIZE
        next x
        append
        encryption "" ""
        log NAME 0 SIZE MEMORY_FILE
    else
        # the file offset points to an entry containing
        # the "same" OFFSET ZSIZE SIZE ZIP HASH ZERO fields,
        # just an additional backup... so let's skip them
        savepos BASE_OFF
        math BASE_OFF - TMP_OFF
        math OFFSET += BASE_OFF
        if AES_KEY != ""
            encryption aes AES_KEY "" 0 32
            math ZSIZE x 32
        endif
        if ZIP == 0
            comtype copy    # for AES encryption to avoid the aligned garbage
            clog NAME OFFSET ZSIZE SIZE
        else
            clog NAME OFFSET ZSIZE SIZE
        endif
        encryption "" ""
    endif
next i

startfunction GET_NAME
    get NAMESZ signed_long
    if NAMESZ >= 0
        getdstring NAME NAMESZ
    else
        math NAMESZ n NAMESZ
        math NAMESZ * 2
        getdstring NAME NAMESZ
        set NAME unicode NAME
    endif
endfunction

And this is Cammy in action in MikuMikuDance:

https://www.youtube.com/watch?v=rQtfCRkXEks


Title: Re: Street Fighter V
Post by: patopeixe on October 26, 2015, 21:12
Hahahaha! Did you need to rig her or is this with the default rigs?


Title: Re: Street Fighter V
Post by: patopeixe on October 26, 2015, 21:41
Hey Gildor, I think found another bug on Umodel with Street Fighter V.

When you try to extract a character model, say, Cammy for instance, Umodel doesn't export the MASK, SRMA and SSS textures and instead get's the SRMA texture from another character (Ryu's SRMA file in this case).

If I isolate the Cammy character folder from the rest of the game Umodel ignore's Ryu's SRMA file since it can't get it, but still doesn't export the SRMA, MASK and SSS textures.

Is this supposed to be happening?


Title: Re: Street Fighter V
Post by: Gildor on October 26, 2015, 21:52
When you try to extract a character model, say, Cammy for instance, Umodel doesn't export the MASK, SRMA and SSS textures and instead get's the SRMA texture from another character (Ryu's SRMA file in this case).
UModel exports assets which are linked to a mesh. I'm using quite tricky way of detection of textures which are used by material - it is not possible to support it in a proper way without doing full support for all material expressions, which is probably never will be done. So, perhaps the material mapped to your mesh is "too tricky" for UModel and you must use your brains and hands to do export.

Also, in UE3 each package had its own unique name. In UE4 package names could be reused, but full package path is considered to distinguish them from each other. To be able to use full path, you'll need these paths to be on your hard drive. When you use PAKs they are always there. If you've extracted some assets from the game and placed them to directories with different names, package paths cannot be used, and UModel will locate package by its name, ignoring the path, so wrong material or texture could be picked.


Title: Re: Street Fighter V
Post by: patopeixe on October 26, 2015, 22:13
So, perhaps the material mapped to your mesh is "too tricky" for UModel and you must use your brains and hands to do export.

Not my brainsss  ;D

When you use PAKs they are always there. If you've extracted some assets from the game and placed them to directories with different names, package paths cannot be used, and UModel will locate package by its name, ignoring the path, so wrong material or texture could be picked.

That's what's weird. The wrong texture (Ryu's) only comes with the export when all the files are in the right place!  ???



Just tried exporting the textures that are missing manually, and while it works, I get a message:
"bad texture (no mipmaps)"


Title: Re: Street Fighter V
Post by: Gildor on October 26, 2015, 22:19
Just tried exporting the textures that are missing manually, and while it works, I get a message:
"bad texture (no mipmaps)"
You should see and error message in UModel's log if you're loading such texture into a viewer. It should describe what's wrong with it. For UE3 that usually means "missing TFC file" (in some games all texture mips are there). In UE4 that could be unsupported texture format, like HDR texture etc.


Title: Re: Street Fighter V
Post by: Darko on October 27, 2015, 07:26
Hahahaha! Did you need to rig her or is this with the default rigs?

Deffault rig.


Title: Re: Street Fighter V
Post by: bajm on November 03, 2015, 21:13
How do you apply the materials to the characters in 3ds max? Also when reshaping the models do you select and uniform scale the bone objects or is there some other better way of doing this. Any info. would be much appreciated. Thanks for all the effort that's gone into this.


Title: Re: Street Fighter V
Post by: Darko on November 04, 2015, 05:16
How do you apply the materials to the characters in 3ds max? Also when reshaping the models do you select and uniform scale the bone objects or is there some other better way of doing this. Any info. would be much appreciated. Thanks for all the effort that's gone into this.

You need to repaint the diffuse testure in photoshop or gimp, there's no other way.


Title: Re: Street Fighter V
Post by: bajm on November 04, 2015, 23:17
Thanks will try that.


Title: Re: Street Fighter V
Post by: patopeixe on December 22, 2015, 18:22
Hey Gildor! I just tried to use the viewer again with the new SFV beta files that came out this past week, and I keep getting an error. I've tried using the newest viewer version, and I tried overriding with every single Unreal Engine 4 possible version and still get the same error.

Here it is:

(http://i.imgur.com/NO7GbVb.png)

Any idea what's causing it?


Title: Re: Street Fighter V
Post by: Gildor on December 22, 2015, 19:21
Hi.
Cause - encryption, corrupted files, etc.


Title: Re: Street Fighter V
Post by: Darko on December 23, 2015, 02:09
Hi.
Cause - encryption, corrupted files, etc.

Set ue4 to 4.5 in umodel and the character models are loadable.

(http://i.imgur.com/2fcuFHe.jpg)


Title: Re: Street Fighter V
Post by: ComboDemHeavy on January 08, 2016, 09:54
Hey Gildor.
First, thanks for this wonderful app and for sharing. Very cool.
I recently extracted the assets from one of the stages and they are all 0,0,0 for their xyz coordinates. Is it feasible to peak into the scene file that references the objects, so at the very least, I can compile a list of the proper coordinates for easier reassembly?
Any help would be greatly appreciated and if there's anything you might need from me(screenshot, actual folder, etc) just let me know.


Title: Re: Street Fighter V
Post by: Gildor on January 08, 2016, 13:21
Hi. Level information is not read by UModel, so it is not possible to get what you want.


Title: Re: Street Fighter V
Post by: ComboDemHeavy on January 08, 2016, 14:16
I see. Thank you anyway, and thanks for the reply.


Title: Re: Street Fighter V
Post by: Darko on January 18, 2016, 04:36
I have some PS4 UE4 files, I don't know if gildor is interested in those files.


Title: Re: Street Fighter V
Post by: Gildor on January 18, 2016, 12:56
For what?


Title: Re: Street Fighter V
Post by: Darko on January 19, 2016, 22:44
For what?

Checking them??.


Title: Re: Street Fighter V
Post by: Gildor on January 19, 2016, 22:46
Sorry, I'm rarely checking files. I'm not a fan of UModel ;D
Usually people provides information here, so other people can see what works and what - not.


Title: Re: Street Fighter V
Post by: Mandalorian on February 17, 2016, 01:51
the bms script for extract the paks don't support the recent release. any ideas?


Title: Re: Street Fighter V
Post by: Gildor on February 17, 2016, 01:56
You should ask such questions at place where you've got that script. I'm not providing it (and even have very rough knowledge about what bms is).
Regarding paks, UModel can open them, so you don't need third-party tool for extraction - unless paks are encrypted.


Title: Re: Street Fighter V
Post by: logansan25 on February 18, 2016, 03:57
http://prntscr.com/a4nx4m

Why this?

This is a new version.


Title: Re: Street Fighter V
Post by: Gildor on February 18, 2016, 04:00
Probably this mesh has more that 4 weights (influences) per vertex. UModel has support for only 4.


