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Author Topic: PARAGON  (Read 50382 times)
Gildor
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« Reply #135 on: July 08, 2017, 16:14 »

Hi.
I've just checked animations. It seems my protection against crash with "bad" animations is not so effective not like before, so UModel crashes. I have no idea what and why did they do with animations.
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OriginOfWaves
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« Reply #136 on: July 08, 2017, 21:34 »

The main problem I think is that this game comes directly from Epic. So whenever they come up with some new feature or tech for the Unreal Engine it ends up being added to Paragon not long after. Hell, whenever they have to showcase something new Epic usually uses Paragon to do it. So I imagine that they optimized or changed something to do with animations recently and it got introduced to Paragon in their latest patch.
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bovoof
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« Reply #137 on: July 08, 2017, 21:50 »

Ah damn, that's unfortunate. Oh well, figured it wouldn't hurt to ask to save time but I'll just make my own custom animations. Take care! =]
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Darton
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« Reply #138 on: July 11, 2017, 12:36 »

Hi,

since Paragons' main pak is encrypted now, how you guys manage -if you even can- unpacking it?
Or should we forget fiddlin' with the models from now on?

Thank you Smiley
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Gildor
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« Reply #139 on: July 11, 2017, 12:37 »

It is not encrypted. There are just a few ini files which has encryption. Everything else is ok.
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Darton
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« Reply #140 on: July 11, 2017, 12:41 »

I used unrealpak.exe from UE/binaries (both 4.15 and 4.16), and the unpacker halt with some strange error message
!key=not provided or something (my pc currently unavailable), your extract.exe says something about paragon pack error 0000

Which unpacker do you use Gildor?

My Paragon have the latest patch.

(I'll provide screenshot, when I get home)
« Last Edit: July 11, 2017, 12:49 by Darton » Logged
Gildor
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« Reply #141 on: July 11, 2017, 13:14 »

I'm not using any pak extractor. I'm opening pak in UModel.
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Darton
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« Reply #142 on: July 11, 2017, 13:44 »

I meant the huge 22gigabyte orion-gameclient pak...  Grin
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Gildor
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« Reply #143 on: July 11, 2017, 14:52 »

I meant the same.
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Darton
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« Reply #144 on: July 11, 2017, 15:09 »

Oh, wow  Shocked

In that case, it's really great news.

Thank You very much Gildor!
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suken
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« Reply #145 on: July 12, 2017, 10:29 »

There is  a problem, Shinbi one of the heroes is extracted as  .pskx, eventhough in the umodel shows it as  skeletal mesh. 

Does this has something to do with the fact that  she was disabled a week  ago because of a bug?  though i am sure that she has been enabled again.
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Gildor
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« Reply #146 on: July 12, 2017, 10:35 »

This is not a problem. "pskx" file extension is used for static meshes, and for skeletal meshes when they have too many vertices to fit psk format restrictions.
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suken
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« Reply #147 on: July 12, 2017, 11:45 »

sorry for noob question, which script should i use to import this shinbi.pskx into blender,
this one
https://github.com/Befzz/blender3d_import_psk_psa
or this one
http://blenderartists.org/forum/showthread.php?337493-Importing-Static-Mesh-From-Unreal-Engine-(*-pskx)
and which version of blender?
are the weight and  rigging kept intact?
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Gildor
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« Reply #148 on: July 12, 2017, 12:00 »

I never used Blender, so I can't answer. Why don't you just try both?
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suken
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« Reply #149 on: September 22, 2017, 17:51 »

RawArray item size mismatch: expected 14624000, serialized 4

SerializeBulkArray <- FMultisizeIndexContainer<< <- FStaticLODModel4<< <- TArray::Serialize:1/5 <- USkeletalMesh4::Serialize <- LoadObject:SkeletalMesh4'Ice.Ice', pos=90D8D6, ver=512/0 (unversioned), game=ue4.[0-16] <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey:key=6F, down=1 <- VisualizerLoop <- Main:umodel_version=597


after today's update, some  of the models could not be opened
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