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Author Topic: Stellar Blade  (Read 14343 times)
Maxmaxtree
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Re: Stellar Blade
« Reply #15 on: June 15, 2025, 08:54 »

Hi, I'm looking for this outfit in the files, but I can't find it. While searching, I found the ones from the new Nikker DLC. I don't know if I have to buy the DLC so that they appear in the files. The strange thing is that the ones from the other DLC appear. I don't have any purchased DLC.


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kamelot
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Re: Stellar Blade
« Reply #16 on: June 15, 2025, 11:19 »

Here it is.


* CH_P_EVE_Nier_03.jpg (261.87 KB, 1274x846 - viewed 668 times.)
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Cowpie
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Re: Stellar Blade
« Reply #17 on: June 15, 2025, 18:47 »

whenever i try to save the packages (raw files) the files saved when loading them keep giving me errors : Wrong package tag (00000001)
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spiritovod
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Re: Stellar Blade
« Reply #18 on: June 15, 2025, 20:59 »

@Cowpie: The game is using io store packages and extracted from there separate assets will be more like raw data, not supported by most related tools. For such cases you can process assets only from within packages.
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zangchunyu
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Re: Stellar Blade
« Reply #19 on: June 19, 2025, 18:10 »

Hi Mr.Spritovod, is it possible to add support for 2nd UV?
for the asset: CH_P_EVE_09, the two wings on the back are using two sets of UV in the game. The two textures accordingly are: CH_P_EVE_09_Map02_D, CH_P_EVE_09_Pattern.
Thanks!


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* StellarBlade_wing_in_game.png (313.45 KB, 356x631 - viewed 608 times.)
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spiritovod
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Re: Stellar Blade
« Reply #20 on: June 19, 2025, 19:16 »

@zangchunyu: It was already explained on previous page to kamelot. All UV sets are exported, but what to do with them in third-party tools after importing is up to the user. The game is also using shaders and other things, which are out of scope of umodel, while applying materials.
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zangchunyu
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Re: Stellar Blade
« Reply #21 on: June 19, 2025, 20:28 »

@zangchunyu: It was already explained on previous page to kamelot. All UV sets are exported, but what to do with them in third-party tools after importing is up to the user. The game is also using shaders and other things, which are out of scope of umodel, while applying materials.
Thanks for the light, I'll see if there's something I can do with the ActorX importer then.
-- update:
I tried the "ctrl+U" and "U" method, but this case (CH_P_EVE_09) seems different than kamelot. (001_D_SM), when I pressed the "U" key there's no visual change for the part with 2 UVs.
« Last Edit: June 19, 2025, 20:40 by zangchunyu » Logged
spiritovod
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Re: Stellar Blade
« Reply #22 on: June 20, 2025, 00:33 »

@zangchunyu: Because in your case there is nothing to switch, that mesh has only one multilayered UV set (when all UVs are clamped to one set), you can see that at the left in the viewer among other info. And it would be helpful only if the material had respective multipart texture, which is not the case here either - you should understand that by switching UV sets you don't change the diffuse texture for material, which is used for rendering with an UV set. If you want to use other texture with any mesh part, split UVs, fix scaled UVs or other similar things, you can do that in third-party tools outside of umodel.

Update: Please stop asking about things, which are not relevant to umodel. All of the UVs are parsed correctly here, there is nothing more stored in the mesh for them. The thing you are trying to do can be done in many ways by the game, like via mask (including per channel layers), via shader, via separate materials properties, etc - and all of this is out of scope of umodel. It only allows to export related raw data when possible.
« Last Edit: June 20, 2025, 10:40 by spiritovod » Logged
zangchunyu
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Re: Stellar Blade
« Reply #23 on: June 20, 2025, 10:56 »

@zangchunyu: Because in your case there is nothing to switch, that mesh has only one multilayered UV set (when all UVs are clamped to one set), you can see that at the left in the viewer among other info. And it would be helpful only if the material had respective multipart texture, which is not the case here either - you should understand that by switching UV sets you don't change the diffuse texture for material, which is used for rendering with an UV set. If you want to use other texture with any mesh part, split UVs, fix scaled UVs or other similar things, you can do that in third-party tools outside of umodel.

