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English Forum => Unreal engine 4 => Topic started by: fil1969 on February 04, 2017, 14:13



Title: Conan Exiles
Post by: fil1969 on February 04, 2017, 14:13
Hi!
The game is supported
UE4 - 4.12


Title: Re: CONAN EXILES
Post by: Chrono on May 29, 2017, 13:58
Textures are no longer supported in the usual mannerism. Instead of the diffuse, normal, and specular mapping being exported a generic "*_M" file is exported where * is the base meshes' name.

Here are some examples:
https://www.mediafire.com/?ow9ifri9o379h9s not needed

Edit: I'm a huge idiot. I did some googling AFTER posting this question and according to the user "wghost81" on nexusmods the textures use LZO compression. Simply manually check "LZO" compression when opening the game files.

Here's what wghost81 wrote up:
"...tfc files are basically concatenated raw compressed texture data. Each texture is compressed and all the textures are concatenated in one big tfc file.

Texture2D objects extract textures from tfc files by file name, file offset and data size. Small textures are packed directly into Texture2D objects (within upk files) and large textures are packed into tfc file.

To replace one texture inside tfc file you'll need to pack your texture with LZO packer (that's what XCOMLZO was originally written for). But there is no guarantee you texture will be the same size as an old one. In fact, you can be sure it will be different. If it has smaller size, you can rewrite old data with a new one, leaving some garbage, and update all the references to that texture with a new size. And there are a dozens of such references for one texture, especially for pawns. If a new texture is bigger... well, you out of luck, as you can't shift other textures inside tfc, because in this case you'll need to update every reference in every Texture2D object. You can append a new texture to the end of an old tfc file or, better, create a new tfc file, containing new textures only, and update relevant Texture2D objects with new filename, offset and size..."

And in this case, the massive .tga being exported is using a packer which combines all of that wonderful texture data into one huge output file.. and by manually enabling LZO we can export each normal map.


Title: Re: CONAN EXILES
Post by: Gildor on May 29, 2017, 18:29
Are you sure you posted your message in correct thread? Conan Exiles is UE4 game, but you're talking about TFC file and LZO compression, which aren't in UE4.


Title: Re: CONAN EXILES
Post by: Chrono on May 30, 2017, 20:25
Are you sure you posted your message in correct thread? Conan Exiles is UE4 game, but you're talking about TFC file and LZO compression, which aren't in UE4.

Yes, I am sure. Try the game for yourself. If you don't enable LZO in umodel to export you get one cluster *_m file instead of the diffuse, normal, and spec maps exported separately. And yes, I know it uses UE4 - I've played it since release and followed it since before that. It's one of my favorites.


Title: Re: CONAN EXILES
Post by: Gildor on May 30, 2017, 21:26
This is very strange.


Title: Re: CONAN EXILES
Post by: Chrono on May 31, 2017, 15:30
This is very strange.

Yup, there's no diffuse, normal, or spec map showing for some models only a clustered _m texture containing all that information now combined. Even the previews in umodel are different now, here's some photos showing that funcom's logo now displays over the correct textures.

Edit: The upload folder is full and won't let me attach at 50Kb file..?

(http://i.imgur.com/SD3A0jk.jpg)
(http://i.imgur.com/6M98Dx2.jpg)

Conan Exiles recently released a new game patch on April 10 with the dreg dungeon and since then I think they've modified their files.

Here's some photos of my settings and what textures will display:
(http://i.imgur.com/JRlTnv5.png)
(http://i.imgur.com/ffetnAY.png)
(http://i.imgur.com/BJVoe1J.png)


Title: Re: CONAN EXILES
Post by: Gildor on May 31, 2017, 15:46
Edit: The upload folder is full and won't let me attach at 50Kb file..?
Fixed. I've removed all attachments which are older than 1 year.