Title: Re: Street Fighter V
Post by: logansan25 on February 18, 2016, 18:49
Probably this mesh has more that 4 weights (influences) per vertex. UModel has support for only 4.

Very thanks mate!

http://prntscr.com/a4vrjl


Title: Re: Street Fighter V
Post by: TerryXX on March 03, 2016, 18:18
Hi Gildor,I was able to fully decompress the files, but now I have to compress the file psk into .uasset, how can I do?
Thx and sorry for my bad English.


Title: Re: Street Fighter V
Post by: Gildor on March 03, 2016, 19:20
Only UnrealEd can create packages. Psk is not an "unpacked version of uasset", this is a completely standalone format. So you can't "compress" it back.


Title: Re: Street Fighter V
Post by: TerryXX on March 03, 2016, 20:21
But this .PSK file has been pulled out of a file uasset, anyway if I open my u4editor and create a file uasset with the key SF5 It might work??


Title: Re: Street Fighter V
Post by: Gildor on March 03, 2016, 20:31
It's highly unlikely that it will work. UE4 game executables usually can't open packages prepared with editor, these packages MUST be cooked. May be you'll be able to import asset into editor, cook it and then replace uasset file from the game - there's a lot of experiments required here, and it is very desired that you'll have deep knowledge of UE4.


Title: Re: Street Fighter V
Post by: TerryXX on March 03, 2016, 21:31
Thank you so much Gildor, I'll try to do some experiments and if I find a solution I put it here.


Title: Re: Street Fighter V
Post by: TerryXX on March 03, 2016, 23:56
Ok after few testing I found these errors:
With Unreal Package Extractor on my file and SF5 file, with my file is perfect all file exported, SF5 0 file exported.

(http://s29.postimg.org/4kdsxgvyv/extract.jpg) (http://s29.postimg.org/4kdsxgvyv/extract.jpg)

With Umodel Same file, few error with SF5 file not all is exported, with my file 0 exported.

(http://s24.postimg.org/s4f4pe1d1/extract2.jpg) (http://s24.postimg.org/s4f4pe1d1/extract2.jpg)

I hope you will may be useful Gildor.


Title: Re: Street Fighter V
Post by: Gildor on March 04, 2016, 02:26
Files at "my project base ue4" part ... Did YOU made them with UE4? Did you use UE4.7 version for that?
The package file has very strange version - 232. Did you use a file from some very old UE4 game here?


Title: Re: Street Fighter V
Post by: TerryXX on March 04, 2016, 05:30
Yes its a old project and maybe this file It is part of an old demo, however I tried again with a newer thing.
(http://s9.postimg.org/3qug6oymz/extract3.jpg) (http://postimg.org/image/3qug6oymz/)

With Unreal Package Extractor no Problem, with umodel either with option its make error.
What kind of version engine uses this game, 4.7 or 4.8??

Edit: This is the original file from SF5 https://www.dropbox.com/s/72eedy3qzktt9e4/A45_01.uasset?dl=0 this is the file extract and I have modify https://www.dropbox.com/s/p9a7a12g6pvdhoc/A45_01.PSK?dl=0 You will notice that there is a difference in size, this is the issue the original file is little to big in comparison to what extracted, something is lost during the extraction process.

Edit2: Ok now solved the problem of extraction, Unclefestor a member of another forum its make a bat file with this code (For %%a in (*.uasset) do extract.exe -game=ue4.7 "%%a") now all file from A45_01.uasset is extracted.
With the good news there are always one bad, now I have this file A45_01.SkeletalMesh and I have not the slightest idea how to open it :(


Title: Re: Street Fighter V
Post by: songa on March 06, 2016, 19:06
dear Gildor, I am having difficulty to understanding how to
configure umodel.exe batch to extract a .psk model format...

some errors messages that are going with me:

Found 2 game files (7 skipped)
Loading package: C91_01.uasset Ver: 434/0 Engine: 0 Names: 486 Exports: 12 Imports: 28 Game: 10008
Loading SkeletalMesh4 C91_01 from package C91_01.uasset
WARNING: Import(Skeleton'CMN_Skeleton'): package /Game/Chara/CMN/Skeleton/CMN_Skeleton was not found
WARNING: FloatProperty "FSkeletalMeshLODInfo::ScreenSize" was not found
WARNING: StructProperty "FSkeletalMeshLODInfo::ReductionSettings" was not found
WARNING: ObjectProperty "USkeletalMesh4::PhysicsAsset" was not found
WARNING: ArrayProperty "USkeletalMesh4::MorphTargets" was not found
WARNING: ArrayProperty "USkeletalMesh4::ClothingAssets" was not found
WARNING: ArrayProperty "USkeletalMesh4::Sockets" was not found
WARNING: Import(MaterialInstanceConstant'CM_C91_01_E00_Stocking'): package /Game/Chara/C91/SkelMesh/01/Material/CM_C91_01_E00_Stocking was not found
WARNING: Import(MaterialInstanceConstant'CM_C91_01_E01_EyeLens'): package /Game/Chara/C91/SkelMesh/01/Material/CM_C91_01_E01_EyeLens was not found
WARNING: Import(MaterialInstanceConstant'CM_C91_01_E02_Eyes'): package /Game/Chara/C91/SkelMesh/01/Material/CM_C91_01_E02_Eyes was not found
WARNING: Import(MaterialInstanceConstant'CM_C91_01_E03_Eyelash'): package /Game/Chara/C91/SkelMesh/01/Material/CM_C91_01_E03_Eyelash was not found
WARNING: Import(MaterialInstanceConstant'CM_C91_01_E04_Skin'): package /Game/Chara/C91/SkelMesh/01/Material/CM_C91_01_E04_Skin was not found
WARNING: Import(MaterialInstanceConstant'CM_C91_01_E05_Hair'): package /Game/Chara/C91/SkelMesh/01/Material/CM_C91_01_E05_Hair was not found
WARNING: Import(MaterialInstanceConstant'CM_C91_01_E06_Acce'): package /Game/Chara/C91/SkelMesh/01/Material/CM_C91_01_E06_Acce was not found
WARNING: Import(MaterialInstanceConstant'CM_C91_01_E07_Dress'): package /Game/Chara/C91/SkelMesh/01/Material/CM_C91_01_E07_Dress was not found
WARNING: Import(MaterialInstanceConstant'CM_C91_01_E08_Skirt'): package /Game/Chara/C91/SkelMesh/01/Material/CM_C91_01_E08_Skirt was not found
WARNING: Import(MaterialInstanceConstant'CM_C91_01_E09_Boots'): package /Game/Chara/C91/SkelMesh/01/Material/CM_C91_01_E09_Boots was not found
WARNING: SkeletalMesh C91_01 uses vertex colors
Loaded in 0.041 sec, 54 allocs, 4.58 MBytes serialized in 513 calls.
Exporting objects ...
Exporting SkeletalMesh4 C91_01 to C:/game/Chara/C91/SkelMesh/01/Mesh/UmodelExport/C91_01/SkeletalMesh4

however, all the files that appear in the error list,
are properly positioned, as the description below:

    C:\game\Chara\C91
    C:\game\Chara\C91\SkelMesh\01\Material
    C:\game\Chara\C91\SkelMesh\01\Mesh\C91_01.uasset <<< file that I need convert to .psk
    C:\game\Chara\C91\SkelMesh\01\Mesh\C91_01_PhysicsAsset.uasset
    C:\game\Chara\C91\SkelMesh\01\Texture
    C:\game\Chara\CMN
    C:\game\Chara\CMN\Skeleton\CMN_Skeleton.uasset[/li]

I'm currently using the following command line:

    umodel.exe -export -all -game=ue4.7 -log=umodel.log C91_01.uasset

inside the following directory:

    C:\game\Chara\C91\SkelMesh\01\Mesh\

I already looked several articles from your forum, including the
Umodel > Documentation > Umodel batch export
and all I get is the following only one file:

    C:\game\Chara\C91\SkelMesh\01\Mesh\UmodelExport\C91_01\SkeletalMesh4\C91_01.psk

please, could you show me how I should do this batch, to
have all the necessary files and not have more these errors?!