Update: Please stop asking about things, which are not relevant to umodel. All of the UVs are parsed correctly here, there is nothing more stored in the mesh for them. The thing you are trying to do can be done in many ways by the game, like via mask (including per channel layers), via shader, via separate materials properties, etc - and all of this is out of scope of umodel. It only allows to export related raw data when possible.
Thanks, that's all I need to know.
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spiritovod
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Re: Stellar Blade
« Reply #24 on: June 25, 2025, 01:29 »

Specific build is updated with various general improvements mentioned in this topic, this one and this.

As for the last one, it's still recommended to export textures to dds when possible and work with them (mostly affects DXT5). You can see attached screenshot for comparison - before it looks closer to raw render in the viewer (it's not converted for preview), while now converted versions (png/tga) doesn't have artifacts, but for most viewers gamma will change. Don't be confused though, as they're actually around the same, because viewer doesn't handle alpha channel. But still, depending on the used decoder and by reconverting images with different software, which may or may not support alpha channel properly, you can lose some data, if not working with dds to begin with.

P.S. If you need to add all those things to other game specific builds, just let me know.


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« Last Edit: June 25, 2025, 01:32 by spiritovod » Logged
zangchunyu
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Re: Stellar Blade
« Reply #25 on: June 25, 2025, 19:32 »

As for the last one, it's still recommended to export textures to dds when possible and work with them (mostly affects DXT5).
Thanks for the hint, now the textures are free of "black dots" which had been puzzling me a lot.
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:Dim0s
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Re: Stellar Blade
« Reply #26 on: August 13, 2025, 01:57 »

used Stellar Blade DEMO, Everything works fine in the umodel preview, but after exporting, there are problems with animations in both Blender and 3ds Max. The pictures show how the same model is imported normally, but after applying the animation, everything goes wrong. I tried different skins, and all of them have this bug in umodel specific builds v5-v6, but in the older umodel specific builds v2... v4 everything works fine (but only for the gltf format with animations, psa in all build-in buggy)

test in:
3DS MAX 2014 + ActorX Importer
Blender 2.93-3.6 + Befzz PSK Importer

exported files and old specific builds v4, if need => CLICK


* gltf.jpg (284.36 KB, 1488x1038 - viewed 406 times.)

* psa.jpg (175.05 KB, 922x982 - viewed 387 times.)
« Last Edit: August 13, 2025, 02:35 by :Dim0s » Logged
spiritovod
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Re: Stellar Blade
« Reply #27 on: August 14, 2025, 02:35 »

@:Dim0s: Thanks for finding out the problem. Not sure about psk, since in latest v6 build exported animations works in around the same way as before, mostly because edge cases for scale keys are ignored (not on purpose though). The reason is that now scale keys are supported, but in this case some of them are suggesting that the animation is using mirroring or inversion for some mesh parts - for example, to create/remove concavity on elbow flexion. Such things are not handled properly in umodel though, as they're usually game dependent. I've updated specific build with the fix (more like a workaround) for gltf export, it should look more correct now.

Also note that using psk is not recommended, because some meshes are using more than 4 weights, which can be exported only to gltf at the moment with respective option. But even if you're using psk, existing blender plugins doesn't support scale keys, for psk they only work via updated ActorX importer, included with generic builds from this topic.
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Dreadfred
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Re: Stellar Blade
« Reply #28 on: October 24, 2025, 05:09 »

Hello, here is fix for kamelot's problem, its a texture setting (mirror in ue4/5 and blender) not Umodel problem and a fix for Eve's right eye appearing odd in ue4/5 (also Tifa from FF). You can drag and drop glTF (animation and mesh) + textures straight from Umodel to UE5.4 (prior to UE5.4 smoothing would break), Character models had to go through blender on account of morph targets plus weights being above 4 and UE5.4 glTF importer seems to only support weights up to 4 and 1 uv set for Skelmesh. Also a bit late but thanks spiritovod for texture update, colors look right and ORM and other masks look much better in UE4/5 =)  .

« Last Edit: October 26, 2025, 06:51 by Dreadfred » Logged
lhgaicxx
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Re: Stellar Blade
« Reply #29 on: December 04, 2025, 13:35 »

I followed the steps, but I still can't open the model file; it gives an error when exporting.


* 20251204173300d84dfd456a1309bd03302909f9f05862.png (140.1 KB, 1363x983 - viewed 2 times.)
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