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Author Topic: [UE4] Fortnite Mobile  (Read 3547 times)
devJack
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« on: September 01, 2018, 14:21 »

hi,Gildor,when i open the fortntie mobile .pak file,it report an error:
lzxd_decompress(2375,4795) returned 11
appDecompressLZX <- appDecompress:CompSize=2375 UncompSize=4795 Flags=0x4 <- SerializeCompressed <- FPakFile::Serialize:file=/FortniteGame/Content/Characters/Player/Female/Medium/Bodies/F_MED_Biker_01/Meshes/F_Med_Biker_01.uasset <- FArchive::ByteOrderSerialize <- UnPackage::CreateLoader:/FortniteGame/Content/Characters/Player/Female/Medium/Bodies/F_MED_Biker_01/Meshes/F_Med_Biker_01.uasset <- UnPackage::UnPackage:/FortniteGame/Content/Characters/Player/Female/Medium/Bodies/F_MED_Biker_01/Meshes/F_Med_Biker_01.uasset, ver=100000/0, game=0 <- UnPackage::LoadPackage:/FortniteGame/Content/Characters/Player/Female/Medium/Bodies/F_MED_Biker_01/Meshes/F_Med_Biker_01.uasset <- CUmodelApp::ShowPackageUI <- Main:umodel_build=867
Thanks!
« Last Edit: September 01, 2018, 14:23 by Gildor » Logged
Gildor
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« Reply #1 on: September 01, 2018, 14:23 »

Give me the sample file please. For some reason UModel used XBox360 decompression for that file, I'll check what's wrong.
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devJack
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« Reply #2 on: September 01, 2018, 14:27 »

OK,here is a .pak file ,Thanks!
https://www.dropbox.com/s/sek13ggoskpkh5z/pakchunk2-Android_ASTCClient.pak?dl=0
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Gildor
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« Reply #3 on: September 01, 2018, 22:33 »

So, after quick look I can say that the game uses new UE4 feature - "custom compression". Any UE4 developer can relatively easily replace default pak compressor with anything else. And mobile Fortnite now uses it. The error message says "error unpacking LZX data", but this is because UE4's "custom compression" flag is exactly the same as UE3's "xbox360 lzx compression". Later I'll make error message more correct.

There's probably nothing you can do with this, unless there will be pak unpacker which will understand which compression is used there, and dump contents of pak files into separate files, in unpacked form.
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devJack
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« Reply #4 on: September 02, 2018, 08:13 »

Anyway,Thanks,Gildor!
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Juso3D
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« Reply #5 on: September 02, 2018, 20:49 »

You can extract the contents with Quickbms and it's unreal script, textures are fine to load and when exporting returns with uptnl is missing and size of texture is only 64x64 while original is 4096x4096,

Mobile


PC


Difference is in the format type I believe?

Now both static and skeleton meshes come up with this error,

Static
Quote
Memory: bad allocation size 1114595286 bytes
appMalloc:size=1114595286 (total=15 Mbytes) <- FArray::Empty:1114595286 x 1 <- TArray::SerializeSimple <- FDistanceFieldVolumeData<< <- PostLODCode <- UStaticMesh4::Serialize <- LoadObject:StaticMesh4'SM_FORT_InteriorDecos_03_Fridge_01.SM_FORT_InteriorDecos_03_Fridge_01', pos=558F, ver=516/0 (unversioned), game=ue4.20 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=867

Skeleton
Quote
Memory: bad allocation size 1186463744 bytes
appMalloc:size=1186463744 (total=3 Mbytes) <- FArray::Empty:456785920 x 12 <- TArray::SerializeSimple <- SerializeBulkArray <- FPositionVertexBuffer4<< <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize:0/4 <- USkeletalMesh4::Serialize <- LoadObject:SkeletalMesh4'F_Med_Biker_01.F_Med_Biker_01', pos=4BB8, ver=516/0 (unversioned), game=ue4.20 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=867

However some other meshes can be viewed and exported, though textures still low detail.



Contents of all mention can be found below,

Mobile Contents

Edit,

Another thing I've notice is this particular asset will export at it's original 512x512 size.

T-Items-EventCurrency-Season5Horde-L.

added in link above.
« Last Edit: September 02, 2018, 20:55 by Blenux » Logged

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Gildor
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« Reply #6 on: September 02, 2018, 21:02 »

I suppose uptnl files are in different pak, it might be that you have some pak files missing.
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devJack
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« Reply #7 on: September 03, 2018, 07:49 »

I extract the contents with Quickbms,and the animation  use Unreal 4.18 can export,But when i want to open the mesh,it report an error:
Memory: bad allocation size -1069547520 bytes
appMalloc:size=-1069547520 (total=16 Mbytes) <- FArray::Empty:50397184 x 64 <- TArray::Serialize:0/0 <- FStaticLODModel4<< <- TArray::Serialize:0/1 <- USkeletalMesh4::Serialize <- LoadObject:SkeletalMesh4'F_MED_BunnySuit_01_Export.F_MED_BunnySuit_01_Export', pos=5466, ver=514/0 (unversioned), game=ue4.18 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=843
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Gildor
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« Reply #8 on: September 03, 2018, 07:57 »

Yep, and you will get another error with 4.17, 4.16, 4.15 ...
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devJack
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« Reply #9 on: September 03, 2018, 08:12 »

Lol,and i use the PC Fortnite model to load the mobile .psa,Done! so ,maybe the Mobile Skeleton is same to PC.
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devJack
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« Reply #10 on: September 03, 2018, 13:02 »

I saw Blenux's Youtube movie about Blender Fortnite Emote Animations ,I found that all the bones were in the correct position, but my bones in the 3DSMAX were quite offset from the normal position, especially the shoulder and thigh bones. I wonder if there is any way to correct this problem.


* bone.png (21.72 KB, 741x710 - viewed 548 times.)
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Sneddy
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« Reply #11 on: April 02, 2019, 17:00 »

@gildor any news ? I get same error, i can extract files with bms script but then i cant import files to the game (files looks encrypted)
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Gildor
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« Reply #12 on: April 02, 2019, 17:03 »

Any news with what?
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Sneddy
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« Reply #13 on: April 02, 2019, 17:19 »

Any news with what?
about extracting fortnite mobile pak files content from umodel, because when i try to extract any file (uasset or ubulk file for exemple) then it give me an error (same error as here).
any solution for that ?
thanks.
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Gildor
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« Reply #14 on: April 02, 2019, 17:24 »

I'm only doing special updates for PC version of Fortnite. Mobile version - I even don't know if it is on the same engine branch as PC version or not (most likely not). Try using different engine versions, may be that'll help.
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