Gildor's Forums

English Forum => Other games => Topic started by: TheMask on February 05, 2016, 17:24



Title: XCOM 2
Post by: TheMask on February 05, 2016, 17:24
hello,

i really appreciate your hard work in supporting so many games. thank you for that!
and now XCOM 2 is out. if you don't mind having a look, it would be great. as far as i can tell,
Staticmesh files aren't supported yet. sekeltelmesh and texture files seem to work partially at least.

XCOM2_Samples.7z (http://www.file-upload.net/download-11279732/XCOM2_Samples.7z.html)


Title: Re: XCOM 2
Post by: Chrono on February 06, 2016, 01:45
I think he'll want some more info and files? The game has a 32 bit binary with nothing in it and the 64 bit binary which shows the "USkeletalMeshComponentexecAttachComponent" in it, etc. The game ver is shown as 845 (34D).

Error:
******** Loading object AnimSequence'GameUnit_Sectoid_SF.AnimSequence_149' ********

ERROR: Serializing behind stopper (2CC1B5+4 > 2CC1B5)
FUE3ArchiveReader::Serialize <- FArchive::ByteOrderSerialize <- TArray::SerializeSimple <- UAnimSequence::Serialize <- LoadObject:AnimSequence'GameUnit_Sectoid_SF.AnimSequence_149', pos=2CC1B5, ver=845/107, game=8000 <- UObject::EndLoad <- LoadWholePackage:GameUnit_Sectoid_SF <- CUmodelApp::ShowPackageUI <- Main:umodel_version=423

Sample Files: https://www.mediafire.com/?2p3vlp15vl7hz1l [34/64x Binaries, Core.upk, Engine.upk, Startup_Loc, and sample .upk's]


Title: Re: XCOM 2
Post by: Gildor on February 06, 2016, 04:05
Hi guys. I've added StaticMesh support. Animation is complex, so most likely I will not support it.


Title: Re: XCOM 2
Post by: HSAR on March 10, 2016, 22:59
Replying to an old thread rather than creating a new one. As referenced by the same comment (https://github.com/gildor2/UModel/commit/b28595a6f43d3a71c796839c254d4b4d53e5f4cb#commitcomment-16624293) on GitHub, I have the following failure on any model file from the current Steam version (10 March 2016 update) of XCOM 2.

Code:
******** Loading object StaticMesh3'ConvShotgun.ConvShotgun' ********
*** ERROR: RawArray item size mismatch: expected 3167, serialized 12

SerializeBulkArray <- FStaticMeshVertexStream3<< <- FStaticMeshLODModel3<< <- TA
rray::Serialize:0/1 <- UStaticMesh3::Serialize <- LoadObject:StaticMesh3'ConvSho
tgun.ConvShotgun', pos=358390, ver=845/104, game=8000 <- UObject::EndLoad <- Loa
dWholePackage:ConvShotgun <- Main:umodel_version=423

Further details - attempting to force the game to XCOM 2 using -game=xcom2 (just guessing there) results in just the textures being dumped out - not very useful.

Version report of the same file:
Code:
845 (34D)  101 ( 65)     3    Conv...
845 (34D)  104 ( 68)     3    Conv...
845 (34D)  105 ( 69)     4    Conv...

Unable to attach any suitable files that are under the size limit.


Title: Re: XCOM 2
Post by: Gildor on March 10, 2016, 23:17
Further details - attempting to force the game to XCOM 2 using -game=xcom2 (just guessing there) results in just the textures being dumped out - not very useful.
What did you mean with "textures dumped out"?
Quote
Unable to attach any suitable files that are under the size limit.
Yes, packages are too large for forum attachments, people are using file sharing services.


Title: Re: XCOM 2
Post by: HSAR on March 10, 2016, 23:36
When I flag with -game=xcom2, I get the textures extracted but not the static meshes.

I'll upload some example stuff momentarily, then.

https://dl.dropboxusercontent.com/u/1788922/Stuff/Conventional.7z (https://dl.dropboxusercontent.com/u/1788922/Stuff/Conventional.7z)


Title: Re: XCOM 2
Post by: Gildor on March 11, 2016, 00:10
Everything from these 2 packages could be viewed and exported well.
Meanwhile I've just uploaded newer UModel with updated XCOM 2 detection code.


Title: Re: XCOM 2
Post by: HSAR on March 11, 2016, 02:43
Seems to have mostly fixed it. Thanks.


Title: Re: XCOM 2
Post by: X3D on March 30, 2017, 10:55
Has anyone managed to find working face morphs for the characters?

I noticed some animations do actually extract e.g CIN Facility, so I wondered if the facial .psa animations had been found.

Thanks Graeme


Title: Re: XCOM 2
Post by: Grendor on February 07, 2019, 03:56
Hey hey, I'm running into errors with the DLC files. I really need to get the 'GameUnit' models and textures from them, but a weird error comes up every time.
Here's the Error, and the files I'm trying to extract from.
Code:
appDecompress:CompSize=328532 UncompSize=897067 Flags=0x8 <- DecompressBlock:block=61D+50354 <- FUE3ArchiveReader::PrepareBuffer <- FUE3ArchiveReader::Serialize <- FArchive::ByteOrderSerialize <- FString<< <- Name:0 <- UnPackage::LoadNameTable <- UnPackage::UnPackage:XCom2-WarOfTheChosen/XComGame/CookedPCConsole/GameUnit_ChosenAssassin_SF.upk, ver=845/120, game=xcom2 <- UnPackage::LoadPackage:XCom2-WarOfTheChosen/XComGame/CookedPCConsole/GameUnit_ChosenAssassin_SF.upk <- CUmodelApp::ShowPackageUI <- Main:umodel_build=913

https://www.dropbox.com/s/eid0p74fjfwrq3b/XCom2DLC.zip?dl=0


Title: Re: XCOM 2
Post by: X3D on February 20, 2022, 16:08
XCOM 2 War of The Chosen
Has anybody managed to successfully extract?

Memory: bad allocation size 716600880 bytes
appMalloc: size=716600880 (total=3 Mbytes) <- UnPackage::UnPackage: CookedPCConsole/Startup.upk, ver=0/32, game=ue1 <- UnPackage::LoadPackage(info): CookedPCConsole/Startup.upk <- UnPackage::LoadPackage(name): startup_xxx <- UnPackage::CreateImport: CookedPCConsole/CIN_Soldier.upk:224 <- UnPackage::SerializeUObject <- TArray::Serialize: 1/2 <- SerializeFMaterialResource <- LoadObject: Material3'CIN_Soldier.M_Distort_Smooth', pos=2C29A27, ver=845/120, game=ue3 <- UObject::EndLoad <- LoadWholePackage: CookedPCConsole/CIN_Soldier.upk <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1585


Title: Re: XCOM 2
Post by: spiritovod on July 10, 2022, 06:26
For expansions and DLCs, released for this game (including War of the Chosen), use latest specific umodel build from this topic (/smf/index.php/topic,7906.0.html) - no special override is required, the game should be detected automatically.

Update: Animations from DLCs should work too with updated specific build.

Issues from those topics also should be covered with this update:
https://www.gildor.org/smf/index.php/topic,3343.0.html
https://www.gildor.org/smf/index.php/topic,7127.0.html