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English Forum => Unreal engine 4 => Topic started by: highattack on February 24, 2018, 03:20



Title: Sword Art Online Fatal Bullet
Post by: highattack on February 24, 2018, 03:20
someone know the AES Key of SAO Fatal Bullet?


Title: Re: Sword Art Online Fatal Bullet AES Key
Post by: Gildor on February 24, 2018, 09:15
If you're posting a thread about some new game, you should provide some reference links etc. At the moment, your thread is very bad.


Title: Re: Sword Art Online Fatal Bullet AES Key
Post by: Pox911 on February 24, 2018, 10:06
If i have the correct key, it should be h67GrjX2aGMgrAQeNwf9VmCYbt50ylJFeP3rIhbxh4e9bZXnqm8sbvEjWGOi6rgs

Using this key i can see the contents of the pak file no problem but i havent found the right settings yet to extract anything


Title: Re: Sword Art Online Fatal Bullet AES Key
Post by: Kuroyasviel on February 25, 2018, 01:45
I get an error when trying to rip textures. "Error opening file" I tried all UE4 override options and it still doesnt work


Title: Re: Sword Art Online Fatal Bullet AES Key
Post by: highattack on February 25, 2018, 02:40
If i have the correct key, it should be h67GrjX2aGMgrAQeNwf9VmCYbt50ylJFeP3rIhbxh4e9bZXnqm8sbvEjWGOi6rgs

Using this key i can see the contents of the pak file no problem but i havent found the right settings yet to extract anything

need to understand the engine version, you have any idea?


Title: Re: Sword Art Online Fatal Bullet AES Key
Post by: Kuroyasviel on February 25, 2018, 04:15
UE4.17


Title: Re: Sword Art Online Fatal Bullet AES Key
Post by: venturion on February 25, 2018, 17:57
Using provided AES-Key Pox911 provided and toggle umodel override for UE4.17

(https://cdn.discordapp.com/attachments/238005446932299776/417195648069271553/ehoh.PNG)
(https://cdn.discordapp.com/attachments/238005446932299776/417197129791045643/wellwell.PNG)
(https://cdn.discordapp.com/attachments/238005446932299776/417198746263355413/welp.PNG)
(https://cdn.discordapp.com/attachments/238005446932299776/417201534821072897/for_some.PNG)

Static meshes are extractable as well
(https://i.imgur.com/4fMJXM2.png)

Animations need to be extracted manually as they're a separate uassets, and they're located in SAOFB/Product/AnimSequence


Title: Re: Sword Art Online Fatal Bullet AES Key
Post by: Darko on February 26, 2018, 07:10
Has someone found shinon body and face??


Title: Re: Sword Art Online Fatal Bullet AES Key
Post by: Pox911 on February 26, 2018, 09:20
Funny thing is that i must be missing something because trying to extract anything still crashes umodel for me, even when set manually to 4.17

Edit: I'm stupid. I forgot to update my umodel :P

Shinon's body should be Human/Common/Model/Female/Body/AF_Body_03_100

Hair is also hair_3 so i would assume the face is also face 3


Title: Re: Sword Art Online Fatal Bullet AES Key
Post by: Exozze2 on March 25, 2018, 18:42
Who can send me Death Gun model?


Title: Re: Sword Art Online Fatal Bullet
Post by: X3D on March 31, 2018, 12:16
Does anyone have a quick fix for importing Head, Body and Hair without the hair ending up on the ground plane?

Much like sunnydavis wrote a maxscript for TERA to align head and hair to body.

The textures can be coloured by splitting the mask texture _CV

PHOTOSHOP: Channels tab / Drop down menu, right side / Split Channels / Save all images separately.

Gimp doesn't seem to be able to decompose all the channels in the same way.


Title: Re: Sword Art Online Fatal Bullet
Post by: X3D on April 01, 2018, 13:47
Here is an example after splitting and using the _CV mask textures.

(https://i.imgur.com/ITNXnPO.png)


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on April 01, 2018, 13:59
Nice screenshot! Is this a 3ds Max?


Title: Re: Sword Art Online Fatal Bullet
Post by: X3D on April 01, 2018, 14:26
I used C4D with a cel shader and sketch & toon for the line work, still trying to tweak the overall look.

Difficult getting the right kind of render style with these anime/manga models.


Title: Re: Sword Art Online Fatal Bullet
Post by: StreetMode on April 19, 2018, 21:35
Death Gun with outfit Texture Black and Whitte

(https://preview.ibb.co/c0obCS/3.png)
(https://image.ibb.co/m9ZisS/4.png)

Texture ::


(https://preview.ibb.co/nOtnK7/1.png)
(https://preview.ibb.co/c7bPz7/2.png)


Title: Re: Sword Art Online Fatal Bullet
Post by: Bananam on June 09, 2018, 19:59
Hi,

I am new to ripping models from games. I have gotten my hands on some of the SAO FB models and textures. The textures usually have fourr versions, CV, MSRA N and O(i think) . How can I make them usuable as to make them display correct colors and such?

