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English Forum => Unreal engine 4 => Topic started by: imarceldoe on April 11, 2017, 06:58



Title: PlayerUnknown's Battlegrounds
Post by: imarceldoe on April 11, 2017, 06:58
Game: PlayerUnknown's Battlegrounds / PUBG (steam page (https://store.steampowered.com/app/578080/PUBG_BATTLEGROUNDS/))
UE4 version: 4.16
AES key: in the same place as usual (link (https://cs.rin.ru/forum/viewtopic.php?f=10&t=100672))

For recent game versions use specific umodel build from this topic (/smf/index.php/topic,8304.msg43604.html#msg43604) with game specific override. Note that character meshes are not supported for recent game versions, except for base bodies, and you need to use either old game versions or experimental server from steam (which is also old version) if you want to extract those parts.

Starting from 2023 the game is also using obfuscation and only particular versions are fully supported in specific build - for more info read this post (/smf/index.php/topic,3229.msg40693.html#msg40693). Though you can still open some assets from any recent game version anyway - most textures should be loadable as well as some meshes.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on April 11, 2017, 08:12
I think you simply don't know how to use UModel. I see no problems in your message, absolutely no problems.


Title: Re: PlayerUnknown's Battlegrounds
Post by: simkas on April 22, 2017, 15:12
Is it fully supported? I just get an error saying encrypted pak files aren't supported.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on April 22, 2017, 16:16
Check logs on umodel startup. It will show you statistics - how many files are encrypted and how many not.


Title: PLAYERUNKNOWN'S BATTLEGROUNDS
Post by: camjac251 on May 02, 2017, 22:56
I have had some trouble with a few of the packages inside of Battlegrounds and was wondering if it was a limitation of umodel or a bug with the game maybe. The build of the game shows 4.14.3

I tried exporting the largest file and this error came back
Code:
TArray: index 57 is out of range (57)
SerializeCompressed <- FPakFile::Serialize <- FByteBulkData::SerializeDataChunk <- FByteBulkData::SerializeData <- UTexture2D::LoadBulkTexture:File=/TslGame/Content/Maps/HouseTestMap/Heightmap_x0_y0.umap <- UTexture2D::GetTextureData:Texture2D_12 <- ExportTexture <- ExportObject:Texture2D'Texture2D_12' <- ExportObjects <- CUmodelApp::ShowPackageUI <- Main:umodel_version=587

A few other errors I got were for
Quote
/TslGame/Content/Maps/HouseTestMap/Heightmap_x0_y0.umap
/TslGame/Content/Maps/Erangel/Art/Grid/Grid-Level_0-1.umap
/TslGame/Content/Maps/Erangel/Art/BRO_Landscape_Material.uasse

and also another error for jquery
Code:
Wrong tag in package: 6576227B
FPackageFileSummary<<:Ver=0/0 <- UnPackage::UnPackage:/TslGame/Content/uiresources/Scripts/jquery-2.2.0.min.map, ver=100000/0, game=0 <- UnPackage::LoadPackage:/TslGame/Content/uiresources/Scripts/jquery-2.2.0.min.map <- CUmodelApp::ShowPackageUI <- Main:umodel_version=587

I couldn't find an existing thread about battlegrounds so I made this new one, hope it's alright.



Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on May 03, 2017, 09:14
Do you have only these several errors for the whole game?
Regarding "jquery.map" - this is a javascript file, just with the same extension. You shouldn't try to open it, or at least ignore UModel's crashes with it.


Title: Re: PlayerUnknown's Battlegrounds
Post by: exematt on May 20, 2017, 18:14
Hey I'm trying to read the text information found within PlayerUnknown's Battleground files. Mainly looking at Filenamehere.uasset which seems to be the file which contains the information I'm not too sure how to go about it, I've been searching high & low for an answer but I've not managed to do so albeit I've probably overlooked it somewhere, any guidance please? Cheesy I know the games source was done in UE4 4.15 but opening files with that version still declares a newer version of UE4 was used so it's also not helping me in this situation.The file in question is mainly in text with the rest in binary but I'm not sure how to go about reversing the binary into a readable format any help would be great

Edit: I've tried converting the Hexadecimal to Decimal but no idea if that's the right approach


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on June 04, 2017, 17:32
After some discussion in Russian thread (http://www.gildor.org/smf/index.php/topic,3270.0.html) I can say that the game is supported. You should specify UE4.14 for being able to open files.


Title: Re: PlayerUnknown's Battlegrounds
Post by: exematt on June 13, 2017, 00:48
Aye I know that the files can mostly be opened via 4.14 but the main thing I'm wanting to do is to read the game files for information on different weapons etc, makes what I'm doing a metric ton easier. Can't open those files via 4.14 at the moment


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on July 04, 2017, 05:28
After some discussion in Russian thread (http://www.gildor.org/smf/index.php/topic,3270.0.html) I can say that the game is supported. You should specify UE4.14 for being able to open files.

Hi Gildor, recently came across this awesome program not too long ago while playing with UE4 and PUBG, thanks for making it...

Just wondering about the exporting feature, I've open the Warehouse asset from PUBG into umodel and it says it has 14 UV materials, however when I export it into the pskx and import into blender there is only 7 UV maps, is this a limit on umodel or pskx file format and is there anyway to get all the UV maps exported, will attach some pics on next post to show you want I mean.

Again thanks for umodel, it's awesome.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on July 04, 2017, 07:13
Hi
Unreal supports up to 4 UVs, and unlimited number of materials. What did you mean when mix these words? ("UV materials")


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on July 04, 2017, 08:43
Hi
Unreal supports up to 4 UVs, and unlimited number of materials. What did you mean when mix these words? ("UV materials")

Oh ok I'll take some pic soon when get home, new to all this so could just be the user lol.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on July 04, 2017, 09:53
OK here is the pic, basically the issue I am having is that Blender cant see the Roof UV Map since there is only 7 of them, but UModel can see it.

http://imgur.com/ADMHSd0
http://imgur.com/Clyc44b

Hope that is a better understanding of the issue I am having.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on July 04, 2017, 10:38
You didn't understand the issue well, so I can only suppose. You see 14 materials, and when pressing Ctrl+U, you see UV unwraps in UModel. And when looking at UV unwraps in Blender, you see something different. Right?

I see that UVs here are far outside of 0..1 range. UModel shows them as much as it fits the screen, but probably Blender truncates UVs on 0..1 range and simply drops what's outside. You should check if you have 14 materials in Blender or not in a different way. For example, bu attaching unique materials to all 14 slots, and comparing mapping with UModel.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on July 04, 2017, 12:53
Yeah I cant find and select the Roof UV to put a texture on in Blender since there is only 7 UV Maps and none of the Roof Faces are in there, they appear to be there still since the little UV Dot in the bottom left hand corner of Blender UV grid is still selected, however the 13 Materials that show in UModel are there but not sure how to assign them since there isn't any UV Maps to put them on (Mainly atm for the Roof texture map).

So basically not sure how to assign the roof texture since I cant select it in UV Maps.

(Sorry for my novice skill level, totally new to this).


