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Author Topic: Valorant  (Read 51899 times)
floxay
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« Reply #165 on: January 25, 2023, 20:21 »

@Alexander_

This is the English forum.
See the previous page of this thread/topic for updated builds.
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Alexandros_
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« Reply #166 on: January 25, 2023, 20:24 »

how can I view the mesh and export it at the moment
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spiritovod
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« Reply #167 on: January 25, 2023, 20:45 »

@Alexandros: Read this post and view recommended tutorial from tutorials section if you're not familiar with umodel. Also check previous pages for other possible issues.
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NotToDisturb
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« Reply #168 on: February 01, 2023, 23:26 »

Recently made it so the fixes added by floxay are backwards compatible, available in my fork, but it's a super ad-hoc implementation so I'm looking for suggestions to improve it. Any tips?
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spiritovod
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« Reply #169 on: February 02, 2023, 20:01 »

@NotToDisturb: If your goal is to support all Valorant versions, separate overrides are actually most decent way to do so, because new additional fields are hardcoded and not serialized in properties, at least from what I saw so far. Though you can do it through additional checks (like this), but it's not recommended, even though it will allow to use only one override for all versions.
« Last Edit: February 02, 2023, 20:09 by spiritovod » Logged
mrwallace888
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« Reply #170 on: April 04, 2023, 04:30 »

I need some assistance with ripping the audio from the game. Granted I didn't look through all the pages here, because there's like 12 of 'em lol. But I tried using the custom UModel program, and I still get that memory error.

I was choosing 4.22 as the version when trying to extract, but I tried all versions and it's the same thing.

I might not even be extracting the right directory in the first place.
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pressure
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« Reply #171 on: April 10, 2023, 16:05 »

how can i fix "memory bad allocation size umodel". i tried everything but it doesn't work. can someone help me?
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floxay
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« Reply #172 on: May 26, 2023, 01:08 »

As of May 23 (version 6.10) the game uses UE 4.27.
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spiritovod
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« Reply #173 on: May 28, 2023, 05:28 »

@floxay: Thanks for the heads-up ૮(´。• ◡ •。`)っ ✧ Apparently most things still works fine even without updating engine version for existing override, except for two biggest meshes. I'll take a look, maybe it would be possible to adjust things in a way to save backward compatibility with previous versions.

@pressure: The post mentioned above (this one) is still valid, as well as latest floxay's build, linked on previous pages of the topic.

Update: Specific build is updated with separate override option for latest game versions. Now two last used engine versions would be supported to cover some older game versions.
« Last Edit: May 29, 2023, 19:39 by spiritovod » Logged
lhgaicxx
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« Reply #174 on: June 23, 2023, 08:25 »

You need a "custom" umodel build for VALORANT, you can find it in this thread somewhere, just read back the comments.

After I tried it, there were still many parts of the content that could not be extracted, such as the content in weapons could not be exported


The following error occurs:

Memory: bad allocation size 954785532 bytes
appMalloc: size=954785532 (total=33 Mbytes) <- FArray::Empty: 1153307285 x 12 <- TArray::SerializeSimple <- SerializeBulkArray <- SerializeOccluderData <- UStaticMesh4::Serialize <- LoadObject: StaticMesh4'Ability_Blink_StaticMesh.Ability_Blink_StaticMesh', pos=A2F3, ver=518/0 (unversioned), game=valorant <- UObject::EndLoad <- LoadWholePackage: /Game/Weapons/AbilityEquip/Blink/Ability_Blink_StaticMesh.uasset <- ExportPackages <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc



* screenshot-20230623-122445.png (104.34 KB, 1474x729 - viewed 116 times.)
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spiritovod
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« Reply #175 on: June 23, 2023, 19:13 »

@lhgaicxx: It seems you're trying to use outdated floxay's build or you're using it with older game versions (I believe only latest  versions on 4.27 are supported there). Either check floxay's github directly for latest build or my posts above for alternative solution.
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GibionMillak
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« Reply #176 on: October 10, 2023, 00:04 »

Memory: bad allocation size 1147548736 bytes
appMalloc: size=1147548736 (total=79 Mbytes) <- FArray::Empty: 811456944 x 12 <- FPackageFileSummary::Serialize4 <- FPackageFileSummary<<: Ver=0/0 <- UnPackage::UnPackage: /Game/Globals/HUDGlobals_DataAsset.uasset, ver=522/0, game=ue4.27 <- UnPackage::LoadPackage(info): /Game/Globals/HUDGlobals_DataAsset.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1590

Using ue4.27 can't scan anything.
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floxay
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« Reply #177 on: October 14, 2023, 23:57 »

Memory: bad allocation size 1147548736 bytes
appMalloc: size=1147548736 (total=79 Mbytes) <- FArray::Empty: 811456944 x 12 <- FPackageFileSummary::Serialize4 <- FPackageFileSummary<<: Ver=0/0 <- UnPackage::UnPackage: /Game/Globals/HUDGlobals_DataAsset.uasset, ver=522/0, game=ue4.27 <- UnPackage::LoadPackage(info): /Game/Globals/HUDGlobals_DataAsset.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1590

Using ue4.27 can't scan anything.
read the comment above yours...


They seem to have added one mesh in the past months that has its vert pos data stored as signed shorts which are then seemingly scaled and offset as usual by the bound values.
Asset: ShooterGame/Content/Environment/Asset/Props/Prop/0/Prop_0_StackedCup.uasset
I have updated CUE4Parse and my UEViewer fork/build to handle it, but it's likely my method is not exactly correct and will need additional fixes later as I have not verified what exactly the game does, plus the sample size is literally one. Unsure if @spiritovod's build can already handle this, but I am sure it will.
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spiritovod
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« Reply #178 on: October 15, 2023, 16:45 »

@floxay: It sounds more like a leftover, accidentally included in package. Not sure if it's worth to include this fix in my build at this point, I'd rather refer to your build as preferable one with all possible fixes, since you're taking care of the game (≽^•⩊•^≼)
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