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Author Topic: Deep Rock Galactic  (Read 197 times)
HumpingKoala
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Deep Rock Galactic
« on: July 31, 2020, 04:36 »

Deep Rock Galactic



Steam: https://store.steampowered.com/app/548430/Deep_Rock_Galactic/
SteamDB: https://steamdb.info/app/548430/

Unreal Engine version: 4.22.3


I've been having issues exporting textures from the assets of this game. Models and materials appear to be correctly linked, but the textures are not. They are either fully or partially missing.

Example of a model with partially missing textures:


The log shows following warnings:
Quote
WARNING: ArrayProperty "UMaterial3::MaterialFunctionInfos" was not found
Loading Material3 MB_DropPod from package /FSD/Content/Art/DropPod/Assets/_Materials/MB_DropPod.uasset
WARNING: StructProperty "UMaterial3::Metallic" was not found
WARNING: StructProperty "UMaterial3::Specular" was not found
WARNING: BoolProperty "UMaterial3::bTangentSpaceNormal" was not found
WARNING: ArrayProperty "UMaterial3::MaterialFunctionInfos" was not found

Interestingly enough, the textures are properly resolved in another game, Satisfactory, that uses same UE4 version.
Any idea what can be done in the case of this game?
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spiritovod
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Re: Deep Rock Galactic
« Reply #1 on: July 31, 2020, 16:57 »

The game is using custom materials and besides, there aren't many common textures in it - the game is rather using shaders approach to textures. Open a mesh, press M, click on a material, press M again and you'll see it by yourself (thanks to Gildor for that new feature). The only thing you can do with that is recreating those materials in a third-party program with provided specs. You can get them in *props.txt by exporting the mesh as well.
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HumpingKoala
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Re: Deep Rock Galactic
« Reply #2 on: July 31, 2020, 17:13 »

The game is using custom materials and besides, there aren't many common textures in it - the game is rather using shaders approach to textures. Open a mesh, press M, click on a material, press M again and you'll see it by yourself (thanks to Gildor for that new feature). The only thing you can do with that is recreating those materials in a third-party program with provided specs. You can get them in *props.txt by exporting the mesh as well.
Yeah, that makes sense. Perhaps I could write a blender plugin for automatically generating the materials from the *.props.txt & *.mat. Luckily, the materials slots and the linked material names are exported very well.
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