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on July 04, 2017, 13:07
I think all these materials use the same UV set. On screenshots I see that the mesh has 2 UV sets. 2nd UV set is always lightmap (for StaticMesh), so there's only 1 UV set left. I think all 14 materials are mapped using the same UVs.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on July 08, 2017, 17:15
Hey Gildor, just wondering what this means when I try to open up the heightmap of PUBG or isn't it possible to load that up in UModel?
Quote
SerializeCompressed <- FPakFile::Serialize <- FByteBulkData::SerializeDataChunk <- FByteBulkData::SerializeData <- UTexture2D::LoadBulkTexture:File=/TslGame/Content/Maps/TslCapture.umap <- UTexture2D::GetTextureData:HQ_Lightmap1_1 <- ExportTexture <- ExportObject:LightMapTexture2D'HQ_Lightmap1_1' <- ExportObjects <- CUmodelApp::ShowPackageUI <- Main:umodel_version=597

Cheers.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on July 08, 2017, 19:33
There should be a error message, you stripped it.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on July 12, 2017, 12:50
Hey just want to let ya all know that Befzz has updated his PSK/X importer, can now import pubg assets easier with better UV map support, but also ones like the Buggy that would be all messed up,  I've made a thread here....

http://www.gildor.org/smf/index.php/topic,3308.msg22803.html#msg22803


Title: Re: PlayerUnknown's Battlegrounds
Post by: mechadeath on September 13, 2017, 21:30
hello,
I'm also trying to find/export the 16 bit heightmap textures from this package with no luck.

my process so far:
1. export the Heightmap_x_y.umap  files from the main game PAKs using umodel
2. try opening/exporting the Heightmap_x_y.umap file from both console and gui of umodel

i get an error when attempting to open the umap file in umodel:
Loading package: Heightmap_x3_y3.umap Ver: 508/0 Engine: 0 [Unversioned] Names:
398 Exports: 122 Imports: 135 Game: 10000E0
WARNING: it seems package Heightmap_x3_y3.umap has missing .uexp file
Loaded in 0 sec, 28 allocs, 0.00 MBytes serialized in 0 calls.
Loading Texture2D Texture2D_0 from package Heightmap_x3_y3.umap
******** Loading object Texture2D'Heightmap_x3_y3.Texture2D_0' ********
*** ERROR: Unable to read 1 bytes at pos=0x1923C7F
FFileReader::Serialize:File=Heightmap_x3_y3.umap <- FArchive::ByteOrderSerialize
 <- UnPackage::SerializeFName:pos=01923C7F <- FPropertyTag<< <- CTypeInfo::Seria
lizeProps <- UObject::Serialize <- UTexture3::Serialize4 <- UTexture2D::Serializ
e4 <- UTexture2D::Serialize <- LoadObject:Texture2D'Heightmap_x3_y3.Texture2D_0'
, pos=1923C7F, ver=508/0 (unversioned), game=ue4.14 <- UObject::EndLoad <- Main:
umodel_version=617

Any advice on extracting heightmaps is greatly appreciated


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on September 13, 2017, 21:38
Hi. Heightmaps are not supported. Actually there's no texture format which will support 16-bit greyscale images.


Title: Re: PlayerUnknown's Battlegrounds
Post by: mechadeath on September 13, 2017, 22:24
Hi Gildor, thanks for the quick response.
I think the data I want is in the ubulk files but I'm unsure how to access it

Also in regard to the type of file used for terrain height; it's a .RAW 16 bit greyscale file that I'm looking for; https://docs.unrealengine.com/latest/INT/Engine/Landscape/Custom/#heightmapformats


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on September 15, 2017, 18:10
I think the data I want is in the ubulk files but I'm unsure how to access it
ubulk is just a separated part of uasset.
Quote
Also in regard to the type of file used for terrain height; it's a .RAW 16 bit greyscale file that I'm looking for; https://docs.unrealengine.com/latest/INT/Engine/Landscape/Custom/#heightmapformats
Interesting. I've added a todo item for that - https://trello.com/c/Oq8f8XlP/195-heightmap-support


Title: Re: PlayerUnknown's Battlegrounds
Post by: mechadeath on September 25, 2017, 18:05
Any news here? Was anyone able to locate/extract heightmap data for PUBG?


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on September 25, 2017, 18:07
Sorry, I'm just too busy. Can't even find free time to add UE4.17 support.


Title: Sound extraction
Post by: beggarboy on October 19, 2017, 00:51
Hi everyone,
I've been trying to export the PUBG sounds for like 4 days now?
I tried HyperRipper, DragonUnpacker, aluigis QuickBMS etc.

The only thing that worked was aluigis QuickBMS Unreal Tournament 4 Script. That gave me a working folder structure populated with correctly named files.
Now comes the odd thing. I tried to export sounds with UEViewer, but it just refuses to export. It just doesn't do anything. Folder stays empty. Every other displayable object, planes, cars etc name it exports and displays perfectly.
What throws me off a bit is: I know for a fact that PUBG used a WWise Sound Plugin to develop the sounds and when I try to open the Unreal Engine project file Unreal Editor asks for the WWise Plugin and other things. I don't think I can open it with Unreal Editor though, because the project doesn't really load, it runs through, asks for plugins, asks if it should be compiled and then just does nothing. So I think going with Unreal Editor is a dead end. I might be wrong though. Gildor you have a lot more experience with the materia then I do.

So for shits and giggles I tried feeding UEViewer the TslGame_sound.pak and interestingly enough it sorta eats it, even with the correct mount points (TslGame/Content) but after that UEViewer says it can't find the package, which is really odd.

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

I would appreciate any help or ideas here, because I don't really know whats left to do. I've tried quite a lot now.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on October 19, 2017, 01:10
Hi,
"Unable to find package ... blablabla ... file.pak"
This means that you're trying to open PAK file as UASSET. You shouldn't do that. Pak files are automatically scanned on umodel startup when you'll provide a correct path for files.


Title: Re: PlayerUnknown's Battlegrounds
Post by: beggarboy on October 19, 2017, 01:30
Alright, noted. So now I dug a bit deeper and tried to feed it an AWM and an AK sound .uasset.

UEViewer even correctly sees it as Sound, but it just doesn't export it.

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

What causes that behaviour?


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on October 19, 2017, 01:34
This message explains itself. It was also added to FAQ. you may see that this uasset has 1 AkAudioEvent object. This is not a wave file. Also, "Ak" prefix means Wwise, which is also not supported.


Title: Re: PlayerUnknown's Battlegrounds
Post by: beggarboy on October 19, 2017, 01:38
Alright, I just asked because I thought there might be a possibility that log message pops up because the uasset is not "displayable" as in 3D object, as UEViewers main purpose is to handle 3D objects and not sounds etc.

Good coding.

Is there any known procedure to "extract" a WWise Audio Event? Have you dealt with something like this before?


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on October 19, 2017, 01:45
Is there any known procedure to "extract" a WWise Audio Event? Have you dealt with something like this before?
I really don't know. I'm not familiar with its internal data formats.


Title: Re: PlayerUnknown's Battlegrounds
Post by: marek5816 on October 20, 2017, 00:41
Hi,
Is there any option how to export animation from the PUBG ? For example, when I try to open swim idle animation, it write "The specified packages has no supported objects" (yes, I read the faq and know what thas it mean...), so when I cann't open it, I cann't export it.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on October 20, 2017, 00:47
"Open" and "Export" are different things. "Open" works for viewing, and you can't view animation without a mesh - this is why "no supported objects" message displayed.

Please watch this video - it shows the preferred way of working with UE4 animations:
https://www.youtube.com/watch?v=KSZaX0YQ2qg&index=4&list=PLJROJrENPVvK-V8PCTR9qBmY0Q7v4wCym


Title: Re: PlayerUnknown's Battlegrounds
Post by: marek5816 on October 20, 2017, 01:49
Quote from: Gildor
"Open" works for viewing, and you can't view animation without a mesh
Thanks, I miss out that I must open mesh too, you are great person :)


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on October 20, 2017, 01:52
:)


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on October 23, 2017, 18:06
Yeah defiantly possible, even done the test vaulting animations in there, next step is to use in UE4 for playing around.....

And yeah defiantly Gildor is a awesome guy for creating this program and to continue to update it :D


Title: Re: PlayerUnknown's Battlegrounds
Post by: marek5816 on October 29, 2017, 20:02
After quite a long time I did not find any possibility how to extract terrain, and I would be interested whether anyone found the way how to extract it (also with other tools like have Gildor).