Title: Re: CONAN EXILES
Post by: Chrono on May 31, 2017, 16:41
Edit: The upload folder is full and won't let me attach at 50Kb file..?
Fixed. I've removed all attachments which are older than 1 year.

I uploaded everything to imgur in the mean time to show you what I'm referencing. Before the textures were split into 3 files - the diffuse for color then normal for depth and spec for shine of course. Now it's all consolidated into a single _m file which is strange. Some of the NPC files still contain the _d,_n,_s (diffuse,normal,spec) textures while others contain a single combined _m file, which was referenced on another from as being an lzo package?


Title: Re: CONAN EXILES
Post by: Gildor on May 31, 2017, 16:47
There's no "lzo packages" here. Perhaps _m textures are masks for layered materials.


Title: Re: CONAN EXILES
Post by: Chrono on May 31, 2017, 16:54
There's no "lzo packages" here. Perhaps _m textures are masks for layered materials.

Don't know. I haven't seen it before and I've never seen that _m format used. They're referring their own funcom logo with each texture in the preview now so I think they've added some protection to their files. I'd probably say leave it if they're going to start doing security measures to stop folks, but if you want I can upload the assets for ya to look at.


Title: Re: CONAN EXILES
Post by: Chrono on August 17, 2017, 00:08
Conan Exiles was just updated today. Textures no longer show up in the umodel interface like they aren't found at all.

When scanning for the version, this shows:
(https://i.gyazo.com/808e0ba25b4873e023d3f71ab6e67ba5.png)

Here's the view showing textures no longer appearing:
(https://i.gyazo.com/da59612fad45056b1a9910119ca5283c.png)

The game also now seems to be using version 4.15 instead of 4.12.


Title: Re: CONAN EXILES
Post by: Gildor on August 17, 2017, 19:11
Images does not work.


Title: Re: CONAN EXILES
Post by: Chrono on August 17, 2017, 19:27
Images does not work.

Fixed that. Images should show now.


Title: Re: CONAN EXILES
Post by: Gildor on August 17, 2017, 19:31
Try opening something from "materials" folder. If there will be Material or MaterialInstanceConstant, UModel will load them. And look at log - if material has reference to texture, you'll see something about it, even if texture stored in some new format.

Also, to find assets of particular type I'm usually switching to "flat" mode, doing scan for assets, and sorting assets by type - in your case, for textures. After that you'll be able to see if this game has textures at all.


Title: Re: CONAN EXILES
Post by: Chrono on August 17, 2017, 19:36
Try opening something from "materials" folder. If there will be Material or MaterialInstanceConstant, UModel will load them. And look at log - if material has reference to texture, you'll see something about it, even if texture stored in some new format.

Also, to find assets of particular type I'm usually switching to "flat" mode, doing scan for assets, and sorting assets by type - in your case, for textures. After that you'll be able to see if this game has textures at all.

This is the materials listed:
(https://i.gyazo.com/bc5cc89794d587a6529adc3392943295.png)

All of the materials reference this placeholder image:
(https://i.gyazo.com/1b39b3d4762ada9fa1b2b2b33384fc74.png)

And in flat view, only a few characters models actually have textures listed:
(https://i.gyazo.com/94d17fc5e83a621fd515c45798b1da11.png)



Title: Re: CONAN EXILES
Post by: Gildor on August 17, 2017, 20:12
Probably they're using some custom texture format - for example this: https://appdevelopermagazine.com/3464/2015/12/27/Granite-for-Unreal-Adds-Advanced-Texture-Streaming-to-Unreal-Engine-4/


Title: Re: CONAN EXILES
Post by: Chrono on August 17, 2017, 22:37
Probably they're using some custom texture format - for example this: https://appdevelopermagazine.com/3464/2015/12/27/Granite-for-Unreal-Adds-Advanced-Texture-Streaming-to-Unreal-Engine-4/

Well thanks for you time, I know you've been super busy lately. Yeah, the files are now protected.