Title: Re: Street Fighter V
Post by: Gildor on March 06, 2016, 19:10
1. I would recommend to use UI for extraction - I'm unsure why I've added UI more than a year ago, but people are still using command line???
2. There's no "errors" in your log. Did you see "error" word there?


Title: Re: Street Fighter V
Post by: songa on March 06, 2016, 19:25
1. I would recommend to use UI for extraction - I'm unsure why I've added UI more than a year ago, but people are still using command line???
OK!, thank you, I will try use UI.  :)

2. There's no "errors" in your log. Did you see "error" word there?
well, the files exists and are in the right place...
It is written that not found something that is present, I interpreted as an error!
ok, but if it is not a error, then why it can not find the file this in the right place?!
Could you explain to me, please?


Title: Re: Street Fighter V
Post by: Gildor on March 06, 2016, 19:30
1. Probably that uasset has nothing to export. Use UI, locate that file, open it and check if it really has something to display. "Tools | Scan Content" will also show you if this file has anything exportable inside.
2. Is is also possible that you can't see a directory which contains export files - see FAQ for this situation.


Title: Re: Street Fighter V
Post by: songa on March 06, 2016, 20:05
1. Probably that uasset has nothing to export. Use UI, locate that file, open it and check if it really has something to display. "Tools | Scan Content" will also show you if this file has anything exportable inside.
2. Is is also possible that you can't see a directory which contains export files - see FAQ for this situation.
OK, thank you for the tips! :)

1. I would recommend to use UI for extraction - I'm unsure why I've added UI more than a year ago, but people are still using command line???
OK!, thank you, I will try use UI.  :)
better results!!   ;D

now it found ALL the files, even those that not found before!! :)
thank you very much...

I would like to make a wish here ...
I am from the oldest school...
From my early twenties that I use and like to use the old DOS to solve some things...
The graphical interface also come to Linux, but until today I am reluctant to use it...

I'd love to know how to use umodel.exe in command line to
getting the same results that I got with the UI!  :)
be is possible, if it is not... ok, nop!!   :)

and also I'd likre to know if even in the UI, it is possible to generate a log of what happens in it?!
EDiT:
just make a shortcut and add: -log = umodel.log
this way the umodel.exe will perform the UI and generate a log


Title: Re: Street Fighter V
Post by: Gildor on March 06, 2016, 20:09
Almost all UModel's tutorials are about command line use. GUI appeared ~ 1.5 years ago, and there's almost no (third-party) tutorials about its use yet.
I'd recommend you to watch these 2 videos: http://www.gildor.org/en/projects/umodel/tutorials
Also, typing "umodel.exe -help" will show you a command line options. Please note, that there's only one "command" should be added, and "options" could be mixed.


Title: Re: Street Fighter V
Post by: TerryXX on April 12, 2016, 13:29
Hi Gildor, I wanted to know if you understood how works the animations for this game, in theory should use the "FBX Animation Pipeline" https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/Animations/index.html be able to extract some animation would really convenient for the modders ^^


Title: Re: Street Fighter V
Post by: Gildor on April 12, 2016, 13:41
Hi.
Sorry, your question is completely unclear for me. Are you asking about - how to import animation from FBX into Unreal engine 4?


Title: Re: Street Fighter V
Post by: TerryXX on April 12, 2016, 14:06
Nope, how to extract animation from SFV, I saw that you are working on for "General UE4" I wanted to know if by chance for this game they have used a different technique for animations.


Title: Re: Street Fighter V
Post by: Gildor on April 12, 2016, 14:34
I have no idea if any UE4 game uses customized animation system. All games reported here have no modifications in SkeletalMesh, StaticMesh or Texture formats (except PARAGON - it has custom texture storage system), so I think there are good chances that this game has "standard" animation system too.
By the way, I'm not working on animation support at the moment, and I have no idea when I'll have time for it :(


Title: Re: Street Fighter V
Post by: TerryXX on April 12, 2016, 14:48
OK thank you very much.


Title: Re: Street Fighter V
Post by: theandroids on April 17, 2016, 13:08
Hi, is there a guide on how to just export the textures mod them and replace the original textures?


Title: Re: Street Fighter V
Post by: lenardflores1988 on April 20, 2016, 04:05
Hi Gildor, by any chance you possibly spare some time working on SFV animation support? The psk rig is really messy when you import it on any flatform. :( Thanks


Title: Re: Street Fighter V
Post by: brutalace on May 17, 2016, 18:48
Hi Gildor,

Just want to ask does extracting from UModel disturb weights in any way ? I am getting some weights lost in areas that usually have more than 4 bone influences (such as shoulders or elbow areas). Not every bone loose weights but some do loose and I can actually see the mesh getting a bit of bad deformation in game. I am not sure if this happens while exporting the PSK from UModel or importing that PSK in Max with ActorXImporter or when I export that as FBX and import it in Blender, I need to check it further but just letting you know in case you have some idea about it ?

Some examples.

(http://orig05.deviantart.net/3742/f/2016/138/d/a/screenshot__347__by_brutalace-da2ws8s.png)

(http://orig02.deviantart.net/6490/f/2016/138/8/2/screenshot__348__by_brutalace-da2ws9h.png)

(http://orig15.deviantart.net/fdc4/f/2016/138/b/6/screenshot__349__by_brutalace-da2wsa5.png)

Weights shouldn't be abrupt like this.


Title: Re: Street Fighter V
Post by: Gildor on May 17, 2016, 19:16
More than 4 bone weights are not supported at all. Even mesh in UModel will look deformed. I'm going to fix this soon, by dropping weights which are smallest ones, and re-normalize other weights. So, mesh will still have 4 weights, but their values will be correct.

https://trello.com/c/aB4rCgiK/169-support-up-to-8-bone-influences


Title: Re: Street Fighter V
Post by: brutalace on May 18, 2016, 09:52
I see, thank you for the reply, hope to see the normalization feature soon and thanks for the hard work :)


Title: Re: Street Fighter V
Post by: riccochet on May 18, 2016, 14:07
Hi, Gildor, just wondering if you maybe considered adding in audio extraction support for Street Fighter V, I've tried every setting with the latest umodel and cant seem to extract anything. From what I see in a hex editor its the same .acb and .awb formats from SF4 and SFxT... but for the life of me I cant seem to extract it... not sure if maybe I'm doing something wrong.


Title: Re: Street Fighter V
Post by: Gildor on May 18, 2016, 14:40
UE4 audio is not yet supported.


Title: Re: Street Fighter V
Post by: riccochet on May 18, 2016, 16:54
yet.. hmmm.. meaning there might be support in the future?


Title: Re: Street Fighter V
Post by: Gildor on May 18, 2016, 16:57
Yes.


Title: Re: Street Fighter V
Post by: riccochet on May 18, 2016, 17:33
Awesome. Many thanks dude.


Title: Re: Street Fighter V
Post by: Gildor on May 22, 2016, 14:50
I see, thank you for the reply, hope to see the normalization feature soon and thanks for the hard work :)
I've just pushed UModel with correct support for more than 4 weights. As I described before, extra weights are dropped, and remaining weights are re-normalized, so mesh appears correctly.