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on November 06, 2017, 13:38
You can't extract the terrain since umodel don't support it, the terrain was built in a third party program called World Machine etc.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on November 14, 2017, 11:13
It seems they are switching to UE 4.18, the newest Test Server that came out today with the Vaulting and new vehicles handling wouldn't open with Unreal Engine 4.14 with any asset content loaded, only worked with 4.18 now, seems to be the reason why they delayed updates lately, most likely broke some code....


edit

Actually seems they went from 4.14 to 4.16 instead has Animations would only work with that selected has Engine Version....4.14 no longer works at all for anything.


Title: Re: PlayerUnknown's Battlegrounds
Post by: chen kuan on November 25, 2017, 13:42
help,i was doing the same thing but i had a error(TArray:index 2 is out of range (0) ProcessVerts <- ConvertLod:lod=0 <- USkeletalMesh4::ConvertMesh <- USkeletalMesh4::Serialize <- LoadObject:SkeletalMesh4'PU_Female.PU_Female', pos=C89FF, ver=508/0 (unversioned), game=ue4.14 <- UObject::EndLoad <- LoadWholePackage:PU_Female <- CUmodelApp::ShowPackageUI <- Main:umodel_version=637)did i do some thing wrong?


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on November 25, 2017, 13:49
Try different engine versions.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on December 05, 2017, 11:31
help,i was doing the same thing but i had a error(TArray:index 2 is out of range (0) ProcessVerts <- ConvertLod:lod=0 <- USkeletalMesh4::ConvertMesh <- USkeletalMesh4::Serialize <- LoadObject:SkeletalMesh4'PU_Female.PU_Female', pos=C89FF, ver=508/0 (unversioned), game=ue4.14 <- UObject::EndLoad <- LoadWholePackage:PU_Female <- CUmodelApp::ShowPackageUI <- Main:umodel_version=637)did i do some thing wrong?

That model has never work at all...


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on February 08, 2018, 05:01
PUBG Test Server (Now also Live) is now using Encryption, both use same key.

key
Code:
45DD15D6DD2DA50AEB71CE7A5284CF8EA498B2EC3D52B7E336F3EA0071CE44B3

(http://i.imgur.com/SwQFkjWh.png) (https://imgur.com/SwQFkjW)



Title: Re: PlayerUnknown's Battlegrounds
Post by: barabulyko on February 14, 2018, 15:18
Working fine, thanks a lot!


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on February 26, 2018, 22:33
I think this is additive animation. It is not supported.


Title: Re: PlayerUnknown's Battlegrounds
Post by: brainblip3 on April 07, 2018, 11:26
I extracted latest PUBG uassets using quickbms. I know the correct UE4 version should be 4.16 according to PUBG itself. But when I try to view some assets I get this error:

Package "Weapon/Rifles/HK416/Textures/HK416_01_n.uasset": wrong name index 6177
UnPackage::SerializeFName:pos=000003B5 <- FPropertyTag<< <- CTypeInfo::SerializeProps <- UObject::Serialize <- UTexture3::Serialize4 <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'HK416_01_n.HK416_01_n', pos=3B5, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=710

 I also notice there are people in the past who have successfully rendered these models see: https://www.youtube.com/watch?v=9zdsDoC0-pM


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on April 07, 2018, 12:49
I extracted latest PUBG uassets using quickbms. I know the correct UE4 version should be 4.16 according to PUBG itself. But when I try to view some assets I get this error:

Package "Weapon/Rifles/HK416/Textures/HK416_01_n.uasset": wrong name index 6177
UnPackage::SerializeFName:pos=000003B5 <- FPropertyTag<< <- CTypeInfo::SerializeProps <- UObject::Serialize <- UTexture3::Serialize4 <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'HK416_01_n.HK416_01_n', pos=3B5, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=710

 I also notice there are people in the past who have successfully rendered these models see: https://www.youtube.com/watch?v=9zdsDoC0-pM
You don't need to use quickbms, uModel can open and view the Texture (and export it) without issues. uses 4.16 and AES key provided in the thread...


Title: Re: PlayerUnknown's Battlegrounds
Post by: brainblip3 on April 07, 2018, 20:55
I extracted latest PUBG uassets using quickbms. I know the correct UE4 version should be 4.16 according to PUBG itself. But when I try to view some assets I get this error:

Package "Weapon/Rifles/HK416/Textures/HK416_01_n.uasset": wrong name index 6177
UnPackage::SerializeFName:pos=000003B5 <- FPropertyTag<< <- CTypeInfo::SerializeProps <- UObject::Serialize <- UTexture3::Serialize4 <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'HK416_01_n.HK416_01_n', pos=3B5, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=710

 I also notice there are people in the past who have successfully rendered these models see: https://www.youtube.com/watch?v=9zdsDoC0-pM
You don't need to use quickbms, uModel can open and view the Texture (and export it) without issues. uses 4.16 and AES key provided in the thread...


I would like to edit some of the Blueprint files as well. Can I export the Blueprint file from uModel and edit it in UE4?


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on April 07, 2018, 21:05
No. You can't edit or even view exported blueprints. This is not UModel's restriction - if you're going to work with UE4, you should know what's "cooking" and what's the difference between editor assets and cooked assets.


Title: Re: PlayerUnknown's Battlegrounds
Post by: brainblip3 on April 07, 2018, 21:55
Apologies, I am new to UE4 modding. If I can't edit or view the cooked blueprints, then how come I see lots of pak file mods floating around where key blueprint attributes involving things like recoil have been altered successfully?


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on April 07, 2018, 21:58
I think these blueprints were edited with something else, not with UnrealEd. May be with use of hex editors.


Title: Re: PlayerUnknown's Battlegrounds
Post by: brainblip3 on April 07, 2018, 22:31
Ahh, very clever. Thank you gildor, that was the answer I needed!


Title: Re: PlayerUnknown's Battlegrounds
Post by: brainblip3 on April 09, 2018, 04:26
I think these blueprints were edited with something else, not with UnrealEd. May be with use of hex editors.

Hello Gildor,

Do you have any resources to help me reverse the bytes of cooked uasset + corresponding uexp? I am looking over some files now, but the values that follow the struct variable names do not make any sense in the uasset file. I see others making changes in uexp corresponding file to get the mods they want, but I need more documentation about cooking/uncooking. I am also having another strange problem where even when I export from uemodelviewer and repack+encrypt, the modded pak file is not loading. Very strange because when I use a 3rd party provided modded pak file, it works in game, but even if I extract and then repack+encrypt the contents of the pak, resulting in I thought identical file (identical file size), this new encrypted pak is not loading in game when its clone brother downloaded online still works.

Thanks.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on April 09, 2018, 13:01
Hi,

Sorry, I'm not writing any docs about "file formats". In general, it is very very hard to write one for any Unreal game. And even 1000x times harder to write it for ALL games which UModel supports.

If you have programming skills, you can read UModel's or UE4's source code.

Regarding "game ignored my pak files" - I don't know what's wrong. There could be many issues why game rejects pak files.


Title: Re: PlayerUnknown's Battlegrounds
Post by: treasure1011 on October 15, 2019, 11:10
:( i have problems!
i open pubg .pak with umodel with setting "override game direction"  UE4.16 ( image down here )
https://drive.google.com/file/d/1ClqE1M9NmZ-iQL17YDGjXSU5d-U6Ufe9/view?usp=sharing
i open a weapon (kar98) it ok! nothing happen
but when i open a house .it failed - ( image down here )
https://drive.google.com/file/d/1FilvSPhXH-jZC-76cMfrZSEl_ebKgRea/view?usp=sharing
i try to change version to 4.18! it still failed with same problems ( image down here )
https://drive.google.com/file/d/1QyVOJP_e7W9cywzmOtmsMwplVyxtVDb2/view?usp=sharing
i try too hard but it not changed
please help me :(
i use new umodel
==== it say =====
ERROR: Memory: bad allocation size -536860640 bytes
appMalloc:size=-536860640 (total=3 Mbytes) <- FArray::Empty:-402652328 x 12 <- TArray::SerializeSimple <- SerializeBulkArray <- FPositionVertexBuffer4<< <- FStaticMeshLODModel4::SerializeBuffersLegacy <- FStaticMeshLODModel4<< <- TArray::Serialize:0/3 <- UStaticMesh4::Serialize <- LoadObject:StaticMesh4'Church.Church', pos=284F22, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- LoadWholePackage:Church <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1113


Title: PUBG
Post by: austrianyt on April 28, 2020, 03:17
Hi!