Title: Conan Exiles not working
Post by: venkman on April 28, 2018, 01:36
Getting this error since the newest game updates...

Memory: bad allocation size 911681360 bytes
appMalloc:size=911681360 (total=1 Mbytes) <- FArray::Empty:1936028277 x 16 <- TArray::Serialize:0/0 <- FPakEntry<< <- FPakVFS::ReadDirectory <- MountVFS <- appRegisterGameFile:c:\Program Files (x86)\Steam\steamapps\common\Conan Exiles/ConanSandbox/Content/Paks/100+crosshairspack.pak <- ScanGameDirectory <- ScanGameDirectory <- ScanGameDirectory <- ScanGameDirectory <- appSetRootDirectory:dir=c:\Program Files (x86)\Steam\steamapps\common\Conan Exiles <- Main:umodel_build=726



Title: Re: Conan Exiles
Post by: Gildor on April 28, 2018, 01:43
UModel crashes with reading pak file, it seems the file format has been changed.


Title: Re: Conan Exiles
Post by: venkman on April 28, 2018, 01:57
Anything I can do to help make it work?


Title: Re: Conan Exiles
Post by: Gildor on April 28, 2018, 13:31
No. Probably there's already some third-party tools which extracts Conan pak files, I don't know. I'm very rarely dealing with modified pak file formats. I think the only custom pak file format which is supported by UModel is "Gears of War 4".


Title: Re: Conan Exiles
Post by: Tagazooka on June 07, 2018, 07:18
Hello, I get these errors when trying to export some assets. Any idea?

ERROR: assertion failed: H.Tag == PACKAGE_FILE_TAG

FCompressedChunkHeader<<:pos=4 <- ReadFullyCompressedHeader <- UnPackage::CreateLoader:RizMods.pak/Characters/humans/meshes/SK_human_female_feet.uasset <- UnPackage::UnPackage:RizMods.pak/Characters/humans/meshes/SK_human_female_feet.uasset, ver=100000/0, game=0 <- UnPackage::LoadPackage:RizMods.pak/Characters/humans/meshes/SK_human_female_feet.uasset <- CUmodelApp::ShowPackageUI <- Main:umodel_build=775


Title: Re: Conan Exiles
Post by: Gildor on June 07, 2018, 11:27
Hello. This is literally the same error as before, it is caused by custom pak file format in this game.


Title: Re: Conan Exiles
Post by: Tagazooka on June 07, 2018, 13:54
Well I should have told you that I already unpaked the pak files with QuickBMS and thus your tools is stuck on uasset files and not pak files in this case. So I don't know if the error is still related to that previous issue here.


Title: Re: Conan Exiles
Post by: Gildor on June 07, 2018, 14:02
Send me a sample, I'll check (just to see what's wrong, not sure if I'll support the game - it's under development yet).


Title: Re: Conan Exiles
Post by: Tagazooka on June 08, 2018, 07:58
Here is two samples. One for mesh and one for texture. I don't know if it could be different but I put both anyway.

And the game left early access since the 5th May, so I don't think they will do any major changes on files format for a while...

Mesh:
https://yadi.sk/d/C6I6vrEC3XQn9J

Texture:
https://yadi.sk/d/v5znewA_3XQnoA


Title: Re: Conan Exiles
Post by: Gildor on June 08, 2018, 14:58
I've checked these files, they have customized package format. UModel's error message wasn't correct, I've fixed diagnostic message - now UModel will display a message "Wrong tag in package (0). That's what developers did for this game: they inserted 4 zero bytes at the beginning of every file (not just this change, that'd be too easy).

I have a question. Can UModel open pak files from this game, or external tool is always required?


Title: Re: Conan Exiles
Post by: Tagazooka on June 09, 2018, 03:44
UModel still can't open pak files from Conan Exiles. I'm using a QuickBMS script for that.