More info and shots:
http://www.gildor.org/smf/index.php/topic,2583.msg20771.html#msg20771


Title: Re: Street Fighter V
Post by: brutalace on May 22, 2016, 17:17
Hey Gildor,

Just wanted to say thanks for upgrading the UModel to normalize weights, much appreciated :)


Title: Re: Street Fighter V
Post by: freemanpro on May 22, 2016, 20:20
subscribe to the post above , and continue to pray for will support animations for unreal 4


Title: Re: Street Fighter V
Post by: Serena on November 19, 2016, 11:27
Thanks Gildor for the biggest update which finally support animation.
But I had a problem while exporting animation,Umodel crashes all the time if I export multiple animation(more than 40 anin).And I only have one animation exported while I export multiple animation at the same time.
Here are what I got:
Memory: bad allocation size 725614640 bytes
appMalloc:size=725614640 (total=31 Mbytes) <- FArray::Empty:-163839999 x 48 <- TArray::Serialize:0/0 <- UAnimSequence4::Serialize <- LoadObject:AnimSequence4'CMY_BAS_BACKWARD.CMY_BAS_BACKWARD', pos=4C9C, ver=413/0 (unversioned), game=10007 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey:key=6F, down=1 <- VisualizerLoop <- Main:umodel_version=501
Any idea what's wrong with it?

And the other problem is that the name of animation is saved as something like *_skeleton#.psa instead of its orginal names.
Ex,CMY_BAS_BACKWARD_COUCH will saved as CMY_skeleton1.psa.Any fix on that?

Thanks! :)


Title: Re: Street Fighter V
Post by: Gildor on November 19, 2016, 12:06
Thanks Gildor for the biggest update which finally support animation.
But I had a problem while exporting animation,Umodel crashes all the time if I export multiple animation(more than 40 anin).And I only have one animation exported while I export multiple animation at the same time.
Here are what I got:
Memory: bad allocation size 725614640 bytes
...
Any idea what's wrong with it?
Send me the animation and skeleton files (and perhaps corresponding skeletal mesh). A few other animations would be great too - both "correct" and "bad".
Quote
And the other problem is that the name of animation is saved as something like *_skeleton#.psa instead of its orginal names.
Ex,CMY_BAS_BACKWARD_COUCH will saved as CMY_skeleton1.psa.Any fix on that?
1. "skeleton" object works as a replacement for UE3's AnimSet for UE4 games in UModel, so psa file is exported from Skeleton object
2. did you see my video showing how to export animations from UE4 games? If no, please check it (look at "tutorials" section (/en/projects/umodel/tutorials) on this site, or facebook page, or my youtube channel (https://www.youtube.com/channel/UCfqEY4l3LOaPjK0SebPBv8w))


Title: Re: Street Fighter V
Post by: edwinsapa on November 27, 2016, 08:41
I bought Street Fighter 5 just to explore the assets I have followed this thread and I am having issues:

I was able to extract the encrypted .pak using UnrealPak.exe just fine;
I am able to see all .uasset files;
I open the latest version of ueviewer.exe (26 November, 2016 - 19:22);
I load any asset with ueviewer.exe and I get errors like:

(https://s3.postimg.org/a596silhv/help.png)


Please, anybody to help me out?

Extracting the animations would be my 2016 dream becoming true

thanks


Title: Re: Street Fighter V
Post by: Gildor on November 27, 2016, 11:20
This uasset file is definitely damaged. I bet if you'll look at it with any Hex editor, you'll see that it is filled with a single number CD.


Title: Re: Street Fighter V
Post by: edwinsapa on November 27, 2016, 18:07
must be something wrong with UnrealPak then. but I don't understand how it was able to extract.


Title: Re: Street Fighter V
Post by: edwinsapa on November 27, 2016, 20:38
This uasset file is definitely damaged. I bet if you'll look at it with any Hex editor, you'll see that it is filled with a single number CD.

Hi Gildor, can you give me some guideness how to check this? I am using Notepad++ with Hex editor to see the hex content of a .uasset file.

Do you believe if I edit the hex I can load it on uviewer?

thanks


Title: Re: Street Fighter V
Post by: Gildor on November 27, 2016, 21:09
If first 4 bytes in a uasset file are garbage, most likely everything else will be garbage too. Value "CD" has special meaning in programming - it means "uninitialized data". I think the whole file is filled with this value - this is what I said in my previous message.


Title: Re: Street Fighter V
Post by: lenardflores1988 on November 28, 2016, 05:17
Greetings,

I have this weird problem on some missing meshes and some parts that won't follow the animation. Can't really figure it out, i am still newbie. Help please :(


Thank you.


Title: Re: Street Fighter V
Post by: edwinsapa on November 28, 2016, 06:26
Greetings,

I have this weird problem on some missing meshes and some parts that won't follow the animation. Can't really figure it out, i am still newbie. Help please :(


Thank you.

I think this is related to the mesh skinning to bones. Something like the game is using more bones that it was previously limited in older umodel versions.

Do you have the latest umodel version from november 2016?








Title: Re: Street Fighter V
Post by: Gildor on November 28, 2016, 08:29
I have this weird problem on some missing meshes and some parts that won't follow the animation. Can't really figure it out, i am still newbie. Help please :(
Please try this animation in UModel. Does it works correct there? Did you try importing that animation to Max? (looking at your picture, I think it's MilkShape, which is very buggy).

And yes, edwinsapa is correct - older UModel versions had a problem with meshes which have too many bone weights - please make sure you've got UModel from this site, and it is recent enough. You may see UModel's version in "About" menu.


Title: Re: Street Fighter V
Post by: edwinsapa on November 28, 2016, 08:40
Greetings,

I have this weird problem on some missing meshes and some parts that won't follow the animation. Can't really figure it out, i am still newbie. Help please :(


Thank you.

Please, share the steps you took to get to that stage of having cammy mesh with skeleton and animations

please please


Title: Re: Street Fighter V
Post by: Gildor on November 28, 2016, 09:19
Steps are nearly same for any UE4 game. Just check videos here - https://www.youtube.com/channel/UCfqEY4l3LOaPjK0SebPBv8w


Title: Re: Street Fighter V
Post by: lenardflores1988 on November 28, 2016, 15:43
@Gildor - Hi, thanks for quick response. Uhm i am using the latest Umodel. About milkshape i was forced to use it because Blender3d is not good also at importing PSAs-PSKs. I tried it on Noesis and the mesh is good but it doesnt have PSA support. I don't have Maya - which is sad. It looks very complicated UI so i tried blender first.

I tried to check Umodel version it seems it does not appear using -help command on cmd. Or am i using wrong command?

I will also try to figure how to preview it on Umodel itself. Thanks


@edwinsapa - About the way how i exported it. I just tried to figure out the errors on CMD which it requires the SKL_CMN something like than. I put it on the same folder as the animation i want to export. You can find it on different folder on CHAR/CMN/SKELETON


Title: Re: Street Fighter V
Post by: lenardflores1988 on November 29, 2016, 03:38
kFinally! Made it working. Thanks. I used ActorX on 3ds Max. I think its time to switch from Blender3d to 3ds Max.

Thank you so much Gildor. Please keep it up... Hoping you a lot of success and blessings. :)


Title: Re: Street Fighter V
Post by: edwinsapa on November 29, 2016, 03:56
I still can't open the models in uviewer... so sad, man.

anyways, congrats make it work there


Title: Re: Street Fighter V
Post by: drwal180 on March 02, 2017, 17:45
Hello all,
Im new on this forum,i hope somebody will help me because it drive me crazy. :) Some people are able to extract the animations from SFV Beta (PC), so i follow this steps:
1. Download SFV i got abot 5 PC versions od SFV incuding 2 beta in witch it shuld work. Versions of SFV (StreetFighterVBeta-WindowsNoEditor.pak - 1,67 GB (1 755 937 KB) and StreetFighterVBeta-WindowsNoEditor.pak - 2,36GB (2 476 857 KB) )

2. Extract - StreetFighterVBeta-WindowsNoEditor.pak with quickbms i try:
- # Unreal Engine 4 - Unreal Tournament 4 (script 0.4)
- # Unreal Engine 4 - Unreal Tournament 4 (*WindowsNoEditor.pak) (script 0.4.3a)
- # Unreal Tournament 4 (script 0.3.3)

3. Copy umodel (i have 3 versions 2014-12-20- this one crashes when try to open something, 2016-12-23 and 2017-02-28) to chacter folder \StreetFighterVBeta\Content\Chara\B59 witch is BISON

4. Open umodel (2016-12-23 and 2017-02-28) select Override game detection, select Unreal Engine 4 and Unreal Engine 4,6 and 4,7 (same result), PAckage compression: Auto, Platform: Auto, i anable Flat view and under Tools select: Scan Content. Umodel find animations and skeletal mesh.

