Gildor's Forums

English Forum => Unreal engine 4 => Topic started by: qaz1973825 on September 01, 2018, 19:33



Title: Naruto To Boruto
Post by: qaz1973825 on September 01, 2018, 19:33
https://store.steampowered.com/app/633230/NARUTO_TO_BORUTO_SHINOBI_STRIKER/?l=tchinese

(http://)

Excuse me, does anyone know this AES encryption key?


Title: Re: Naruto To Boruto
Post by: Darko on September 09, 2018, 08:20
AES Key is:

L%#)TuTw=n@fYRZa=~l>~ENkUE%i/>S(

Use UE 4.17 for the game:

(https://i.imgur.com/PVBZ1rC.jpg)


Title: Re: Naruto To Boruto
Post by: mohsen on September 09, 2018, 09:23
what did i do wrong?


Title: Re: Naruto To Boruto
Post by: Gildor on September 09, 2018, 10:24
Your game files are zeroed. You didn't download it properly.


Title: Re: Naruto To Boruto
Post by: venturion on September 09, 2018, 12:58
Doesn't work on static meshes
(https://i.imgur.com/3Fv32lS.png)

Samples:
https://cdn.discordapp.com/attachments/488269652963753984/488269761965326336/Items.7z
https://cdn.discordapp.com/attachments/488269652963753984/488269810350817291/Foliages.7z



Title: Re: Naruto To Boruto
Post by: Demonslayerx8 on September 11, 2018, 00:38
can confirm that it doesn't open static meshes, but can also confirm it doesn't load animation data either.

As for the guy above that didn't have the model open, it fails to open the models when unpacking the PAK via QuickBMS, but the models will open via PAK file, but opening via PAK file just takes forever compared to stand-alone extracted folder


Title: Re: Naruto To Boruto
Post by: condemn on September 11, 2018, 02:20
Just use UE4.16 as the build file in the game folder says

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

(https://i.imgur.com/aJY2MKG.png)

then you can export meshes , textures and animations, but doesnt work for maps

in 3ds max, you need to put the textures manually in the slate material editor with the pick material from object tool

(https://i.imgur.com/Zaazaj5.png)

(https://i.imgur.com/rEDOQE7.png)

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


Title: Re: Naruto To Boruto
Post by: venturion on September 11, 2018, 02:41
Just use UE4.16 as the build file in the game folder says

Static Mesh still can't be previewed, and even exported. although you might be correct that it uses 4.16.



Title: Re: Naruto To Boruto
Post by: condemn on September 11, 2018, 03:10
Yes thats what I meant for static meshes , meshes and animation works fine though


Title: Re: Naruto To Boruto
Post by: condemn on September 25, 2018, 05:11
Here is the error I got when opening a static mesh : (https://i.imgur.com/OzDYZts.png)


Are the static meshes unsupported ?


Link for the packages in case someone wants to try thank you !

https://files.fm/u/pq6hacpu


Title: Re: Naruto To Boruto
Post by: Darko on September 26, 2018, 10:14
Actually there's a vertex weight problem with this game, face rig is worng in some models or the rig does not exist.


Title: Re: Naruto To Boruto
Post by: xiao_qu on November 22, 2018, 16:30
 The provided encryption key doesn't work with    :'( 


Title: Re: Naruto To Boruto
Post by: Darksimonus on April 16, 2019, 23:51
Hello

I tested to Export Chars, there are Chars to export to PSK, it s work to 3DSmax and export good to PSK with ActorX

But there are Chars like Naruto, Boruto.... Umodel export to PSKX but it s possible to import to 3DSmax is good but if export to PSK it s bad
the mesh is destroy

(https://i.ibb.co/x66BmGZ/Boruto.jpg) (https://ibb.co/x66BmGZ)

After import PSKX in to 3dsmax how export to PSK?

Thx for Help


Title: Re: Naruto To Boruto
Post by: Gildor on April 16, 2019, 23:56
Check readme to learn why pskx ever exists. You can't save such mesh to pks, it won't fit format.


Title: Re: Naruto To Boruto
Post by: Darksimonus on April 17, 2019, 00:02
how I can recover Boruto and Naruto (even if I extract in MD5mesh it does the same)?


Title: Re: Naruto To Boruto
Post by: Gildor on April 17, 2019, 00:04
If I understand you right, I've exported a mesh as pskx and imported into Max with no problems. Then I think you're using Epic's ActorX plugin to re-export it from Max to psk, and it failed. Am I right?