Title: Re: Conan Exiles
Post by: Tagazooka on June 13, 2018, 16:20
Hello,

I tried the last update on UModel and got a different error now when trying to export some files:

ERROR: Wrong tag in package (00000000). Probably the file is encrypted.
FPackageFileSummary<<:Ver=0/0 <- UnPackage::UnPackage:RizMods.pak/Characters/humans/meshes/SK_human_female_feet.uasset, ver=100000/0, game=0 <- UnPackage::LoadPackage:RizMods.pak/Characters/humans/meshes/SK_human_female_feet.uasset <- CUmodelApp::ShowPackageUI <- Main:umodel_build=777

...

But still that same error when trying to open a pak files directly:

WARNING: Pak "D:\Downloads\Jeux\ConanMods\UModel/RizMods.pak" has strange mount point "C:/Users/Riz/AppData/Local/ConanSandbox/Saved/Mods/CookedMods/RizMods/", mounting to root
ERROR: Memory: bad allocation size -685369776 bytes
appMalloc:size=-685369776 (total=0 Mbytes) <- FArray::Empty:1836212581 x 16 <- TArray::Serialize:0/0 <- FPakEntry<< <- FPakVFS::ReadDirectory <- MountVFS <- appRegisterGameFile:D:\Downloads\Jeux\ConanMods\UModel/RizMods.pak <- ScanGameDirectory <- appSetRootDirectory:dir=D:\Downloads\Jeux\ConanMods\UModel <- Main:umodel_build=777


Title: Re: Conan Exiles
Post by: Gildor on June 13, 2018, 16:42
Yes, I mentioned that:
UModel's error message wasn't correct, I've fixed diagnostic message - now UModel will display a message "Wrong tag in package (0)".


Title: Re: Conan Exiles
Post by: Tagazooka on June 15, 2018, 06:49
Okay I did more tests and it appears that my QuickBMS script was corrupting every files when extracting the pak files. So I'm using the UnrealPak from the Conan Exiles devkit and it makes your program exporting files like a charm now, hehehe! Thanks again for your patience and your great tool!

EDIT:
Well... Almost perfect. Your tool stuck on 1 file and can't export it,

Found 169 game files (2 skipped)
Loading package: Mods/RizMods/Characters/humans/materials/FullTransparent_mat.uasset Ver: 510/5 Engine: 0 Names: 55 Exports: 1 Imports: 3 Game: 10000F0
Memory: allocated 143602 bytes in 399 blocks
Loading Material3 FullTransparent_mat from package Mods/RizMods/Characters/humans/materials/FullTransparent_mat.uasset
WARNING: StructProperty "UMaterial3::BaseColor" was not found
WARNING: BoolProperty "UMaterial3::bUsedWithClothing" was not found
WARNING: BoolProperty "UMaterial3::bCanMaskedBeAssumedOpaque" was not found
WARNING: StructProperty "UMaterial3::StateId" was not found
WARNING: Import(Material'Default__Material'): package /Script/Engine was not found
Loaded in 0.001 sec, 8 allocs, 0.00 MBytes serialized in 1 calls.
Exporting objects ...
Exporting Material3 FullTransparent_mat to D:/Downloads/Jeux/ConanMods/UModel/UmodelExport/Mods/RizMods/Characters/humans/materials
Ignoring Material3'FullTransparent_mat' due to empty parameters
Memory: allocated 160657 bytes in 404 blocks

Any idea what it could be?

Here is the file if you need it, https://yadi.sk/d/KNIZkqKh3XuVs3


Title: Re: Conan Exiles
Post by: Gildor on June 15, 2018, 09:08
There's no problem with this file.


Title: Re: Conan Exiles
Post by: Tagazooka on June 15, 2018, 12:35
Strange because your tool generate nothing when I ask it to extract that file and I get that warning in the console...


Title: Re: Conan Exiles
Post by: WollieWoltaz on June 15, 2018, 12:37
@Tagazooka

Could you provide a tutorial about your process of extracting the .Pak files and open them up with Umodel?