I read every single thread here about PUBG and it's problems. I read that this game isn't supported for UModel at all. Is there a way to fix that for a short time range? I would be ready to pay for this if it is somehow possible.
I need the models for my animations which I do as a full time job.



The problem:

My problem is that a lot of PUBG's models (PC version) don't come with textures after exporting. Here is a screenshot how it looks like: https://gyazo.com/ab75b6b4363ea09b014482c8bc68bd3e

To view the models I use UE 4.16 or 4.17. Both works.
I have the feeling that nearly all newer meshes have no texture and get this warnings shown in the screenshot.


Greetings from Austria,
Markus


Title: Re: PUBG
Post by: Juso3D on April 28, 2020, 07:18
I don't think it's a problem with uModel, but just how the PUBG dev's handle their materials setup, like the material isn't assigned directly to the mesh from DCC programs like 3ds Max or Blender, but  just clicked and dragged on to it in UE4 since they would be using Material Instances.

But textures are that ain't hard to find, they are named the same has the mesh.

(http://i.imgur.com/udk1MP0l.png) (https://imgur.com/udk1MP0)


Title: Re: PUBG
Post by: Gildor on April 28, 2020, 10:02
I suppose this game shouldn't work at all, isn't it?


Title: Re: PUBG
Post by: austrianyt on April 28, 2020, 13:49
Thanks for the answers!

I have to say that UModel works pretty good for that game when I am using it with version 4.16. I can export all meshes I want. Only problem was that with the textures

Thanks for your adwise @Blenux. It works when I export the textures manually and it also works in my software now and every looks fine! :)


Title: Re: PUBG
Post by: Gildor on April 28, 2020, 13:56
I have to say that UModel works pretty good for that game when I am using it with version 4.16. I can export all meshes I want. Only problem was that with the textures
- Is that desktop or mobile version of the game?
- Is that recent game or old one (very old)?
- Are you using "officlal" UModel, or modded version? (there's third-party build which adds support for PUBG)

I've been told many times that UModel doesn't work with PUBG, that the game has quite complex changes made it incompatible.


Title: Re: PUBG
Post by: Juso3D on April 28, 2020, 15:08
This is for PC PUBG, most things work (Textures, Some Static Meshes, Animations) with the Official uModel, but some other static meshes will come up with a error like this,

Code:
RawArray item size mismatch: expected 12775424, serialized 12

SerializeBulkArray <- FPositionVertexBuffer4<< <- FStaticMeshLODModel4::SerializeBuffersLegacy <- FStaticMeshLODModel4<< <- TArray::Serialize:0/1 <- UStaticMesh4::Serialize <- LoadObject:StaticMesh4'SM_Uaz_New.SM_Uaz_New', pos=1A0E9A, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- LoadWholePackage:SM_Uaz_New <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey:key=6F, down=1 <- VisualizerLoop <- Main:umodel_build=1183

Just remembered there is already a Thread for PUBG that I updated the first post with the custom uModel that has a fix.

Battlegrounds Thread
 (/smf/index.php/topic,3229.msg22241.html#msg22241)

Going to recheck it all.


Title: Re: PlayerUnknown's Battlegrounds
Post by: coherence on August 05, 2020, 12:23
hi, i've exported uasset from pubg mobile chinese ver (also called game for peace)
I can open most of the uasset files in umodel (the engine version is 4.18), except for uasset files in one directory,
these uassets are with uexp and ubulk, is it possible to open them in umodel,
I tried all engine versions, and a fatal error was displayed.
I don't know what is wrong with these files, can you help me check it.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on August 05, 2020, 12:34
UModel shouldn't work with PUBG. Some people reported it worked before, but I don't know if they've used older game versions or not.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on August 05, 2020, 12:35
There is a custom uModel fix for PUBG on the first post on page one, did you try that?


Title: Re: PlayerUnknown's Battlegrounds
Post by: coherence on August 05, 2020, 12:43
Is there a difference between pubg and pubg mobile
I used the pubg fix version and the official version of umodel. I can open a large part of the model, but files in only one directory cannot be opened. They may have different file formats.


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on August 05, 2020, 17:56
Desktop and mobile version are different. While mobile versions works fine with the latest umodel (including meshes, textures and animations), for base desktop version you need fixed umodel for meshes (see Blenux post). In the same time, latest mobile versions have some textures, where ubulk files are additionally xored and has structured format with chunks (compressed or encrypted), despite that ubulk is usually just raw data.  

Anyway, I don't understand why you discuss mobile versions here if there is dedicated topic for mobile versions in the corresponding forum section.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Broodytv on August 20, 2020, 19:31
i cant able to find the weapon skins of pubg in ue viewer can you help where these skins of weapons and vehicles are located.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on August 20, 2020, 19:35
...

Weapons = Game/Weapons/Skin
Vehicles = Game/Vehicles/Skin_Vehicles


Title: Re: PlayerUnknown's Battlegrounds
Post by: Broodytv on August 20, 2020, 20:03
can we find these skins addresses  ? so that i can see them within the game by using cheat engine


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on August 20, 2020, 20:04
Wrong forum for that.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Broodytv on August 20, 2020, 20:36
do you know any forom for that  ?


Title: Re: PlayerUnknown's Battlegrounds
Post by: AnonymousPUBG on December 01, 2020, 06:11
Hello to everyone!!
I'm an modder of GTA San Andreas, V & IV
On my community i am very well known for making good mods, many still hate and envy me, but I don't care...
A few months ago I bought PUBG from Steam and I have dedicated myself to converting many things to San Andreas.

They recently updated the game and here comes my problem. I want to have this wedding dress, I already updated my game and I already looked for it in:
Assets/Character/Female= And all the subcategories
Assets/Character/Male= And all the subcategories

This is the bride dress https://i.imgur.com/325Vdbs.jpg

All I found were some textures, but not the models.
I thought that maybe they are models that already came in the game before and not new, so that's why I looked everywhere but I didn't find anything

The same thing happened with a halloween costume, I found the model but only for men (because pubg corp would do that, how sick to put a sexy woman costume on men)

https://i.imgur.com/KIDcUPM.png (skull queen)

I would like to know where to find those models, or if the skull queen's have been eliminated and why the dress can't be found where it should be...
Thanks for read all...



Title: Re: PlayerUnknown's Battlegrounds
Post by: mmo on July 07, 2021, 09:49
hi, trying to export newest map from todays update (new map Taego). Always getting this error with special version or without, choosing 4.16.

Loading Texture2D Tiger_Minimap from package /Game/UI/HUD/Minimaps/Tiger_Minimap.uasset
******** Loading object Texture2D'Tiger_Minimap.Tiger_Minimap' ********
*** ERROR: Memory: bad allocation size 1480875846 bytes
appMalloc:size=1480875846 (total=68 Mbytes) <- FArray::Empty:1480875846 x 1 <- FString<< <- FTexturePlatformData<< <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'Tiger_Minimap.Tiger_Minimap', pos=373, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- LoadWholePackage:/Game/UI/HUD/Minimaps/Tiger_Minimap.uasset <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1335


Title: Re: PlayerUnknown's Battlegrounds
Post by: AllTheNews on July 07, 2021, 11:12
hi, trying to export newest map from todays update (new map Taego). Always getting this error with special version or without, choosing 4.16.