5. I select mesh B59_01.uasset and animations (B59_ATK_2HK.uasset)using select click and ctrl click and then i open it. Mesh looks fine but there are no animtions, and they should be in down left corner. I try to export it in Choose a package to open but nothinG happend when i try to open just the animation in UE Viewer the red informations says "There's no visual obiect loaded now. Press <O> to load a diffrent package.

I saw video on YT https://www.youtube.com/watch?v=5FsfvFun3BE&t=154s that user was able to extract animations but he has Umodel from 2016-11-26 and it worked. Is there possibylity that latest version of Umodel doesent support it ??? Or is there way to some how to dowload Umodel version from 2016-11-26 (i search in google i cant find it)or maybe i doing something wrong ??? I want just to 3D Print Bison so pretty please Help me ;D



Title: Re: Street Fighter V
Post by: Gildor on March 02, 2017, 18:05
Hi.

There's no much difference in UModel - newer versions of UModel should work with this game. The difference is only for games which are in "alpha" state and using pre-release versions of the engine - like PARAGON does. In your case, latest UModel version is highly recommended.

The animation could not appear if this animation is targetted for a different mesh. I'd suggest you to carefully look at UModel's log window.

1. Open the mesh. Look at log finding information that some skeleton has been loaded. You may also see skeleton's name in viewer: when you're seeing a mesh, there's "Skeleton: <some name>" line on the left.

2. Now open your animation. Just one uasset at a time (to not fill log with more information than needed). Check latest log lines. You'll see "Loading Skeleton ...." - compare the name of your skeleton with one from pt.1. If it is the same, then animation SHOULD appear on the mesh.

Also, in your description, I see that you're copying UModel somewhere in game's directory. This is a wrong use of UModel and could cause problems like you have, when opening UE4 games. UE4 packages uses full package path, not just a filename, like previous engines does. So to open a game, you should start UModel (from ANY directory) and select "path to game files" pointing at "Content" directory, or at directory with pak files (what's better because you'll have less chances to make a mistake). Then use it as usual. This is what I always say, and always show in MY youtube videos. Just to say, the video you're pointing at in your post, also has game path pointing at "Content" directory, unlike you.


Title: Re: Street Fighter V
Post by: drwal180 on March 02, 2017, 22:30
Hello,
I put Umodel in to "Content" directory everything work perfect ;D You ROCK my friend! Thank You, Thank You very much! I wish You all the best!  Thank You for create such a wonderful program! ;D


Title: Re: Street Fighter V
Post by: Gildor on March 02, 2017, 22:33
:)


Title: Re: Street Fighter V
Post by: kong1313113 on March 10, 2017, 17:34
Hello Gildor, I have a problem.(http://)


Title: Re: Street Fighter V
Post by: Gildor on March 10, 2017, 17:39
Hi. Your umodel is quite old, try updating. Also check the file - may be it is damaged.
Does this happen with any animation file, or just this one?


Title: Re: Street Fighter V
Post by: kong1313113 on March 10, 2017, 18:43
Thanks for your reply.This is just one of them ,There will always be some such files in each character .


Title: Re: Street Fighter V
Post by: Gildor on March 10, 2017, 18:48
I've checked the thread and found that someone already reported similar problem
http://www.gildor.org/smf/index.php/topic,2864.msg21497.html#msg21497

I've asked for sample file, but got no response.

That'd be nice if you could upload a file which crashes UModel - I'd like to see what's wrong there (but I won't guaranty any fix).


Title: Re: Street Fighter V
Post by: kong1313113 on March 11, 2017, 11:39
I have uploaded the error file. :)
https://mega.nz/#!XhM3HIxA!R2kqydhBJCileBuGZgCgvcKn3yUEYPKc2IiBrstK8UM (https://mega.nz/#!XhM3HIxA!R2kqydhBJCileBuGZgCgvcKn3yUEYPKc2IiBrstK8UM)


Title: Re: Street Fighter V
Post by: Gildor on March 11, 2017, 16:11
I've fixed loading of this file. However I can't test it, because you uploaded a mesh and animation, but forgot about skeleton.


Title: Re: Street Fighter V
Post by: kong1313113 on March 11, 2017, 19:46
I use the latest Umodel to test, now everything is normal. Please forgive me, I uploaded the skeleton to MEGA. Thank you so much。
https://mega.nz/#!qtsADQqZ!rGQN9i3VXkY6R2h1WNzoNvDjJsiTAnu4J6m5VZHsWP8 (https://mega.nz/#!qtsADQqZ!rGQN9i3VXkY6R2h1WNzoNvDjJsiTAnu4J6m5VZHsWP8)


Title: Re: Street Fighter V
Post by: edwinsapa on March 26, 2017, 20:24
There's no much difference in UModel - newer versions of UModel should work with this game. The difference is only for games which are in "alpha" state and using pre-release versions of the engine - like PARAGON does. In your case, latest UModel version is highly recommended.


Does that also mean that only the street fight "alpha" state will work with uemodel at all(any version)?

if that's true so that's my problema because I am trying to extract from latest street fighter 5 version (I bought the game from steam, I am assuming they enforce the latest version)

please confirm this assumption for me, thanks


Title: Re: Street Fighter V
Post by: Gildor on March 26, 2017, 20:27
You shouldn't use "old UModel" for this game. If "old" version worked, but newer one stopped working - this is a bug in UModel and it must be fixed.


Title: Re: Street Fighter V
Post by: lee 27 on October 08, 2017, 13:40
hello everyone, I was pulling out artwork from Street Fighter 5 game, putting override game detection the unreal engine 4.7, but when I'm going to extract it from fatal error, why?
ERROR: Unable to open file /StreetFighterV/Content/Chara/KEN/IllustDemo/DA_KEN_IllustDemo01.uasset
FFileArchive::OpenFile <- FFileReader::FFileReader:/StreetFighterV/Content/Chara/KEN/IllustDemo/DA_KEN_IllustDemo01.uasset <- UnPackage::CreateLoader:/StreetFighterV/Content/Chara/KEN/IllustDemo/DA_KEN_IllustDemo01.uasset <- UnPackage::UnPackage:/StreetFighterV/Content/Chara/KEN/IllustDemo/DA_KEN_IllustDemo01.uasset, ver=100000/0, game=0 <- UnPackage::LoadPackage:/StreetFighterV/Content/Chara/KEN/IllustDemo/DA_KEN_IllustDemo01.uasset <- CUmodelApp::ShowPackageUI <- Main:umodel_version=612

I resolved, I forgot that the paks went first, decrypted!


Title: Re: Street Fighter V
Post by: jediyoshi on October 20, 2017, 12:18
Is there something special I should be doing for loading animations? I have an up to date, legit copy of the game. Extracted the paks. Have game set to ue4.7. I can get umodel to load all other content, but I get this error with animations

Loading AnimSequence4 CMY_FCE_EMO_SMILE from package CMY/Animation/CMY_FCE_EMO_SMILE.uasset
WARNING: NameProperty "UAnimSequence4::RetargetSource" was not found
WARNING: Import(Skeleton'CMN_Skeleton'): package /Game/Chara/CMN/Skeleton/CMN_Skeleton was not found

I have no CMN folder in the Chara folder from when I extracted paks

Edit: Whoops, my bad, extracted files wrong


Title: Re: Street Fighter V
Post by: Gildor on October 20, 2017, 12:22
These are not errors, but warnings.