Title: Re: Naruto To Boruto
Post by: Darksimonus on April 17, 2019, 00:08
AH  :D

I find I export with LOD option, And I have PSK in my folder export

SK_CHR_Boruto_Lod1.psk work  :D


Title: Re: Naruto To Boruto
Post by: Darksimonus on April 17, 2019, 00:11
Yes Gildor Load PSKX is good to 3DSMAX but after export with actorX PSK and I reload PSK with ImporterActorX Y have Bad mesh (like Screenshot)



Title: Re: Naruto To Boruto
Post by: Gildor on April 17, 2019, 00:14
Mesh is too large for psk format, and you're getting garbage (I think ActorX doesn't check mesh size). Also, I think you're trying to import it into older Unreal - otherwise you wouldn't need re-export to psk. Unreal started to support large meshes starting with some version of UDK (UE3).

And yes, LOD might work if it has less than 64k vertices.


Title: Re: Naruto To Boruto
Post by: Darksimonus on April 17, 2019, 00:17
thank you for these explanations, yes it is to put the good old Lineage 2 lol
LOD is perfect for Lineage 2 UE2


Title: Re: Naruto To Boruto
Post by: MarioSonicU on April 17, 2019, 18:35
Hey Glidor, I was testing the facial animations. They do load, but the facial animations don't show. Any ideas if these are facial morphs.


Title: Re: Naruto To Boruto
Post by: Gildor on April 17, 2019, 18:39
No, sorry.


Title: Re: Naruto To Boruto
Post by: Rayzen on August 30, 2019, 03:04
Im updating this post, if anyday with the love of god someone make umodel works with static mesh i would litteraly give him a bj

Naruto assets, building, houses, three rock etc.. are impossible to find on internet. This game with Umodel could make this possible !!

i still pray for it  :'( :'( :'( :'(


if that can help, i found that its always the same LOD4 for every assets that makes it crash

appMalloc:size=-92522752 (total=16 Mbytes) <- FArray::Empty:-92522752 x 1 <- TArray::SerializeSimple <- SerializeBulkArray <- FRawStaticIndexBuffer4<< <- FStaticMeshLODModel4::SerializeBuffersLegacy <- FStaticMeshLODModel4<< <- TArray::Serialize:0/1 <- UStaticMesh4::Serialize <- LoadObject:StaticMesh4'SM_WEP_Eff_D25NJ1_A_01.SM_WEP_Eff_D25NJ1_A_01', pos=22DB1, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1085


dunno if that could help


Title: Re: Naruto To Boruto
Post by: Gildor on August 30, 2019, 09:33
This is not a LOD 4, you misread the error message :)
Code:
FStaticMeshLODModel4<< <- TArray::Serialize:0/1
means: serializing array of FStaticMeshLODModel4 objects, item #0 or 1.


Title: Re: Naruto To Boruto
Post by: Detsumaru on August 05, 2020, 06:47
Is there a solution for the static meshes? It would be nice to know what specifically is preventing the static meshes from being rendered but not the skinned meshes. The error just looks like random text to the untrained eye. Is there any chance that support for this will be added?


Title: Re: Naruto To Boruto
Post by: Harique on August 18, 2020, 23:55
Did anyone find out how to get textures on models? Imported object and bones and stuff with psk but there are no textures just RGB maps. Any solution to make it work how the guy on first page of this thread made it work?


Title: Re: Naruto To Boruto
Post by: condemn on September 20, 2020, 22:03
Well you just extract them in the textures folder for the char you want in UModel and apply them manually in your software.


Title: Re: Naruto To Boruto
Post by: Soulax on April 28, 2021, 12:59
Is there a solution for the static meshes? It would be nice to know what specifically is preventing the static meshes from being rendered but not the skinned meshes. The error just looks like random text to the untrained eye. Is there any chance that support for this will be added?

There are a lot of ppls from the Naruto community that would love if Gildor can take a look at this, we sent him several requests but he said he is very busy with his work and cannot do it sadly.

We still keep an eye on the forum and hope that maybe one day he'll give us that ^^


Title: Re: Naruto To Boruto
Post by: spiritovod on May 05, 2021, 04:24
Actually the game has multiple problems with static meshes. It's like the engine was downgraded in the part related to static meshes (around IndexBuffer parts), because it's using values, marked in umodel as older ones (prior to 4.16). I've managed to load small meshes, but big ones are still crashing - and you can notice it even now, because of different kind of errors for different meshes.

Update: Resolved the rest of issues. Here is specific umodel build for the game (link (https://drive.google.com/file/d/1bi9wSN6aFxeoK0umf0Uub_zE9SnEZzBS/view?usp=sharing)). No special override is required, simply choose proper engine version (4.16).


Title: Re: Naruto To Boruto
Post by: andreasSetr on December 21, 2021, 20:52
I try 4.16 but it still doesn't decrypt my characters  ???


Title: Re: Naruto To Boruto
Post by: vandaa95 on December 04, 2023, 16:58
Hi!
I don't have Content folder in the Naruto when i open it with umodel. Should QuickBMS be used for pak files?
If yes which .bms?