Loading Texture2D Tiger_Minimap from package /Game/UI/HUD/Minimaps/Tiger_Minimap.uasset
******** Loading object Texture2D'Tiger_Minimap.Tiger_Minimap' ********
*** ERROR: Memory: bad allocation size 1480875846 bytes
appMalloc:size=1480875846 (total=68 Mbytes) <- FArray::Empty:1480875846 x 1 <- FString<< <- FTexturePlatformData<< <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'Tiger_Minimap.Tiger_Minimap', pos=373, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- LoadWholePackage:/Game/UI/HUD/Minimaps/Tiger_Minimap.uasset <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1335


The latest update that PUBG made breaks Umodel support, there is no public Umodel version that works with PUBG currently


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gildor on July 07, 2021, 11:14
AFAIK UModel didn't work with PUBG before the update too, so your messages sounds very strange to me.


Title: Re: PlayerUnknown's Battlegrounds
Post by: mmo on July 07, 2021, 11:17
it worked perfectly fine, ive extracted tons of icons and textures, ive never tried sounds or such but. Icons and texture export worked fine.


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on July 07, 2021, 15:24
For proper animation support in latest game versions use specific build from this topic (/smf/index.php/topic,8304.msg43604.html#msg43604) with game specific override option. It includes fix for textures and original fix for static meshes by horsenit.

Update: Specific build is updated to support oodle compression properly.
Update 2: Info about animations in latest game versions is added.
Update 3: Due to changes in recent game versions, which is explained in this post (/smf/index.php/topic,3229.msg45099.html#msg45099), only versions from 12 April 2023 or older are supported in specific build at the moment.
Update 4: Updated build now works with version from 2 August 2023 as well.
Update 5: Updated build now works with version from 21 February 2024 as well.


Title: Re: PlayerUnknown's Battlegrounds
Post by: mmo on July 07, 2021, 18:26
no, its not

Loading data for format PF_DXT1 ...
******** Loading object Texture2D'Tiger_Minimap.Tiger_Minimap' ********
*** ERROR: Memory: bad allocation size 1480875846 bytes
appMalloc:size=1480875846 (total=0 Mbytes) <- FArray::Empty:1480875846 x 1 <- FString<< <- FTexturePlatformData<< <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'Tiger_Minimap.Tiger_Minimap', pos=373, ver=513/0 (unversioned), game=pubg <- UObject::EndLoad <- LoadWholePackage:Tiger_Minimap <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1050


Title: Re: PlayerUnknown's Battlegrounds
Post by: mavverick on July 07, 2021, 20:07
Here is specific umodel build with the fix for textures (link (https://drive.google.com/file/d/1pGGDC2Nw6AFfOa4AoNd3lLKWJCJE0FxH/view?usp=sharing)). It also includes original fix for static meshes by zhanggvi. No override is required, simply choose proper engine version (4.16).

It says "Virus Detected" when attempting to download this lol.

Not accusing you of sending a virus, just saying that is something I'm having on my end.

(https://i.imgur.com/bmnTGT7.png)

Edit: Looked it up and noticed the thread from 3 years ago talking about how this is a Windows Defender issue. Got it resolved.

Although I can confirm this branch does load up PUBG meshes, I'm afraid that the meshes not being loaded into uModel issue I posted earlier is still persistent. Character and clothing meshes are just gone.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on July 07, 2021, 20:48
Here is specific umodel build with the fix for textures (link (https://drive.google.com/file/d/1pGGDC2Nw6AFfOa4AoNd3lLKWJCJE0FxH/view?usp=sharing)). It also includes original fix for static meshes by zhanggvi. No override is required, simply choose proper engine version (4.16).

It says "Virus Detected" when attempting to download this lol.

Not accusing you of sending a virus, just saying that is something I'm having on my end.

(https://i.imgur.com/bmnTGT7.png)

Edit: Looked it up and noticed the thread from 3 years ago talking about how this is a Windows Defender issue. Got it resolved.

Although I can confirm this branch does load up PUBG meshes, I'm afraid that the meshes not being loaded into uModel issue I posted earlier is still persistent. Character and clothing meshes are just gone.

It's fine, faked positive.


Title: Re: PlayerUnknown's Battlegrounds
Post by: mmo on July 07, 2021, 22:31
ok works now with pubg release, didnt work with test server for some reason, thank you very much, you helped me alot !


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on July 08, 2021, 16:07
@mmo: I'm sure you've fixed it by running correct build, since 1050 one, mentioned in your error above, is definitely not the one I've uploaded here (which is 1544 based). As of now both stable and test branches of PUBG are using those modified parameters for textures.

@mavverick: It seems that some parts are not available anymore "as is" because of customizations in the engine. They literally have CustomizableObject class now, which looks like aimed for meshes/materials customizations. It's highly possible that faces and some other parts are being dynamically generated by it. I didn't extract packages yet, but there is possibility that they're using custom assets as well, which are not being recognized by umodel. The only solution is to grab some older game version where all worked fine, with depotdownloader or something.
Also, if you're not sure about alarms from your local AV, check the file in question at virustotal and compare results - for example, if windows defender is being triggered, but at virustotal "Microsoft" shows "undetected" that means your local defender definitions are outdated.

Update: They don't use custom assets (only some custom classes within usual assets). You can find a few full models by searching for "mutable". And it seems they're using a lot of dynamic materials, which is out of umodel's scope.


Title: Re: PlayerUnknown's Battlegrounds
Post by: CosmicDreams on July 19, 2021, 18:32
Where are all the character models?
I saw a few things about "mutable" and that i need an older game version
Any pointers on what version i would need?


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on August 09, 2021, 23:41
@nanakjaggi: Use this build - https://www.gildor.org/smf/index.php/topic,3229.msg40693.html#msg40693


Title: Re: PlayerUnknown's Battlegrounds
Post by: iVendettaHD on August 30, 2021, 21:52
Any fix for the new version? What happen with the game? The heads and body parts don't appear on the game files just appear like cache memory  :o :(


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on August 31, 2021, 09:29
No looks like one will need to find a older version of the game to get Player Models (means no current/future models can be obtained no more), even fModel can't see them.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on August 31, 2021, 09:54
If you want some old Skeleton Meshes, one can still download the experimental build of PUBG on steam still, though won't have anything knew since it's a very old version of the game now.

(https://i.imgur.com/Tz9hOIrl.png)

updated first page also.


Title: Re: PUBG
Post by: Moisoni on December 14, 2021, 23:17
Hello!
The latest UE Viewer version (build 1579) crashes while trying to export or to preview a texture, but actually, it does work to export animations (like emotes from the game). What could be the problem?

This is the crash log:
Code:
******** Loading object Texture2D'emote_icon_222_dance.emote_icon_222_dance' ********

ERROR: Memory: bad allocation size 1480875846 bytes
appMalloc: size=1480875846 (total=77 Mbytes) <- FArray::Empty: 1480875846 x 1 <- FString<< <- FTexturePlatformData<< <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject: Texture2D'emote_icon_222_dance.emote_icon_222_dance', pos=405, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- LoadWholePackage: /Game/UI/HUD/EmoteWheel/Icons/emote_icon_222_dance.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579


The game is using version 4.16.3 of the UE and in the past, I can confirm that UE Viewer worked great with PUBG even if the game isn't officially supported by you.

Do you know what could be the problem?


Title: Re: PUBG
Post by: Juso3D on December 15, 2021, 12:51
https://www.gildor.org/smf/index.php/topic,3229.msg40693.html#msg40693


Title: Re: PUBG
Post by: Moisoni on December 15, 2021, 17:37
https://www.gildor.org/smf/index.php/topic,3229.msg40693.html#msg40693

It works, thank you!


