Gildor's Forums

Author Topic: High on Life  (Read 2477 times)
ThaFresh
Newbie
*
Posts: 2


View Profile
High on Life
« on: December 14, 2022, 06:50 »

Xbox Gamepass version

Using umodel_acl_2.1.exe,  selecting UE 4.27 manually

Everything except animations appear to work, no AES key needed



« Last Edit: December 14, 2022, 08:59 by Gildor » Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2448


View Profile
Re: High on Life
« Reply #1 on: December 14, 2022, 20:46 »

@ThaFresh: I've updated that build in the ACL topic, it should work properly now. No special override is required, simply choose proper engine version (4.27 in this case).


* Clipboard01.jpg (100.63 KB, 2551x1238 - viewed 242 times.)
« Last Edit: December 14, 2022, 20:48 by spiritovod » Logged
ThaFresh
Newbie
*
Posts: 2


View Profile
Re: High on Life
« Reply #2 on: December 14, 2022, 21:27 »

amazing work, thanks!
Logged
umbradiadem
Newbie
*
Posts: 4


View Profile
Re: High on Life
« Reply #3 on: May 28, 2024, 21:14 »

Unfortunately certain textures of environment meshes don't appear to be extracting properly. Anyone know what to do in this situation?



* Screenshot 2024-05-28 101429.png (126.62 KB, 1188x952 - viewed 103 times.)
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2448


View Profile
Re: High on Life
« Reply #4 on: May 29, 2024, 17:05 »

@umbradiadem: Almost all games are using customized in one way or another materials. It's up the users to guess how they work from materials properties (available upon export to psk and in the viewer by pressing "M" and clicking on material) and their own experience. There are PBR materials, textures where separate RGBA layers are used as different material properties, or used as palettes, and so on.
Logged
umbradiadem
Newbie
*
Posts: 4


View Profile
Re: High on Life
« Reply #5 on: May 29, 2024, 20:39 »

@spiritovod Thank you for the response! I think in this case I did find the material object itself, that is what is in the attachment. But in most cases when I open the material object (specifically the diffuse material) I see a more detailed diffuse material like the attached.

In this case it's like the material has been omitted, and replaced with solid red, green, and blue colors...


* Screenshot 2024-05-29 093701.jpg (91.66 KB, 1188x964 - viewed 108 times.)
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2448


View Profile
Re: High on Life
« Reply #6 on: May 29, 2024, 23:46 »

@umbradiadem: Like it was already said above, materials can be done in many various ways, and if you don't see diffuse/albedo textures for a material, it usually means other ways are used. If you take a look at properties of such material, there are things like ORM textures (usually occlusion, roughness and metallic layers), scalar and vector parameters  - for example, there are color values, which can be used as palettes, tiling parameters and such. Also, such textures with solid colors can be used as masks for different purposes on per layer basis - like shaders, runtime materials and so on. All of this is out of scope of umodel, it only helps to export textures and material properties when possible, while it's up the user to guess what to do with them. It would be better to ask about those things at some modding communities rather then here.
« Last Edit: May 29, 2024, 23:54 by spiritovod » Logged
umbradiadem
Newbie
*
Posts: 4


View Profile
Re: High on Life
« Reply #7 on: May 30, 2024, 23:04 »

@spiritovod What I'm saying is that it seems like this material was exported by UModel as mask of some sort, but in the files it's listed as a diffuse texture. Is it possible that somewhere in the code it was improperly identified as a diffuse material?
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2448


View Profile
Re: High on Life
« Reply #8 on: May 31, 2024, 00:00 »

@umbradiadem: How texture is called usually doesn't mean anything, it's rather done for developer convenience. Developer can use actual diffuse texture in one place and use, for example, totally blank or mask texture in other place with shader to render actual image. If it looks the same way in the viewer and upon export (texture, not material), it's not an umodel issue.
Logged
Jump to:  

Powered by SMF | SMF © 2006-2009, Simple Machines LLC
Leviathan design by Bloc | XHTML | CSS