Title: Re: Street Fighter V
Post by: robirob on November 04, 2017, 08:56
where to download the game? sorry i'm newbie.


Title: Re: Street Fighter V
Post by: godskin on November 04, 2017, 12:22
where to download the game? sorry i'm newbie.

GOOGLE


Title: Re: Street Fighter V
Post by: Gildor on November 04, 2017, 12:23
http://store.steampowered.com/app/310950/Street_Fighter_V/


Title: Re: Street Fighter V
Post by: robirob on November 05, 2017, 05:48
Please help me I can't load animation, I attach the log file.


Title: Re: Street Fighter V
Post by: Gildor on November 05, 2017, 12:21
https://www.youtube.com/watch?v=KSZaX0YQ2qg


Title: Re: Street Fighter V
Post by: robirob on November 05, 2017, 14:34
Yaaaay  :D thanks so much man.


Title: Re: Street Fighter V
Post by: MisterPrawn on January 18, 2018, 02:58
With the update of Street Fighter V Arcade Edition, I'm trying to use Umodel on it, but opening anything in the update gives me this error message:
Code:
Unable to open file /StreetFighterV/Content/Chara/Z26/SkelMesh/01/Mesh/Z26_01.uasset
FFileArchive::OpenFile <- FFileReader::FFileReader:/StreetFighterV/Content/Chara/Z26/SkelMesh/01/Mesh/Z26_01.uasset <- UnPackage::CreateLoader:/StreetFighterV/Content/Chara/Z26/SkelMesh/01/Mesh/Z26_01.uasset <- UnPackage::UnPackage:/StreetFighterV/Content/Chara/Z26/SkelMesh/01/Mesh/Z26_01.uasset, ver=100000/0, game=0 <- UnPackage::LoadPackage:/StreetFighterV/Content/Chara/Z26/SkelMesh/01/Mesh/Z26_01.uasset <- CUmodelApp::ShowPackageUI <- Main:umodel_version=646

Possible update to UE Viewer in the future would be nice, if possible. Thanks!


Title: Re: Street Fighter V
Post by: Gildor on January 18, 2018, 10:15
I think you're opening encrypted files.


Title: Re: Street Fighter V
Post by: TerryXX on April 10, 2018, 19:50
Hi Gildor, with the latest patch something strange happens with Umodel, can very well read the pak files but if they are unpacked you have this error:
Serializing behind stopper (975+4 > 975)
FFileReader::Serialize:File=CM_CNL_EyeLens_Common.uasset <- FArchive::ByteOrderSerialize <- UnPackage::SerializeFName:pos=00000975 <- FPropertyTag<< <- CTypeInfo::SerializeProps <- UObject::Serialize <- LoadObject:MaterialInstanceConstant'CM_CNL_EyeLens_Common.CM_CNL_EyeLens_Common', pos=975, ver=434/0 (unversioned), game=ue4.7 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=710
 
It only happens when trying to open a model, with the textures there is no problem, I think it's a simple thing to fix but if by chance you need files let me know, thx.


Title: Re: Street Fighter V
Post by: Gildor on April 10, 2018, 22:39
Hi,
Could you please upload sample files somewhere? I don't have any error with files which I have.


Title: Re: Street Fighter V
Post by: TerryXX on April 11, 2018, 01:08
I have also included my script for quickbms but I've used it until now and it has always worked well.
https://www.dropbox.com/s/vrjs32ujc89g08u/01.rar?dl=0


Title: Re: Street Fighter V
Post by: Gildor on April 24, 2018, 13:52
Sorry for delay. I've looked at the problem files. There's a problem with uasset decryption, it didn't went well.

Did you use QuickBms script or UModel for decryption? If QuickBms - could you try opening pak files directly in UModel?


Title: Re: Street Fighter V
Post by: gilbor on April 30, 2018, 18:13
hi,

i know its a bit much to ask this but .. is it possible to have all (at least Chun Li and/or Cammy) animation's in .fbx  .collada in a zip ?    :-*

 ;D ;D


Title: Re: Street Fighter V
Post by: TerryXX on April 30, 2018, 22:28
Hi Gildor, I made a few attempts: I use only the Umodel with this key _aS4mfZK8M5s5KWC2Lz2VsFnGKI7azgl for open the original file pak result same error, I try the QuickBms script same error plus the materials do not work now I'll explain better.
The original materials could be modified to be able to load custom textures, now if you use these "new" materials the game crashes.
I try to ask on the forum of QuickBms if someone can edit the script in order to make the materials work again.
If you need more files just tell me, thx man.



Title: Re: Street Fighter V
Post by: Gildor on May 01, 2018, 00:23
Could you upload some small pak file with error somewhere?


Title: Re: Street Fighter V
Post by: gilbor on May 01, 2018, 01:11
is it possible ?


Title: Re: Street Fighter V
Post by: TerryXX on May 01, 2018, 16:17
This is one pak with strange error hierarchy https://www.dropbox.com/s/0jw8eu0rv1b5usd/pakchunk50-WindowsNoEditor.pak?dl=0
Now I'm looking for a file where there are some characters and then I'll link it to you.


Title: Re: Street Fighter V
Post by: Gildor on May 01, 2018, 16:21
I don't have any error with this pak file.


Title: Re: Street Fighter V
Post by: TerryXX on May 01, 2018, 16:44
Try this https://www.dropbox.com/s/zah0ub8clguutlq/pakchunk21-WindowsNoEditor.pak?dl=0
Maybe I understand what's wrong, in some characters they exchanged the material EyeLens with EyeLens_Common, I still try to find a file with these features.


Title: Re: Street Fighter V
Post by: Gildor on May 01, 2018, 16:49
No problems either.


Title: Re: Street Fighter V
Post by: TerryXX on May 01, 2018, 17:37
I have done other tests, I tried to extract all the characters at once everything is smooth until this error:
FPakFile::Serialize <- FArchive::ByteOrderSerialize <- UObject::Serialize <- LoadObject:MaterialInstanceConstant'CM_LAR_01_hair2_test.CM_LAR_01_hair2_test', pos=C32, ver=434/0 (unversioned), game=ue4.7 <- UObject::EndLoad <- LoadWholePackage:CM_LAR_01_hair2_test <- CUmodelApp::ShowPackageUI <- Main:umodel_build=725
Here too a material error, I would not want my game to be corrupted in some way, but I think that Steam always checks at every start, however I try to reinstall.


Title: Re: Street Fighter V
Post by: lee 27 on May 05, 2018, 20:28
sorry, when I try to extract uasset files, I get this message:

FString<< <- SerializePackageFileSummary4 <- FPackageFileSummary<<:Ver=0/0 <- UnPackage::UnPackage:StreetFighterV/Content/Chara/Z27/IllustDemo/image/Z27_001_001.uasset, ver=482/0, game=ue4.10 <- UnPackage::LoadPackage:StreetFighterV/Content/Chara/Z27/IllustDemo/image/Z27_001_001.uasset <- CUmodelApp::ShowPackageUI <- Main:umodel_build=672

Why?


Title: Re: Street Fighter V
Post by: Gildor on May 05, 2018, 20:44
I think this is because you're using UE4.10. I think another engine version was mentioned in this thread.


Title: Re: Street Fighter V
Post by: lee 27 on May 05, 2018, 21:04
ok, unreal engine 4.7 thanks!


Title: Re: Street Fighter V
Post by: guimezanatta on August 02, 2018, 23:44
I don't know if this is normal or am I doing something wrong, if so, what could I possibly do to fix this deformation that only occurs at the joints with the arms and the elbows? Everything apart from this works just fine. Using latest Umodel running on Unreal Engine v4.7.