Title: Re: PlayerUnknown's Battlegrounds
Post by: nanakjaggi on January 15, 2022, 20:42
is there any way i can dowload previous patch files of pubg pc so i can export outfits models of it throught umodel!!?


Title: Re: PlayerUnknown's Battlegrounds
Post by: Trpskt11 on January 19, 2022, 03:42
Hey there, Ever since that F2P update I was wondering if there had been any new developments in terms of extracting character models. I used Blenux's Umodel version 1544, and with the encryption key, it worked well, Being able to view a lot of models, like the animals and the weapons. My main issue is with the character models. I can view the texture files clearly and all but the meshes file only seems to contain the PhysicsAssets, not the meshes their selves, no crashing. I was wondering why it is like that?


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on January 19, 2022, 06:27
Not currently that I'm aware.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Elliot on March 19, 2022, 17:57
Hi
Im trying to export PUBG Skin icons to PNG.
I found them, but when I tried to export them, an error occurs.
Error: OodleLZ_Decompress returned 0
Error Log: appDecompressOodle <- appDecompress: CompSize=1403 UncompSize=2651 Flags=0x10 Bytes=8C06 <- SerializeCompressed <- FPakFile::Serialize: file=/Game/Assets/Character/Male/Fullset/Materials/M_Body_21PGCcrop_01.uasset <- FArchive::ByteOrderSerialize <- UnPackage::CreateLoader: /Game/Assets/Character/Male/Fullset/Materials/M_Body_21PGCcrop_01.uasset <- UnPackage::UnPackage: /Game/Assets/Character/Male/Fullset/Materials/M_Body_21PGCcrop_01.uasset, ver=100000/0, game=0 <- UnPackage::LoadPackage(info): /Game/Assets/Character/Male/Fullset/Materials/M_Body_21PGCcrop_01.uasset <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc <- UIBaseDialog::CustomMessageLoop <- UIBaseDialog::ShowDialog: modal=1, title="Choose a package to open" <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1544 based
How can I solve this problem?
oh, also im using umodel PUBG that is uploaded on this forums (google drive link) and my specs (i5 1035G1, 4gb ram, 128ssd, windows 11 64bit)
Thank you for reading.
+Sorry for my bad english


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on March 19, 2022, 20:55
@Elliot: That specific build was based on older umodel version without built-in oodle support. I've updated it in the same post (/smf/index.php/topic,3229.msg40693.html#msg40693), now it should work properly with latest game version.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Elliot on March 20, 2022, 03:37
Thank you It works!!


Title: Re: PlayerUnknown's Battlegrounds
Post by: krait17k on March 20, 2022, 03:42
Anyone knows how can I extract the 3d models for jackets hoodies for example ? I can only find the item spawner.
Also I can't find the  meshes for the face.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on March 20, 2022, 07:53
PUBG and Super People both seem to be using mutable features for that, umodel cant open them.


Title: Re: PlayerUnknown's Battlegrounds
Post by: krait17k on March 21, 2022, 02:04
Is there any other method ? On SourceFilmmaker workshop there is the male model with a few shirts jackets pants etc but they are pretty old.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on March 21, 2022, 07:13
Spiritovod may know of a way if I remember correctly, though involved another program.


Title: Re: PlayerUnknown's Battlegrounds
Post by: krait17k on March 21, 2022, 19:58
I'll be grateful if Spiritovod  is willing to share the method. :)


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on March 21, 2022, 20:53
It's not like someone is forbidden to read both topics, this one and Super People, and my posts in particular. I've only explained how in my opinion they're working with meshes in both games, without any particular solution.
You can always use any generic tools for getting geometry from raw data (not only from UE4 assets) - like those from Bigchillghost (Advanced Mesh Reaper - Xtreme Edition, Amateur Skeleton Hunter) and such. Or use graphic debuggers and rippers to grab models/textures at runtime (Intel GPA, renewed Ninja Ripper, etc) - though you may be banned in second case, because those games are using specific anticheats, which can be triggered at some point.


Title: Re: PlayerUnknown's Battlegrounds
Post by: IkyAhmad on March 22, 2022, 05:16
help me, I'm having a problem and don't know what to do. I have Extracted my .pak file. and now I want to repack it in the form of a .pak Mod file ( small .pak ) example : My .pak name is base.pak after I Extract it to mod folder and edit it !! i got stuck when i want to repack my single file because i don't know what to type in my CMD !! Any little help I really need !!


Title: Re: PlayerUnknown's Battlegrounds
Post by: azgoodaz on May 22, 2022, 03:44
Latest update error.

Internal Oodle decompressor failed, oo2core_5_win32.dll not found
appDecompressOodle <- appDecompress: CompSize=442 UncompSize=700 Flags=0x10 Bytes=8C06 <- SerializeCompressed <- FPakFile::Serialize: file=/Game/Maps/DihorOtok/Minimap.uasset <- FArchive::ByteOrderSerialize <- UnPackage::CreateLoader: /Game/Maps/DihorOtok/Minimap.uasset <- UnPackage::UnPackage: /Game/Maps/DihorOtok/Minimap.uasset, ver=100000/0, game=0 <- UnPackage::LoadPackage(info): /Game/Maps/DihorOtok/Minimap.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1544 based

Using uModel PUBG .exe from the Google Drive link on 4.16 as seen in the screenshot.

(https://i.imgur.com/73odAEI.png)


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on May 22, 2022, 04:22
@azgoodaz: https://www.gildor.org/smf/index.php/topic,3229.msg42659.html#msg42659
I forgot to remove old build from gdrive, so quoted link was valid. It's now removed to avoid possible confusion like that.


Title: Re: PlayerUnknown's Battlegrounds
Post by: azgoodaz on May 25, 2022, 17:55
Error when viewing on 4.16.

Code:
Memory: bad allocation size 1480875846 bytes

appMalloc: size=1480875846 (total=76 Mbytes)
<- FArray::Empty: 1480875846 x 1 <- FString<< <- FTexturePlatformData<<
<- UTexture2D::Serialize4 <- UTexture2D::Serialize
<- LoadObject: Texture2D'Sanhok_Minimap.Sanhok_Minimap', pos=375, ver=513/0 (unversioned), game=ue4.16
<- UObject::EndLoad <- LoadWholePackage: /Game/Maps/Savage/Savage_Minimap.uasset <- CUmodelApp::ShowPackageUI
<- CUmodelApp::ProcessKey: key=6F, down=1 <- VisualizerLoop <- Main: umodel_build=1587



Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on May 26, 2022, 16:04
@azgoodaz: Like it was already said above, you need to use updated specific build from this post (/smf/index.php/topic,3229.msg40693.html#msg40693), since official build doesn't support textures and static meshes for this game.


Title: Re: PlayerUnknown's Battlegrounds
Post by: azgoodaz on May 27, 2022, 18:36
@azgoodaz: Like it was already said above, you need to use updated specific build from this post (/smf/index.php/topic,3229.msg40693.html#msg40693), since official build doesn't support textures and static meshes for this game.

It happens to everything, not just static meshes or textures. This is an 'icon' for the game that appears in the UI but it just crashes the viewer now. This is 100% a bug and not an intended feature since this UI icon appeared in previous UE Viewer revisions.

