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Author Topic: SoulCalibur 6  (Read 19664 times)
Gildor
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« Reply #30 on: October 25, 2018, 12:59 »

Hi gildor, so I made some other attempts with the new version of umodel but with some textures and meshes its make some error:
Package "006/Texture/nude_r006_body_NORMAL.uasset": wrong name index 1304594863
UnPackage::SerializeFName:pos=000003CF <- FPropertyTag<< <- CTypeInfo::SerializeUnrealProps <- UObject::Serialize <- UTexture3::Serialize4 <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'nude_r006_body_NORMAL.nude_r006_body_NORMAL', pos=3CF, ver=513/0 (unversioned), game=ue4.17 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=885

I'll give you some files to see where the problem might be, https://www.dropbox.com/s/4l6t871mune235k/006.rar?dl=0
I've checked these files. It seems that pak file unpacker which you've used for this game incorrectly unpacked or decrypted some files, so there's garbage inside - and of course umodel crashed with it. So, there's nothing wrong with umodel here, it's your mistake.
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TerryXX
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« Reply #31 on: October 25, 2018, 17:27 »

Yep I used non "original" files and then he gave that kind of error, now we are trying to understand how they built this game having this character editor particular, makes things very confusing, we are checking to understand how the skeletal bone scales work.
I leave you some files taken with the new and old version of the Umodel, surely you can understand how it works this bone scales https://www.dropbox.com/s/j9bpldidgz61ksd/Gildor.rar?dl=0
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JohnHudeski
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« Reply #32 on: November 05, 2018, 21:20 »

So i was looking at the .mot files
They are the same file format from SC3 (and I think SC2)
I dont know if anyone has had any luck figuring it out


Code:
// 010 editor template
int a[2]<hidden=true>;
if(a[1] == 0)
{
    FSeek(0);
    int64 count;
}
else
{
    FSeek(0);
    int count;
    int unkn;
}

int offset[count]<bgcolor=cLtGreen>;
typedef struct(int size)
{
    byte data[size];
}Data<optimize=false>;

local int i = 0;
local int size = 0;
local int id = 0;
local int minID = 0;
local int maxID = 0;
local int minSize = 9999999;
local int maxSize = -9999999;
for(i = 0; i < count; i++)
{
    FSeek(offset[i]);
    if(i == count-1)
        size = FileSize() - offset[i];
    else
        size = offset[i+1] - offset[i];

    if( i%2)
        SetBackColor(cLtRed);
    else
        SetBackColor(cLtBlue);

    if(size == 0)
        continue;

    if(size < minSize)
    {
        minSize = size;
        minID = id;
    }
    
    if(size > maxSize)
    {
        maxSize = size;
        maxID = id;
    }


    Data data(size)<optimize=false>;
    id++;
}



I uploaded the smallest animation entry for anyone insterested
Char00.mot file 987

* mitsu-SC6-SmallestEntry.bin (0.17 KB - downloaded 188 times.)
« Last Edit: November 05, 2018, 21:23 by avok23 » Logged
fatboyzz
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« Reply #33 on: November 11, 2018, 11:15 »

Hello, I try to load .uasset in ue 4.17.2 but got bunch of warning:

LogLinker: Warning: Failed to read package file summary, the file "***.uasset" is unversioned and we cannot safely load unversioned files in the editor."

Then I got empty folders, nothing is loaded.  Sad

These .uasset files are extracted using "tools->save selected packages".
(UModel Compiled Oct 31 2018 (build 896))

And copied into a new blank project.

Thanks for any help.


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Gildor
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« Reply #34 on: November 11, 2018, 11:20 »

You can't load any UE game assets into editor.
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fatboyzz
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« Reply #35 on: November 11, 2018, 11:40 »

Thanks for your quick reply.

I wonder if it is possible to load .uassets by adding version information inside .uassets.
Or by changing some settings of ue editor to force the loading process.
Or the error message is misleading and there is simply no way to load .uassets, not some version problem.
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Gildor
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« Reply #36 on: November 11, 2018, 11:43 »

There's not just missing version information. For many assets like textures, meshes, animations, physics assets, structure of data inside uasset is different. Engine (not just editor) would require major changes to be able to load them. Epic did some work for possibility of Unreal Tournament 4 modding, but this game was frozen more than a year ago (thanks to Fortnite).
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fatboyzz
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« Reply #37 on: November 11, 2018, 12:00 »

So basically the process for making mods(changing meshes and textures) of this game

1) .pak -> UModel -> .psk
2) .psk -> blender -> .fbx
3) .fbx -> UE4 editor -> .uassets
4) .uassets -> UnrealPak.exe -> .pak
5) put .pak back and hope everything link correctly.  Cry

Thanks again for stopping me keep searching .uasset version things.
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Gildor
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« Reply #38 on: November 11, 2018, 12:07 »

Yes.
5) put .pak back and hope everything link correctly.  Cry
This is the last and hardest thing. If is quite possible that game will reject your files, and you won't know why - names of assets are incorrect, you picked a wrong engine, game uses some customization of the engine which aren't compatible with standard engine, or simply game verifies file checksums and rejects any modifications.
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gigabuster92
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« Reply #39 on: November 11, 2018, 18:48 »

@Gildor
Could you check the scale of hand bones of soul calibur 6,It seems that hand bones are much smaller than the hand model(this issue happens to every character)
I'm using the latest version of umodel of course


And here is how the hand would look like in game using extracted model:



I sent you some the sample files,one of it is the original uasset and the other is the psk and fbx I convert from that uasset
https://www.mediafire.com/file/67dm5lb5yhltlxe/sample.rar/file

Once agains thank for reading this
« Last Edit: November 11, 2018, 19:00 by gigabuster92 » Logged
Gildor
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« Reply #40 on: November 11, 2018, 19:33 »

@Gildor
Could you check the scale of hand bones of soul calibur 6,It seems that hand bones are much smaller than the hand model(this issue happens to every character)
I'm using the latest version of umodel of course
Did you try moving bones in 3d editor (Max, Blender etc)?
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gigabuster92
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« Reply #41 on: November 11, 2018, 20:01 »


Did you try moving bones in 3d editor (Max, Blender etc)?
I did try to move the bone in blender
However,I still use the original skeleton file of the game so moving bones doesn’t change anything
About the issue,I guess the arm part has different scaling compare to ither bone part
« Last Edit: November 11, 2018, 20:06 by gigabuster92 » Logged
Gildor
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« Reply #42 on: November 11, 2018, 22:32 »

I did try to move the bone in blender
Can you show me how "original" and "new" skeleton look like in Max/Blender? And what "original skeleton" is?
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gigabuster92
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« Reply #43 on: November 12, 2018, 01:39 »


Can you show me how "original" and "new" skeleton look like in Max/Blender? And what "original skeleton" is?
Sorry for confuse you
The original skeleton is the original skeleton.uasset which I extract from sc6 paks files
What I mean is when I import my fbx to ue4 it will generate a new skeleton file but after cooking it into uasset file I don’t use that skeleton.uasset,instead I pack my mod into paks with the original skeleton.uasset which I extract from the game paks file.That’s why what I change in fbx skeleton won’t matter because I don’t use the new skeleton(It is only used for reference when I cook in ue4)

The sample files I send you in the previous post contains the skeleton and model.uasset which I extract from Soul Calibur 6
« Last Edit: November 12, 2018, 01:42 by gigabuster92 » Logged
Gildor
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« Reply #44 on: November 12, 2018, 10:53 »

So, the question is exactly about MODDING? There's no bug in umodel etc?
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