Regards,


Title: Re: Conan Exiles
Post by: Gildor on June 15, 2018, 12:37
"Nothing exported" doesn't mean error. It usually means that UModel didn't find anything for export.


Title: Re: Conan Exiles
Post by: Tagazooka on June 15, 2018, 23:31
@WollieWoltaz
I strongly recommend using the devkit that comes with the game for this and...

Use this to extract a pak file (adapt the command to your needs):
Code:
"D:\Epic Games\ConanExilesEditor\Engine\Binaries\Win64\UnrealPak.exe" file.pak -Extract OutputFolder

Use this to create a pak file (adapt the command to your needs):
Code:
"D:\Epic Games\ConanExilesEditor\Engine\Binaries\Win64\UnrealPak.exe" newfile.pak -Create=InputFolder

Then use UModel to explore the extracted folder and to export assets...

@Gildor
Well it's still more strange because the asset exists but I need to convert it to it's original format (probably a .tga?) because when I look at it on the UModel's viewer it looks like a texture so idk really. But when I click export it does nothing... I could use the "screenshot with alpha" feature but I don't think it will work well in the game. I really needs the original format.


Title: Re: Conan Exiles
Post by: Gildor on June 15, 2018, 23:40
@Gildor
Well it's still more strange because the asset exists but I need to convert it to it's original format (probably a .tga?) because when I look at it on the UModel's viewer it looks like a texture so idk really. But when I click export it does nothing... I could use the "screenshot with alpha" feature but I don't think it will work well in the game. I really needs the original format.
Which UModel version you're using? UModel SHOULD export textures. It won't export if, for example, game is in "Program Files" location and you copy-pasted umodel there. Can't say anything particular because I don't see what happens on your PC (recorded video could help).


Title: Re: Conan Exiles
Post by: Ditto on June 16, 2018, 18:52
I noticed that when trying to open up the sound.pak I get this message. I am using the most recent version of umodel.

https://i.imgur.com/F8aC5B3.png


Title: Re: Conan Exiles
Post by: Gildor on June 16, 2018, 18:56
It was mentioned here that Conan has custom pak file format which is not openable by UModel (and not supported by QuickBms extractors either). So you should extract them using Conan SDK's UnrealPAK.exe, and only then use umodel.

Come on, the thread is short to read it from the beginning (but 2-3 recent messages were really enough)!


Title: Re: Conan Exiles
Post by: Nanorat on December 16, 2018, 01:57
Can someone please share the UnrealPak.exe?

The cursed Dev Kit is supposed to be free but Epic Games site just logs me off automatically upon logging in, it wont let me download. :'(


Title: Issue with exporting normals
Post by: AtoLetGo on April 22, 2020, 03:12
Log:
UnPackage::SerializeFName:pos=000003E2 <- FPropertyTag<< <- CTypeInfo::SerializeUnrealProps <- UObject::Serialize <- UTexture3::Serialize4 <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'bottom_Normal.bottom_Normal', pos=3E2, ver=510/5, game=ue4.15 <- UObject::EndLoad <- LoadWholePackage:bottom_Normal <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1183

Game: Conan Exiles

I can export everything else correctly like models, textures, etc. Just not the normals


Title: Re: Conan Exiles
Post by: spiritovod on September 01, 2020, 01:42
Quickbms script for extracting game packages is added to specific scripts bundle available here (https://cs.rin.ru/forum/viewtopic.php?f=10&t=100672), along with required aes key (only DLCs are encrypted though). For more info read sticked topic (/smf/index.php/topic,7304.0.html). Tested on probably outdated paks from the time when the game was not tied to online services.

Update: After quick test it appeared that the script works fine will all game paks.