Code:
appMalloc: size=1480875846 (total=76 Mbytes) <- FArray::Empty: 1480875846 x 1 <- FString<< <- FTexturePlatformData<< 
<- UTexture2D::Serialize4 <- UTexture2D::Serialize
<- LoadObject: Texture2D'icon_ammo_762mm.icon_ammo_762mm', pos=433, ver=513/0 (unversioned), game=ue4.16
<- UObject::EndLoad <- LoadWholePackage: /Game/UI/item/ammo/icon_ammo_762mm.uasset
<- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey: key=6F, down=1
<- VisualizerLoop <- Main: umodel_build=1587


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on May 27, 2022, 19:23
@azgoodaz: It's because devs changed texture assets for a while, and all icons / ui elements and such are texture assets. It's not a bug, since bug is when something doesn't work properly in a game with default engine implementation and this is not the case. The solution (modified umodel build, created specially for this game) was already provided to you, you just need to download updated version of it from original post.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on June 10, 2022, 08:12
Well try to fix today.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on June 10, 2022, 13:33
Fixed


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on June 10, 2022, 14:20
@Juso3D: Please don't do it and link original post instead. Due to direct links people may obtain outdated build in case of future updates and encounter errors. I don't understand why almost everyone in this topic is tend to link anything except the original post with fixed build. As a result, around two pages can be removed, because those quotes of quotes with already expired links are confusing.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Gnomorez on September 27, 2022, 04:44
It's been over a year already and it's still not possible to extract character models, really?
Devs did some black magic that even Fortnite with all it's millions is not capable of or what.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Juso3D on September 27, 2022, 05:02
It's been over a year already and it's still not possible to extract character models, really?
Devs did some black magic that even Fortnite with all it's millions is not capable of or what.

This post spiritovod posted in Super People thread explains why, same system.

Explained Here (/smf/index.php/topic,7879.msg42354.html#msg42354)


Title: Re: PlayerUnknown's Battlegrounds
Post by: YINGYE on November 14, 2022, 16:39
appDecompress unknown compression flags 16  Please how to solve it


Title: Re: PlayerUnknown's Battlegrounds
Post by: YINGYE on November 14, 2022, 17:46
Found 0 game files (0 skipped) in 0 folders at path "F:\BaiduNetdiskDownload\PAK"
Scanned game directory in 0.0 sec, 1 allocs, 0.00 MBytes serialized in 0 calls.
How to solve the problem of unzipped files


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on November 14, 2022, 22:28
@YINGYE: You need to use specific umodel build from this post (/smf/index.php/topic,3229.msg40693.html#msg40693) for the game. You may also need to read that post (/smf/index.php/topic,8304.msg43662.html#msg43662) as well.


Title: Re: PlayerUnknown's Battlegrounds
Post by: YINGYE on November 17, 2022, 17:07
Where can I download the old version of the game? The test version does not have the model I want


Title: Re: PlayerUnknown's Battlegrounds
Post by: IcesX on January 16, 2023, 16:11
@YINGYE: You need to use specific umodel build from this post (/smf/index.php/topic,3229.msg40693.html#msg40693) for the game. You may also need to read that post (/smf/index.php/topic,8304.msg43662.html#msg43662) as well.

latest version error
(https://i.imgur.com/h4Uil2r.png)


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on January 16, 2023, 23:14
@IcesX: I can't reproduce the error, probably it's not rolled out to main server yet. And I don't feel like supporting experimental or test branches would be good idea.


Title: Re: PlayerUnknown's Battlegrounds
Post by: SonTea on January 18, 2023, 08:12
Latest PUBG update gives out an error upon exporting animations, also loads in too quickly


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on January 18, 2023, 22:21
They're using ACL animations now in the latest update (finally they've rolled it to main server).

For proper animations support in latest game versions use specific build from this topic (/smf/index.php/topic,8304.msg43604.html#msg43604) with game specific override option. Base post is also updated with respective info.


Title: Re: PlayerUnknown's Battlegrounds
Post by: SonTea on April 06, 2023, 02:50
Hi there once again.

I'm experiencing some issues, I'm unsure if it's from my end or if PUBG changed anything (or plans to)
I've downloaded the new Test server update and I've tried to export few animations, they don't seem to export as intended and they weight 25kb, each psa file.

I know Pubg Test server is not intended to be supported but I think this should be looked into as in the last time the ACL compression was pushed out to the main game after Test server update.

Thank you!


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on April 14, 2023, 04:33
Since they've rolled out new changes to main server, respective umodel build is updated with support for them. Apparently they did the same thing as for New State long time ago and hashed some names in names table. Most things should work, except for some materials - but they've modified them anyway, and it's probably better to grab older depots if you want to dig into the game.

Animations handling in the respective build is updated as well. Previously some native animations couldn't be loaded at all, now it should be fixed (it affects other supported games too). Also, support for 16-bit grayscaled textures is added.


Title: Re: PlayerUnknown's Battlegrounds
Post by: SonTea on May 10, 2023, 18:23
Using FModel I discovered that in the latest Test Server update they have hashed the name tables once again.
Would it be possible to get Source Code of this specific UModel build?


Title: Re: PlayerUnknown's Battlegrounds
Post by: dimi on May 30, 2023, 13:12
Here is specific umodel build with the fix for textures (outdated, use respective ACL build linked below). It also includes original fix for static meshes by horsenit. No override is required, simply choose proper engine version (4.16).
For proper animation support in latest game versions use specific build from this topic (/smf/index.php/topic,8304.msg43604.html#msg43604) with game specific override option.

Update: Specific build is updated to support oodle compression properly.
Update 2: Info about animations in latest game versions is added.

Hey, spirito. About experimental pubg versions, acl 1.2 doesn't work and produces this error when opening meshes:
FPakFile::Serialize: file=/Game/Assets/Meshes/BaseCube.uexp <- TArray::SerializeSimple <- SerializeBulkArray <- FPositionVertexBuffer4<< <- FStaticMeshLODModel4::SerializeBuffersLegacy <- FStaticMeshLODModel4<< <- TArray::Serialize: 0/1 <- UStaticMesh4::Serialize <- LoadObject: StaticMesh4'BaseCube.BaseCube', pos=1281, ver=513/0 (unversioned), game=pubg <- UObject::EndLoad <- LoadWholePackage: /Game/Assets/Meshes/BaseCube.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based
Any idea what I can do? I'm trying to get the character models to put in the old version to export animations with.
I also can't seem to find the rig in the experimental build at all, or well it's one of the non exportable ones. All animations that get exported are at about 25 kb.


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on May 30, 2023, 18:18
@dimi: Experimental branch is way too outdated (last update was 5 years ago), so it's not supported. Most animations can be still exported via M_BaseBody_01 or F_BaseBody_01 meshes in stable branch. For some additional info about meshes you may check this post (/smf/index.php/topic,7879.msg42354.html#msg42354) as well.

---------------------------------------------------------------

Due to their constant changes latest supported version would be the one from around 12 April (you can get it via depotdownloader if needed). Also because of this future updates will be provided once in 3 months or less often, if any.


Title: Re: PlayerUnknown's Battlegrounds
Post by: dimi on May 30, 2023, 21:10
@dimi: Experimental branch is way too outdated (last update was 5 years ago), so it's not supported. Most animations can be still exported via M_BaseBody_01 or F_BaseBody_01 meshes in stable branch. For some additional info about meshes you may check this post (/smf/index.php/topic,7879.msg42354.html#msg42354) as well.

---------------------------------------------------------------

Due to their constant changes latest supported version would be the one from around 14 April (you can get it via depotdownloader if needed). Also because of this future updates will be provided once in 3 months or less often, if any.

Works like a charm now with the Apr 12 build. Would you happen to know the last version before the physics assets change was implemented? Would like to export some hair models if possible.


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on August 10, 2023, 23:58
Specific build mentioned above is updated for proper compatibility with version from 2 August (in addition to version from 12 April, supported previously).

Though even without proper parsing of properties some things can be still loaded in other game versions, including base body meshes and animations - just don't use batch operations or limit their scope to particular assets/folders, for example use append option to load only selected animations to the current mesh.


Title: Re: PlayerUnknown's Battlegrounds
Post by: yjh45 on August 30, 2023, 21:40
I want to know how to extract skin images like this, where I can only see the texture of the weapon skin. What do I need to do?


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on August 31, 2023, 15:47
@yjh45: If you can't find those names in flat view mode, most likely they're named differently (and in your example they could be renamed for convenience).