Thanks in advance.


Title: Re: Street Fighter V
Post by: Gildor on August 03, 2018, 10:07
Probably this place had more then 4 bones bound, and umodel reduced bone count to 4. Or may be game uses different type of skinning ("dual quaternions" etc). Or game itself has the bug.


Title: Re: Street Fighter V
Post by: guimezanatta on August 03, 2018, 10:41
Thanks but, there's nothing to do? I haven't found any content related to this issue, and it only happens on unclothed areas (particularly females) that's why I thought I was doing something wrong.
But anyways, thanks for the help Gildor!


Title: Re: Street Fighter V
Post by: Gildor on August 03, 2018, 10:47
You can send me required files and tell what exactly should be done for reproduction. Then I'll check if this is a fixable bug or something else.


Title: Re: Street Fighter V
Post by: guimezanatta on August 03, 2018, 12:00
Thank you for the attention!

https://mega.nz/#!Ze42ECKD!HyzQtIJzeY8P7OdZPw-_ZcfNvQROZpqo0ojy-2WpqGA

I made a simple package mirroring the same root used by the original game, the steps are the usual, open umodel, everything as default but Unreal Engine 4, with the 4.7 version.
After that, into flat view, select CNL/SkelMesh/08, I included two samples, so you can see that "part" of the elbow that only deforms when the arm isn't at a straight position, as it looks like the mesh is broken or something, so go with one of the CNL animations.

Again, really appreciate you taking your time.


Title: Re: Street Fighter V
Post by: Gildor on August 03, 2018, 13:08
I've checked the mesh. It seems that problematic vertices originally has 6 bone weights. My code (and most of other skeletal / skin systems) supports only up to 4 bone weight per vertex, so I'm stripping least significant ones and re-normalizing weight. I thin this is the reason why this mesh part looks a little bit bad - originally it has 1/32 of weight for one helper bone, and 1/32 for another helper bone, and these bone links are removed deforming mesh a little bit.


Title: Re: Street Fighter V
Post by: guimezanatta on August 03, 2018, 13:24
I understand, it's weird because that only happens with female characters, in another word, only on "thin" arms.
I know it's not a big deal but it's nice to have models looking right don't you think? Anyway, hit me up if (or if there is one) you came up with a solution as this is the one and only problem umodel has given me.

Thanks for the support man!


Title: Re: Street Fighter V
Post by: Gildor on August 03, 2018, 14:12
I've tried to do more intelligent redistribution of 6 bone weights between 4 bones. Probably there will be a little bit better appearance of model. Please try new UModel and check if it is better or not. Anyway, I think this is most I can do for the issue.


Title: Re: Street Fighter V
Post by: guimezanatta on August 03, 2018, 14:35
I've did try it and tested with different models as well, I was really looking forward for a temporary fix as this program is simply amazing but, I'm afraid to say the problem still persists, the thinner the arm, the more pronounced the deformation is.

But really, big thanks for the effort!


Title: Re: Street Fighter V
Post by: Gildor on August 03, 2018, 14:52
This model has 3 helper bones for elbow, I think that's just because of bugs with a mesh without these helpers. So it is expectable that unlinking from some of them will bring visual artifacts when playing animations. It is not 100% fixable without rewriting skeletal mesh code in UModel, to support visualization of more that 4 bones per vertex (with performance drop and higher memory consumption).

And even more, if I'll try to export this mesh into glTF format (new industrial standard which has recently added to UModel), it will save only 4 bone links, i.e. bugs will appear in external software anyway.


Title: Re: Street Fighter V
Post by: guimezanatta on August 03, 2018, 15:28
I wish I had your knowledge... but well, if it ain't broken, don't fix it!
I don't really understand how UE's SkelMesh works but I find intriguing that characters don't use their own skeleton, as in the package I sent you, if I took out that CMN file, the animation simply doesn't play.
And definitely rewriting the code would be a really hard work I presume.
I actually never went into this content viewer area until I've recently found out about Umodel and it's sad that this a issue quite hard to bypass.

Really really thank you for the support so far, I'll keep tuned for (maybe future fix) updates.


Title: Re: Street Fighter V
Post by: jediyoshi on August 31, 2018, 04:29
Anyone having issues with the latest SFV? Textures work fine, but I got an error with meshes

Serializing behind stopper (1285+4 > 1285)
FFileReader::Serialize:File=CM_CMY_01_E00_Skin.uasset <- FArchive::ByteOrderSerialize <- UnPackage::SerializeFName:pos=00001285 <- FPropertyTag<< <- CTypeInfo::SerializeUnrealProps <- UObject::Serialize <- LoadObject:MaterialInstanceConstant'CM_CMY_01_E00_Skin.CM_CMY_01_E00_Skin', pos=1285, ver=434/0 (unversioned), game=ue4.7 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- UIMenuItem::HandleCommand <- UIMenuItem::HandleCommand <- CUmodelApp::WndProc <- VisualizerLoop <- Main:umodel_build=867

Same with setting to 4.6


Title: Re: Street Fighter V
Post by: Gildor on August 31, 2018, 08:52
Did it work fine before the game's update? Or you didn't try if before?


Title: Re: Street Fighter V
Post by: guimezanatta on September 01, 2018, 21:50
Just a quick update about the thread about the elbow bones deformation, IF someone else have them and even though wish to use the extracted in-game animations; just delete both "ElbowFUHelper" bones for the respective arm in an external software and the mesh will fix itself.


Title: Re: Street Fighter V
Post by: toff on September 02, 2018, 05:24
can anybody please confirm whether Umodel still work with SF V?


Title: Re: Street Fighter V
Post by: jediyoshi on September 02, 2018, 06:37
Did it work fine before the game's update? Or you didn't try if before?

The last time I unpacked SFV to use with Umodel was in January and it worked then. I still have those files and current Umodel still works with those old files.

For testing, I'm checking the same costumes between game versions and the old version's work while the new version (of the same costume) doesn't. I compared the files and they're not identical filesizes so they might have done something to them (though I'm not sure if that could just be from some visual alteration they've done).

(https://i.imgur.com/OVFMN0u.png)

I haven't done any testing inbetween that time, so I'm not sure if it stopped working any earlier than that.


Title: Re: Street Fighter V
Post by: guimezanatta on September 03, 2018, 01:27
Which version of the game you're using though? I'm using SFV AE v3.030 with the current Umodel and it works just as always.
I ask that, because depending from which version you have (v3.060 for example) I think Capcom changed something with the .pak files which is quite messed up to unpack them now, that could be the cause for Umodel struggling to handle them, because I also found problems with newer SFV versions.
But I could be wrong.


Title: Re: Street Fighter V
Post by: jediyoshi on September 04, 2018, 00:48
Which version of the game you're using though? I'm using SFV AE v3.030 with the current Umodel and it works just as always.
I ask that, because depending from which version you have (v3.060 for example) I think Capcom changed something with the .pak files which is quite messed up to unpack them now, that could be the cause for Umodel struggling to handle them, because I also found problems with newer SFV versions.
But I could be wrong.

The latest at the time, so 03.070. I could see unpaking part being an issue, but textures do still work normally. I'll try to package up some sample files.


Title: Re: Street Fighter V
Post by: guimezanatta on September 04, 2018, 03:57
Which version of the game you're using though? I'm using SFV AE v3.030 with the current Umodel and it works just as always.
I ask that, because depending from which version you have (v3.060 for example) I think Capcom changed something with the .pak files which is quite messed up to unpack them now, that could be the cause for Umodel struggling to handle them, because I also found problems with newer SFV versions.
But I could be wrong.

The latest at the time, so 03.070. I could see unpaking part being an issue, but textures do still work normally. I'll try to package up some sample files.