Title: Re: Conan Exiles
Post by: Brillix on December 10, 2020, 18:37
Specific quickbms script for unpacking game paks is added to respective topics on rin (https://cs.rin.ru/forum/viewtopic.php?f=10&t=100672) and zenhax (https://zenhax.com/viewtopic.php?f=9&t=1005&p=56251#p56251), along with required aes key (only DLCs are encrypted though). Tested on probably outdated paks from the time when the game was not tied to online services.

Update: After quick test it appeared that the script works fine will all game paks.

Hey spirit,

i have unpack the PAK from Conan, now ask Umodel about the Unreal version..
Which Version did u use?


Title: Re: Conan Exiles
Post by: spiritovod on December 10, 2020, 19:58
@Brillix: The version I've checked was still on 4.15, but it could obviously change since then, so it's better to try things by yourself.


Title: Re: Conan Exiles
Post by: spiritovod on April 25, 2021, 00:56
Here is specific umodel build, which allow you to load game packages directly without extracting them (download (https://drive.google.com/file/d/13cRn02btX61bs8quS6IyUGITIiEnTB9b/view?usp=sharing)). No special override is required, just choose proper game engine (4.15 at the moment). DLCs are encrypted, you can find the key in usual place (link (https://cs.rin.ru/forum/viewtopic.php?f=10&t=100672)).

Update: Specific build is updated to support assets, created in the official game editor (including mods).


Title: Re: Conan Exiles
Post by: Exc1usive on May 01, 2021, 13:58
Here is specific umodel build, which allow you to load game packages directly without extracting them. No special override is required, just choose proper game engine (4.15 at the moment). DLCs are encrypted, you can find the key in usual place (link (https://cs.rin.ru/forum/viewtopic.php?f=10&t=100672)).

Help me figure it out UE Viewer does not want to open standard files as well as (QuickBMS) unpacked and DLC files unpacked with a key. 0x5662557A7630783246395A4171674E486B34346F4A4F32437A6F6C6156554A74

(https://d.radikal.ru/d05/2105/b1/8ed89602439b.jpg)

software and script for unpacking
https://mega.nz/file/ygsgULIJ#qgzKzbzOsKx7GBI3ABwslZf9DgteZWMlcPb3vRtoKHA (https://mega.nz/file/ygsgULIJ#qgzKzbzOsKx7GBI3ABwslZf9DgteZWMlcPb3vRtoKHA)

unpacked sample
https://mega.nz/file/T48AFBoK#VHc_t3tXyxw4u19KQ37-TjT5TYD7m32L-Y8FCztL9tE (https://mega.nz/file/T48AFBoK#VHc_t3tXyxw4u19KQ37-TjT5TYD7m32L-Y8FCztL9tE)

what am I doing wrong?


Title: Re: Conan Exiles
Post by: spiritovod on May 01, 2021, 17:21
@Exc1usive: You've extracted those files with default UE4 script instead of specific one from specific scripts bundle. And it's seems you're trying to do the same with umodel - to open paks in official build, which is not supporting them directly, instead of using specific build, attached in my post you've just quoted. Please be more careful next time reading topics.


Title: Re: Conan Exiles
Post by: NicotineCaffeine on November 07, 2021, 23:23
So in the end, to get the diffuse maps what should one do? Unpack them with the other program first and then use umodel, or..?


Title: Re: Conan Exiles
Post by: spiritovod on November 08, 2021, 16:56
@NicotineCaffeine: umodel supports only basic materials layouts. In all other cases you need to re-create them manually in a third-party app (like Blender) with the help of material properties, available in the viewer itself (by pressing "M" and clicking on respective material name) or upon export in prop txt files. When you're exporting a mesh in umodel, it will export all related textures, linked through materials (if possible).


Title: Re: Conan Exiles
Post by: NicotineCaffeine on November 08, 2021, 22:35
Yeah, i have those, but those with the some sort of base colored version work, but those which only that different colored squares? Those do not import anything at all.