Title: Re: PlayerUnknown's Battlegrounds
Post by: yjh45 on September 01, 2023, 05:20
I was told that weapon graphics are stored on PUBG servers. Do you have any experience in this field? Get resources from the cloud server. The man refused to tell me for some reason.


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on September 01, 2023, 22:50
@yjh45: Then it's out of scope of umodel and this forum in general. Depending on a game, external resources can be requested via blueprints (links are generated at runtime with patterns stored there), data tables (hardcoded links) and such - but those assets are not supported by umodel. I can only suggest to use some traffic sniffers to analyze game requests, if possible.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Kodsw25251143 on October 20, 2023, 00:34
@yjh45: Then it's out of scope of umodel and this forum in general. Depending on a game, external resources can be requested via blueprints (links are generated at runtime with patterns stored there), data tables (hardcoded links) and such - but those assets are not supported by umodel. I can only suggest to use some traffic sniffers to analyze game requests, if possible.
Memory: bad allocation size 1480875846 bytes
appMalloc: size=1480875846 (total=304 Mbytes) <- FArray::Empty: 1480875846 x 1 <- FString<< <- FTexturePlatformData<< <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject: Texture2D'checker_flag-large.checker_flag-large', pos=3AE, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- LoadWholePackage: /Game/checker_flag-large.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1590

please help me what to do with this error?


Title: Re: PlayerUnknown's Battlegrounds
Post by: Kodsw25251143 on October 20, 2023, 19:27
Memory: bad allocation size 1480875846 bytes
appMalloc: size=1480875846 (total=304 Mbytes) <- FArray::Empty: 1480875846 x 1 <- FString<< <- FTexturePlatformData<< <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject: Texture2D'checker_flag-large.checker_flag-large', pos=3AE, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- LoadWholePackage: /Game/checker_flag-large.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1590

Has anyone solved this problem, can you please tell me what to do in this situation?


Title: Re: PlayerUnknown's Battlegrounds
Post by: Sithlordx on October 20, 2023, 21:29
You are using official u model built that wont work with pubg! you need specific built with specific game version! last support was of 2 august, download older game version with specific u model mentioned in the threads above.


Title: Re: PlayerUnknown's Battlegrounds
Post by: Kodsw25251143 on October 21, 2023, 15:27
You are using official u model built that wont work with pubg! you need specific built with specific game version! last support was of 2 august, download older game version with specific u model mentioned in the threads above.
Which u4 should I download, I tried everything that was here, but none of them worked, please give me the link
Download link


Title: Re: PlayerUnknown's Battlegrounds
Post by: Kodsw25251143 on October 23, 2023, 14:13
You are using official u model built that wont work with pubg! you need specific built with specific game version! last support was of 2 august, download older game version with specific u model mentioned in the threads above.
Which u4 should I download, I tried everything that was here, but none of them worked, please give me the link
Download link
????


Title: Re: PlayerUnknown's Battlegrounds
Post by: venkman on January 01, 2024, 18:59
I realise I'm digging up an old contentious thread here, but did anyone ever get the Evangelion crossover models or the JJK ones extracted? They're literally all I'm after and can't seem to get my hands on the relevant builds anymore. Anyone able to help a brother out?


Title: Re: PlayerUnknown's Battlegrounds
Post by: HozukiSuigetsu on January 03, 2024, 08:35
So, is there no absolutely zero way to export stuff like the White Shiba crew set or other new clothing items from current PUBG? Umodel regardless of version (i've been using the acl 1.2 version) exports "0/0" meshes and, well, nothing gets exported when i try to export the new clothing items. i can export guns with acl 1.2 but can't export clothes. :(


Title: Re: PlayerUnknown's Battlegrounds
Post by: Sithlordx on January 09, 2024, 17:53
So, is there no absolutely zero way to export stuff like the White Shiba crew set or other new clothing items from current PUBG? Umodel regardless of version (i've been using the acl 1.2 version) exports "0/0" meshes and, well, nothing gets exported when i try to export the new clothing items. i can export guns with acl 1.2 but can't export clothes. :(
white shiba set or pgc 2019 set can be obtained via older builts! Everything works till feb of 2020 ! I dont remember exactly but there was a uviewer fix here that supported stuff and worked fine till feb or March of 2020 I mean clothes can be exported back then easily, now they don't due to devs using mutable feature! You can read in the early threads ! I wish I can help more Sorry for bad English :)


Title: Re: PlayerUnknown's Battlegrounds
Post by: HozukiSuigetsu on January 30, 2024, 23:21
thats not true, the white shiba set wasnt added until after 2020 so you cant get it i guess. u can get the regular shiba set and the textures for white shiba so maybe i can just use the white shiba textures on regular shiba but idk


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on February 09, 2024, 23:34
Could someone from those following the topic tell me, which version is worth supporting, since specific build was not updated for half a year already. You can refer to any version, mentioned here (https://steamdb.info/app/578080/patchnotes/) in between october and current moment.


Title: Re: PlayerUnknown's Battlegrounds
Post by: zhk on February 15, 2024, 18:26
Could someone from those following the topic tell me, which version is worth supporting, since specific build was not updated for half a year already. You can refer to any version, mentioned here (https://steamdb.info/app/578080/patchnotes/) in between october and current moment.

imo the latest version is always great to support but no one will really mind if it would be a specific version from 2023 so i'm not sure

also is it worth visiting the russian pubg support thread? the last message there was sent in 2017 and i'm not sure if it is reasonable to ask anything after 6 years


Title: Re: PlayerUnknown's Battlegrounds
Post by: zhk on February 18, 2024, 02:53
the acl1.2 build doesn't have a "skip on error" feature so most of the time i get export error it is impossible to just continue exporting. is there no such feature in umodel in general or am i missing something?

also can someone specify at least one pubg depot version with aes key where it is possible to export skins (like this one (https://i.imgur.com/59EmqiR.png) from 2019) using umodel, thanks in advance


Title: Re: PlayerUnknown's Battlegrounds
Post by: Najwan on February 24, 2024, 18:22
Memory: bad allocation size 1317568340 bytes
appMalloc: size=1317568340 (total=104 Mbytes) <- FArray::Empty: 1541453127 x 12 <- FPackageFileSummary::Serialize4 <- FPackageFileSummary<<: Ver=0/0 <- UnPackage::UnPackage: /Game/Assets/Character/Avatar_Female/BaseBody/Materials/F_BaseBody_01.uasset, ver=508/0, game=ue4.14 <- UnPackage::LoadPackage(info): /Game/Assets/Character/Avatar_Female/BaseBody/Materials/F_BaseBody_01.uasset <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc <- UIBaseDialog::CustomMessageLoop <- UIBaseDialog::ShowDialog: modal=1, title="Choose a package to open" <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1562 based

use ue4.14 with new aes key


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on February 27, 2024, 00:49
@zhk: The reason why I asked about particular version is because sometimes they're removing assets for limited time events after the event is complete. As for skipping errors - such feature is hardly possible in complex tools like umodel, which works with serialized data, because you don't know beforehand where a error may occur.

@Najwan: First post was outdated. I've updated it with more recent info and link to specific build, required for recent game versions.

-----------------------------------------------------

Specific build is updated with proper support for version from 21 Feb 2024, you can read first post for more info. And a reminder - with specific build it's possible to open some assets from any recent game version, for example most textures.   


Title: Re: PlayerUnknown's Battlegrounds
Post by: YINGYE on April 19, 2024, 12:30
I need the previous version to extract the texture. However, the version link is no longer available for download. I hope the moderator can provide me with a copy


Title: Re: PlayerUnknown's Battlegrounds
Post by: spiritovod on April 19, 2024, 20:09
@YINGYE: All previous custom builds are outdated in terms of game support, thus they were removed to avoid misunderstandings. First post now contains most recent info about the game, and if you need to open some old game version (from 2018 when it was not modified yet), you can simply use generic engine override instead of specific one.