Thank you


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on June 09, 2018, 20:04
Hi
The textures usually have fourr versions, CV, MSRA N and O(i think)
English please :)


Title: Re: Sword Art Online Fatal Bullet
Post by: Bananam on June 09, 2018, 21:51
They have four texture maps marked (in the texture file name) as CV , MSRA, D and N. Example: T_AF_BODY_CV, T_AF_BODY_MSRA and so on. The texture marked as N is the normal map which is obvious. The texure marked with D is known to be occlusion mapping. So either MSRA or CV textures are the albedo map. However, none of them have the correct color scheme of the model. I have done what X3D mentioned above which is to seperate the channels in photoshop but do not know what goes next to achieve what they had done. Help would be very appreciated.


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on June 10, 2018, 00:16
Tex_D - diffuse texture
Tex_N - normal map
Tex_MSRA - metallic, specular, roughness, alpha - 4 monochrome textures packed into a single one
CV - no idea


Title: Re: Sword Art Online Fatal Bullet
Post by: venturion on June 10, 2018, 15:34
CV - no idea

CV's pretty much a mask texture for colors and detail normals.

Oh I almost forgot to ask, do you mind to add Fatal Bullet to umodel compatibility list as well? It uses 4.17 version of UE4.


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on June 10, 2018, 15:47
Oh I almost forgot to ask, do you mind to add Fatal Bullet to umodel compatibility list as well? It uses 4.17 version of UE4.
Added.


Title: does anyone can help me??
Post by: aka8880 on June 19, 2018, 05:50
sorry for bad English.. :(

I having trouble with using models to 3DMAX...

about my trouble.. in 3dmax, model's color is just red, blue, and green.

it's my first time using 3dMAX so.. I don't know why.
after searching several times, I figure it out because of texture mask.
so I follow some tips to split _CV file to RGBA Channel using photoshop.

but after split every _CV file turn to black and white. .....

does anyone can help me to make model show right color on 3dMAX??

or can let me know some keyword to find and solve this problem on google or youtube?
thank you a lot.... :)


Title: Re: Sword Art Online Fatal Bullet
Post by: Demonslayerx8 on June 20, 2018, 03:40
Any idea why normal maps wont open or export? I get this every time when doing a normal map..
Quote
Package "Texture/T_AF_BODY_003_110_N.uasset": wrong name index 1826891837
UnPackage::SerializeFName:pos=000003EE <- FPropertyTag<< <- CTypeInfo::SerializeUnrealProps <- UObject::Serialize <- UTexture3::Serialize4 <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'T_AF_BODY_003_110_N.T_AF_BODY_003_110_N', pos=3EE, ver=513/0 (unversioned), game=ue4.17 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey:key=6F, down=1 <- VisualizerLoop <- Main:umodel_build=783

Edit: nvm, I figured out the issue, had to do it via PAK loading instead of via UASSET file


Title: Re: does anyone can help me??
Post by: aka8880 on June 20, 2018, 19:16
Here is picture of my problem

[img] https://imgur.com/a/jyngg54 [img]



plz help me to solve...


Title: Re: Sword Art Online Fatal Bullet
Post by: X3D on June 25, 2018, 13:12
aka8880

The CV textures are used as masks, so extracting them to black & white makes them easier to work with within your 3d software, they work much like opacity/alpha maps for hair textures.

They are only a way to mask certain areas of the model/mesh so you can add different colours, working much like layers in Photoshop.

Without them the whole model would be one colour, that is why they are implemented.

The other textures add surface detail to the base colour you choose.

Hope that helps? :)

https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-11F039BF-8A3D-4728-B7DC-B535DF85F155-htm.html


Title: Re: Sword Art Online Fatal Bullet
Post by: aka8880 on June 27, 2018, 08:14
Thx a lot x3d!!


now I am a studying 3D , this is why I try to get some 3d model with animaion..
it is too difficult to learn c++ and d3d and 3d graphic tool in same time.
so I give up to find way to use this stuff and more focus on 3d porgramming..

but later time I will dig on this. so now I'm very appreciate your help.
again thank you a lot your help. I understand concept of channel of mask.

 


Title: Re: Sword Art Online Fatal Bullet
Post by: TheEnter013 on July 09, 2018, 23:45
Hey there! Trying to rip some of these models as well, I already took (I think) all the files I need (The ones with the meshes, materials and textures for each character) but I don't really know what to do next, I'm a total begginer in 3ds max, could someone tell me what are the steps to follow to finish the porting of the model?

EDIT:
Btw, these are the files I have https://drive.google.com/open?id=1vmXuP5bw0DfazRAEl0CJtako4y7xi2Ex


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on July 10, 2018, 07:20
Hi. Check umodel's readme or "help" menu, it has links to my tutorial videos, where you can find everything,


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on July 17, 2018, 07:00
aka8880

The CV textures are used as masks, so extracting them to black & white makes them easier to work with within your 3d software, they work much like opacity/alpha maps for hair textures.

They are only a way to mask certain areas of the model/mesh so you can add different colours, working much like layers in Photoshop.

Without them the whole model would be one colour, that is why they are implemented.