Title: Re: Conan Exiles
Post by: spiritovod on November 09, 2021, 01:00
@NicotineCaffeine: Some dynamic materials (usually based on shaders) and WorldGridMaterial type are not supported even for properties. You can also check for parent materials in material properties (if present), but usually if you're exporting a mesh and there are no actual textures exported with it, I doubt you can do much with it, because in most cases texturing of such meshes relies on shaders.


Title: Re: Conan Exiles
Post by: NicotineCaffeine on December 20, 2021, 23:18
Yeah, you could download those and most of the rest if you download the devkit. Trouble is, it weights 200 and more gb.
So i think i'm gonna pass.


Title: Re: Conan Exiles
Post by: cire992 on December 21, 2021, 00:37
Anyone have any luck getting the textures for the DLCs? While the DLCs' meshes are easy to access, the textures only exist in the GraniteSDK paks. I've tried unpacking them with UnrealPak and quickbms and opening them in umodel but obviously they all throw errors. I even tried ripping the textures in-game with ninjaripper and resorep but they can't seem to intercept them. I haven't been able to get the game to launch with RenderDoc, but I imagine the results would be similar. As of right now, the DLC textures seem to be completely inaccessible. Does anyone know of any other ways to intercept textures? It seems weird to me that I can be looking at an image rendered in a scene in real time and not be able to dump it somehow. I mean, geometry is usually the hard part.


Title: Re: Conan Exiles
Post by: spiritovod on December 21, 2021, 22:49
@cire992: You can't extract anything from the game packages with default tools/scripts, because it's using modified format (one field is different). You can use game specific script for quickbms, which is available here (https://cs.rin.ru/forum/viewtopic.php?f=10&t=100672) in specific scripts bundle (also, custom umodel build with support for such packages is available on previous page).
As for the Granite textures, they're using their own implementation of virtual textures (even UE4 ones are not currently supported in umodel, because only one or two games are using it at the moment). You can read more about it in the official Granite presentation (https://graphinesoftware.com/sites/default/files/shared/whitepaper_granite_sdk5.pdf). And judging by content of gtp files, they're using their own proprietary texture compression codec (in UE4 implementation zlib/deflate compression is used for tiles, which are using default BC formats).

So it will be faster to grab them at runtime, indeed. I'll recommend something like Intel GPA or NVIDIA Nsight, though you must run the game without battleye, otherwise it will not work.


Title: Re: Conan Exiles
Post by: gamer033 on December 15, 2023, 23:09
Thank you for the files, it actually worked to unpack. Does anyone know how to unpack mods from the workshop?
I always get this error:

assertion failed: SerializeSize64 < 0x800000000
FObjectExport::Serialize4 <- UnPackage::LoadExportTable <- UnPackage::UnPackage: /Characters/humans/materials/M_human_f_head06.uasset, ver=511/5, game=ue4.15 <- UnPackage::LoadPackage(info): /Characters/humans/materials/M_human_f_head06.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1544 based

This occurs when using the custom umodel conan on the pak as well as when you using the DevKit unpak and then umodel/umodel_conan on the uasset.


Title: Re: Conan Exiles
Post by: spiritovod on December 18, 2023, 22:02
@gamer033: I've updated specific build on previous page, now it should work with assets created in official game editor (including mods).


Title: Re: Conan Exiles
Post by: gamer033 on December 18, 2023, 23:14
Wow it works, thank you! I wish i could do such thing.
Do you know if we can also extract code from the files? I just want to use it for learning how to create mods and maybe take a look on others for learning. Probably not as it's compiled right?


Title: Re: Conan Exiles
Post by: spiritovod on December 19, 2023, 22:17
@gamer033: Everything related to modding is out of scope of this forum, but I suppose there shouldn't be problems with creating mods, since there is official editor and plenty manuals over internet for the game. Even though editor doesn't support cooked (already compiled) assets, it's rather learning about unreal editor than about game assets specifics.