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Topic: Fortnite (Read 280513 times)
Arisen15
Newbie
Posts: 6
Re: Fortnite
«
Reply #930 on:
January 19, 2019, 03:40 »
Quote from: ProGramer on January 17, 2019, 19:05
I explained myself badly. I saved a Uasset file with Umodel. When I open it with a hexadecimal editor (HxD), I find codes and I do not understand their meaning.
--snip--
From what i understand, those are redirectors from events to a specific actions. Hash-like codes is a unique adresses. Unfortunately, you most likely won't be able to get any useful information out of this. This is a compiled code from blueprints.
In blueprints it looks something like this:
Logged
_prxstige_
Newbie
Posts: 1
Re: Fortnite
«
Reply #931 on:
January 19, 2019, 04:55 »
Can someone help me with this error i have been having with UE Model
Skeleton::Serialize(F_MED_Angel_Backpack_Skeleton): 2 unread bytes
LoadObject:Skeleton'F_MED_Angel_Backpack_Skeleton.F_MED_Angel_Backpack_Skeleton', pos=24D0, ver=516/0 (unversioned), game=ue4.20 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=913
This happens whenever i try and open a uassest file
plsss help
Thx
Logged
Arisen15
Newbie
Posts: 6
Re: Fortnite
«
Reply #932 on:
January 19, 2019, 08:37 »
Quote from: _prxstige_ on January 19, 2019, 04:55
Can someone help me with this error i have been having with UE Model
Skeleton::Serialize(F_MED_Angel_Backpack_Skeleton): 2 unread bytes
LoadObject:Skeleton'F_MED_Angel_Backpack_Skeleton.F_MED_Angel_Backpack_Skeleton', pos=24D0, ver=516/0 (unversioned), game=ue4.20 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=913
This happens whenever i try and open a uassest file
plsss help
Thx
You are trying to use ue4.20 when opening assets, i was able to recreate this error.
You need to select 4.22 in order to load Fortnite assets in umodel. When you will open uasset for the first time you will get this window:
Scroll down to the latest option, which is 4.22 right now.
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PsychoNina
Newbie
Posts: 4
Re: Fortnite
«
Reply #933 on:
January 19, 2019, 11:38 »
Anyone got a working Fortnite Client Authtoken Token ? And to request API , in the head I should put Authorization: "token" ?
Logged
BlendSkill
Jr. Member
Posts: 40
Re: Fortnite
«
Reply #934 on:
January 19, 2019, 12:34 »
Hello. Thank you for your answers.
I would like to come back to a question I asked a few weeks ago: You told me that to get the AES keys, you have to find the Keychain in the Fortnite API. How to get this Keychain please?
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FabianFG
Jr. Member
Posts: 57
Re: Fortnite
«
Reply #935 on:
January 19, 2019, 13:41 »
Quote from: ProGramer on January 19, 2019, 12:34
Hello. Thank you for your answers.
I would like to come back to a question I asked a few weeks ago: You told me that to get the AES keys, you have to find the Keychain in the Fortnite API. How to get this Keychain please?
https://poggers.me/aes?trim
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WillBrazil
Newbie
Posts: 5
Re: Fortnite
«
Reply #936 on:
January 21, 2019, 06:36 »
Are map rips possible at this point? I am fully able to rip the low-poly mesh (HLOD) but cant seem to get the full quality mesh despite all my efforts.
Logged
Juso3D
Moderator
Hero Member
Posts: 910
Welcome to Gildor Forums
Re: Fortnite
«
Reply #937 on:
January 21, 2019, 07:51 »
Quote from: WillBrazil on January 21, 2019, 06:36
Are map rips possible at this point? I am fully able to rip the low-poly mesh (HLOD) but cant seem to get the full quality mesh despite all my efforts.
Maps are not supported and nor will ever be, you can however get height maps of the map from
cgcostume on Github
, but for building locations is a no, please each building is made of individual parts, HLOD is all of these combined (of a set area) into a single mesh for performance reasons.
Logged
Blender + Linux User Here.
WillBrazil
Newbie
Posts: 5
Re: Fortnite
«
Reply #938 on:
January 21, 2019, 20:03 »
Quote from: Blenux on January 21, 2019, 07:51
Quote from: WillBrazil on January 21, 2019, 06:36
Are map rips possible at this point? I am fully able to rip the low-poly mesh (HLOD) but cant seem to get the full quality mesh despite all my efforts.
Maps are not supported and nor will ever be, you can however get height maps of the map from
cgcostume on Github
, but for building locations is a no, please each building is made of individual parts, HLOD is all of these combined (of a set area) into a single mesh for performance reasons.
So .umap export is impossible? There has to be a way to get something :/
Logged
FabianFG
Jr. Member
Posts: 57
Re: Fortnite
«
Reply #939 on:
January 21, 2019, 22:47 »
Quote from: WillBrazil on January 21, 2019, 20:03
So .umap export is impossible? There has to be a way to get something :/
You could start reverse engineering those. Its not as easy as you maybe think
Logged
WillBrazil
Newbie
Posts: 5
Re: Fortnite
«
Reply #940 on:
January 21, 2019, 23:41 »
Quote from: FunGames on January 21, 2019, 22:47
Quote from: WillBrazil on January 21, 2019, 20:03
So .umap export is impossible? There has to be a way to get something :/
You could start reverse engineering those. Its not as easy as you maybe think
I'd love to at least give it a shot, I've seen a few things that may be promising. Is there a good way of extracting the actual .umaps? Every time I try it fails.
Logged
FabianFG
Jr. Member
Posts: 57
Re: Fortnite
«
Reply #941 on:
January 21, 2019, 23:47 »
Quote from: WillBrazil on January 21, 2019, 23:41
Quote from: FunGames on January 21, 2019, 22:47
Quote from: WillBrazil on January 21, 2019, 20:03
So .umap export is impossible? There has to be a way to get something :/
You could start reverse engineering those. Its not as easy as you maybe think
I'd love to at least give it a shot, I've seen a few things that may be promising. Is there a good way of extracting the actual .umaps? Every time I try it fails.
If you try to import it to the Unreal Engine it's the wrong way. Those umaps are cooked. They can't be read by the engine anymore
Logged
WillBrazil
Newbie
Posts: 5
Re: Fortnite
«
Reply #942 on:
January 21, 2019, 23:59 »
Quote from: FunGames on January 21, 2019, 23:47
If you try to import it to the Unreal Engine it's the wrong way. Those umaps are cooked. They can't be read by the engine anymore
So it's actually impossible to use the umaps themselves then? Is there another recourse for action or did Epic really beat us here?
Logged
JasonMuir
Newbie
Posts: 5
Re: Fortnite
«
Reply #943 on:
January 24, 2019, 23:39 »
Hey everyone,
Does anyone know how to pose a fortnite model without moving each individual bone one by one? This is very time consuming and there will be deformations in the model
Cheers,
Logged
NevecEx
Newbie
Posts: 30
Re: Fortnite
«
Reply #944 on:
January 24, 2019, 23:47 »
Quote from: JasonMuir on January 24, 2019, 23:39
Hey everyone,
Does anyone know how to pose a fortnite model without moving each individual bone one by one? This is very time consuming and there will be deformations in the model
Cheers,
https://www.mixamo.com/
is a good option, delete the existing rig and upload the mesh only to the site. Mixamo will auto-rig it and then you can apply any of 1000+ motions and poses. It's not perfect by any means but it's an easy way to pose something.
Logged
Discord: NevecEx#3871
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