I did some tests with my current SFV version and after unpacking the files, I can confirm that Umodel doesn't behave normally as with older versions, in my case, it couldn't even load meshes at all, only textures though.
I think the solution for now is to stick with older versions of the game unfortunately, or at least until some new way on unpacking become available.


Title: Re: Street Fighter V
Post by: jediyoshi on September 07, 2018, 14:29
Sample files for the newest SFV, the character model is in the CMY folder. The CMN folder is needed for the model's skeleton.

https://drive.google.com/open?id=1pIsoVx98tGe2lt_Wm5ZjNB75G1MuD9ZT

For comparison, here are the same files from an older version of SFV where the models still opened in umodel

https://drive.google.com/open?id=1zfqffxm4ojLJvB3_m69VtcsA88OF14ob


Title: Re: Street Fighter V
Post by: Juso3D on September 08, 2018, 09:26
is anyone still having issues with this game?

(http://i.imgur.com/ORpWo4Il.png) (https://imgur.com/ORpWo4I)


Title: Re: Street Fighter V
Post by: jediyoshi on September 08, 2018, 22:55
Are you using a particular version of umodel or method of unpaking the files? Do my sample files open for you?


Title: Re: Street Fighter V
Post by: guimezanatta on September 09, 2018, 03:17
Are you using a particular version of umodel or method of unpaking the files? Do my sample files open for you?

Finally I think I'm able to properly unpack my latest SFV version, I just used this one https://mega.nz/#!BNIxRKyB!I2uyqhvFcZO4YBfnu4hN_LiEZ8u8t7c4gS0d0IT0v4Q
Also, I just dropped the content from this zip into the .pak chunkfiles and used the 4GB+ version from the QuickBMS, which also comes with this zip.
Try it out and bump me up if you need help or any particular model.


Title: Re: Street Fighter V
Post by: jediyoshi on September 09, 2018, 03:46
Are you using a particular version of umodel or method of unpaking the files? Do my sample files open for you?

Finally I think I'm able to properly unpack my latest SFV version, I just used this one https://mega.nz/#!BNIxRKyB!I2uyqhvFcZO4YBfnu4hN_LiEZ8u8t7c4gS0d0IT0v4Q
Also, I just dropped the content from this zip into the .pak chunkfiles and used the 4GB+ version from the QuickBMS, which also comes with this zip.
Try it out and bump me up if you need help or any particular model.

That is the script I used to unpack both the old and new sample files I've uploaded. Does it or your own files actually open properly in umodel?


Title: Re: Street Fighter V
Post by: guimezanatta on September 09, 2018, 04:09
Are you using a particular version of umodel or method of unpaking the files? Do my sample files open for you?

Finally I think I'm able to properly unpack my latest SFV version, I just used this one https://mega.nz/#!BNIxRKyB!I2uyqhvFcZO4YBfnu4hN_LiEZ8u8t7c4gS0d0IT0v4Q
Also, I just dropped the content from this zip into the .pak chunkfiles and used the 4GB+ version from the QuickBMS, which also comes with this zip.
Try it out and bump me up if you need help or any particular model.

That is the script I used to unpack both the old and new sample files I've uploaded. Does it or your own files actually open properly in umodel?

Yes they do now, but with your files, Umodel bitches about something that only Gildor may have an idea.
And may I ask you, your copy of the game is a legit one? (Steam or whatever) Because maybe your directory is too long or... I have no idea on what I'm talking about actually.
I just have all my games in a single clean SDD and after retrying unpacking them again with this script placed together with the .pak files, Umodel works fine now.
Weird isn't?


Title: Re: Street Fighter V
Post by: Juso3D on September 09, 2018, 06:06
Are you using a particular version of umodel or method of unpaking the files? Do my sample files open for you?
using latest uModel, though this is Street Fighter V Arcade Edition, requires aes key...


Title: Re: Street Fighter V
Post by: jediyoshi on September 09, 2018, 12:20
Are you using a particular version of umodel or method of unpaking the files? Do my sample files open for you?
using latest uModel, though this is Street Fighter V Arcade Edition, requires aes key...

Ah I see, umodel supports just opening the pak files directly now. I was following the old method of extracting everything. Everything works.


Title: Re: Street Fighter V
Post by: witcher on October 07, 2018, 11:52
What is AES key for arcade edition??


Title: Re: Street Fighter V
Post by: Darko on October 08, 2018, 06:56
What is AES key for arcade edition??

Code:
_aS4mfZK8M5s5KWC2Lz2VsFnGKI7azgl


Title: Re: Street Fighter V
Post by: AI_Capone on March 03, 2019, 03:51
When I try to load animations, there's like 8,000+ or something and it ruins my computer's memory and crashes. Is there any way to not search all animations, or try to specify them manually?


Title: Re: Street Fighter V
Post by: Juso3D on March 03, 2019, 07:45
When I try to load animations, there's like 8,000+ or something and it ruins my computer's memory and crashes. Is there any way to not search all animations, or try to specify them manually?

Flat View


Title: Re: Street Fighter V
Post by: AI_Capone on March 03, 2019, 07:53
Ah perfect, thanks so much!


Title: Re: Street Fighter V
Post by: cin244233 on March 05, 2019, 10:13
Excuse me  ,Can only see  XX.uasset    files,How to extract sound ,wav  format ,thanks!


Title: Re: Street Fighter V
Post by: Gildor on March 05, 2019, 10:16
How to extract sound ,wav  format ,thanks!
Check umodel's readme.


Title: Re: Street Fighter V
Post by: cin244233 on March 05, 2019, 11:36
hi,Gildor  , Thank you for your tips  , The exported sound file is a file in uasset format ,How to view sound files in uasset ?


Title: Re: Street Fighter V
Post by: Gildor on March 05, 2019, 11:42
Most likely you've used "save package", not "export".


Title: Re: Street Fighter V
Post by: cin244233 on March 05, 2019, 16:05
Most likely you've used "save package", not "export".
The export has an error. I don't know if it is my operation error or something else. The attachment is a picture and uasset. See if I can find out why. Thanks.


Title: Re: Street Fighter V
Post by: Gildor on March 05, 2019, 16:15
The attached file has "SoundAtomCueSheet" object, this is not a sound.


Title: Re: Street Fighter V
Post by: cin244233 on March 08, 2019, 09:05
The whole scan did not find the sound of this game.Although I still didn't extract the sound, thank you very much.


Title: Re: Street Fighter V
Post by: Gildor on March 08, 2019, 09:08
What I'd suggest then:
1. In startup options, disable everything - but enable sounds.
2. Open the game.
3. In package dialog, switch to "flat view".
4. Select all packages, click "export".
5. Wait, see what will be exported.

I don't have the game, so I can't verify it myself. It is quite possible that the game uses non-standard sound system, and nothing will be extracted.


Title: Re: Street Fighter V
Post by: cin244233 on March 08, 2019, 10:28
 It is quite possible that the game uses non-standard sound system,I tried it, still no sound file.Even so, thank you  very very much .


Title: Re: Street Fighter V
Post by: swordsaint on October 28, 2019, 23:02
Is Umodel able to extract stage meshes from SFV? Every time I try to open the stage meshes from their basemodel folders, I get an error.


Title: Re: Street Fighter V
Post by: 6yXJI0 on December 11, 2019, 19:45
Hmmm. Any idea if i can extract story cutscene animations? I can't find anything.


Title: Re: Street Fighter V
Post by: Awesome on July 21, 2020, 16:43
Any one have last version Champion Edision Aes key?


Title: Re: Street Fighter V
Post by: spiritovod on July 21, 2020, 17:19
@Awesome: It's still the same as the one on previous page.


Title: Re: Street Fighter V
Post by: kokakee on September 24, 2021, 14:40
Where is Ehonda in the chara folder? im using SFVCE btw