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Author Topic: Overkill's The Walking Dead  (Read 1247 times)
charlesberg
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Overkill's The Walking Dead
« on: October 10, 2018, 04:29 »

https://store.steampowered.com/app/717690/OVERKILLs_The_Walking_Dead/

Uses 4.18, Skeletal Meshes appear yellow but extracting them pulls the required textures just fine. Static meshes appear as normal.

Currently only available as BETA by pre-purchasing, hefty price but beautiful models.
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Conformist
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Re: Overkill's The Walking Dead
« Reply #1 on: October 11, 2018, 04:25 »

Thanks for the information!
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Kane
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Re: Overkill's The Walking Dead
« Reply #2 on: November 13, 2018, 17:30 »

https://store.steampowered.com/app/717690/OVERKILLs_The_Walking_Dead/

Uses 4.18, Skeletal Meshes appear yellow but extracting them pulls the required textures just fine. Static meshes appear as normal.

Currently only available as BETA by pre-purchasing, hefty price but beautiful models.

When to wait for the umodel update? Most of the models are shown in yellow in the preview, and after exporting the textures are broken.

« Last Edit: November 14, 2018, 05:09 by Blenux » Logged
Gildor
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Re: Overkill's The Walking Dead
« Reply #3 on: November 13, 2018, 17:34 »

Umodel is not supposed to show 100% correct materials. There are many games which can't be previewed with materials at all. So, everything is just like it should be.
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Kane
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Re: Overkill's The Walking Dead
« Reply #4 on: November 13, 2018, 23:31 »

Umodel is not supposed to show 100% correct materials. There are many games which can't be previewed with materials at all. So, everything is just like it should be.

Ok, thx.
« Last Edit: November 14, 2018, 05:09 by Blenux » Logged
Blenux
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Re: Overkill's The Walking Dead
« Reply #5 on: November 14, 2018, 06:13 »

From what I can see, some of the materials for this game has custom naming conventions on them, so instead of Base Color it's __Name_99__ instead etc, there for uModel doesn't see it has a texture and reverts back to the Parent texture and it's T_Debug_ARM texture.

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Kane
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Re: Overkill's The Walking Dead
« Reply #6 on: November 14, 2018, 20:57 »

Have you tried to export character animations?
« Last Edit: November 14, 2018, 21:42 by Gildor » Logged
Blenux
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Re: Overkill's The Walking Dead
« Reply #7 on: November 15, 2018, 05:29 »

Crashes with animations.
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Kane
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Re: Overkill's The Walking Dead
« Reply #8 on: November 15, 2018, 18:43 »


Yep


« Last Edit: November 15, 2018, 19:57 by Blenux » Logged
Blenux
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Re: Overkill's The Walking Dead
« Reply #9 on: November 15, 2018, 19:59 »

Also your replying with each reply in quotes, make sure to reply after the /quote coding part.

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charlesberg
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Re: Overkill's The Walking Dead
« Reply #10 on: November 17, 2018, 18:09 »

Just to update; most of the models are yellow, those that aren't do not share variations. Once you export the models, unless they have a textures folder within the location the models are located. Navigate to Library_Textures and you'll find most, if not all there.

In blender you can select the object and view the materials tab (cycles) and it will have the name(s) of the textures to use, sometimes it will be a blend of two textures. Find those in Library_Textures and then apply as normal.
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dantesai
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Re: Overkill's The Walking Dead
« Reply #11 on: February 13, 2019, 06:31 »

LoadObject:AnimSequence4'A_GP_BearTrap_02_close_partially.A_GP_BearTrap_02_close_partially', pos=7CD, ver=514/0 (unversioned), game=ue4.18 <- UObject::EndLoad <- LoadWholePackage:A_GP_BearTrap_02_close_partially <- ExportPackages <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc
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Blenux
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Re: Overkill's The Walking Dead
« Reply #12 on: February 13, 2019, 06:38 »

LoadObject:AnimSequence4'A_GP_BearTrap_02_close_partially.A_GP_BearTrap_02_close_partially', pos=7CD, ver=514/0 (unversioned), game=ue4.18 <- UObject::EndLoad <- LoadWholePackage:A_GP_BearTrap_02_close_partially <- ExportPackages <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc

Been mentioned uModel crashes with animations...
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YeeB3Warned
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Re: Overkill's The Walking Dead
« Reply #13 on: April 17, 2019, 22:00 »

LoadObject:AnimSequence4'A_GP_BearTrap_02_close_partially.A_GP_BearTrap_02_close_partially', pos=7CD, ver=514/0 (unversioned), game=ue4.18 <- UObject::EndLoad <- LoadWholePackage:A_GP_BearTrap_02_close_partially <- ExportPackages <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc

Been mentioned uModel crashes with animations...

Any way this can be fixed? Animations would be quite nice indeed.
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