The other textures add surface detail to the base colour you choose.

Hope that helps? :)

https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-11F039BF-8A3D-4728-B7DC-B535DF85F155-htm.html



Very helpful information thank you. I have split the CV texture for AF_BODY_020_000 and got the three new black and white textures. However, there is only one bitmap for the body so how can I apply all three to one bitmap? Also, I still don't see how we could get the exact texture for the model. Now that the bitmap is now black and white do you have to manually create the color scheme that matches the character clothes, skin, eyes, etc.? I don't even know how to manually give certain areas a different color if that is the case.


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on July 17, 2018, 07:04
Sorry I mean 4 new textures after splitting the channels. Red, Blue, Green, and Alpha1


Title: Re: Sword Art Online Fatal Bullet
Post by: X3D on July 19, 2018, 11:51
roughbottom

How you combine the mask layers depends on which 3d software you are using, for example in C4D you have a channel called reflectance, within that channel you can add layers which combine together, or the other option is to add layers to the texture prompt giving you a method where you can stack masks and colours together.

Basically, you just have to find the method your 3d program uses, which is the same approach Photoshop uses when combining images.


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on July 20, 2018, 06:27
I see. Thanks X3D,

The plan was texture the model I want properly in 3DS Max or blender and then export it to Unity. I now understand that you can combine textures, but I'm still unsure how to get or see the exact texture from the game the even after combining them. Each character I would say has their own unique texture and it seems their in-game textures are shown as an RGB texture and become black and white when separating channels in photoshop. It sounds like if I want it to look like the game characters I would have to make a custom texture or manually insert colour and designs whether the textures are combined or not.

That last sentence could be totally wrong. I've never dealt with mask layers before. I apologize for any misunderstanding I may have.


Title: Re: Sword Art Online Fatal Bullet
Post by: X3D on July 20, 2018, 13:33
You will only have to add flat colour to each masked area, then use/combine/overlay the Diffuse map to create the illusion of shading/tone/detail. Adding normal and reflective maps finishes the overall effect.

To create a render similar to ingame characters, it looks like you will need to experiment with ambient lighting to give a 2d + 3d mix?

This may help?

https://knowledge.autodesk.com/support/3ds-max/getting-started/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax-Tutorial/files/GUID-66F7EC0E-259C-4003-89DA-4CCEBA91707E-htm.html (https://knowledge.autodesk.com/support/3ds-max/getting-started/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax-Tutorial/files/GUID-66F7EC0E-259C-4003-89DA-4CCEBA91707E-htm.html)


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on July 21, 2018, 09:01
Thanks for the help!! I'll take a look :)


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on July 25, 2018, 08:15
Anyone want me to send them the meshes and textures to figure it out. I'm havin trouble still hahaha


Title: Re: Sword Art Online Fatal Bullet
Post by: F on July 25, 2018, 15:52
Managed to get the Death Gun model rigged and properly textured a while ago. Also, has anyone been able to successfully pull maps/rooms?

-Mine-
(http://puu.sh/B2Onm/c2b98cdece.jpg)

A friend of mine's.
(https://media.discordapp.net/attachments/414515749768396800/467397254420889613/Screenshot_115.png)


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on July 26, 2018, 05:09
F that death gun looks sweet!! I still can't figure out how to texture models properly. Were those textures already in the game files or did you split the channels and mess around with them in some modelling software? I've been trying to use 3ds max, unity, and blender no luck. Anyway, I was playing VRchat a couple days ago and I did see someone pull the  "home" room where the arfys is. As well as pretty good textured NPC models with working opening and closing doors. I've been trying to get in touch with him but there is no in game messaging so all i can do is hope he accepts my friend request haha.


Title: Re: Sword Art Online Fatal Bullet
Post by: F on July 26, 2018, 11:23
F that death gun looks sweet!! I still can't figure out how to texture models properly. Were those textures already in the game files or did you split the channels and mess around with them in some modelling software? I've been trying to use 3ds max, unity, and blender no luck. Anyway, I was playing VRchat a couple days ago and I did see someone pull the  "home" room where the arfys is. As well as pretty good textured NPC models with working opening and closing doors. I've been trying to get in touch with him but there is no in game messaging so all i can do is hope he accepts my friend request haha.

It came with 4 textures but I only needed 2 of them. The original texture and the diffuse, without explaining it completely a shader was written to combine the two and make them work. We did it in Unity. However the textures can be remade in Photoshop. The home world was released a while back in VRChat and a couple of people I know made public worlds using them. If you'd like I can show you him in-game.


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on July 27, 2018, 03:05
So just to make sure there is a shader that combines the Red, Green, and Blue CV texture with the diffuse texture to make it look like the in-game textures? I was spending a couple hours last night modifying textures in photoshop to make it look right. However, standard shader looks ehhh and flatlit toon doesn't look any better. Can't even see the mouth in flatlit toon. I can't get the humanoid rig to work in unity either. Spine? chest issues. If you want to meet up in vrc just lmk I'll personal message you my username. It would be great to talk to someone who has gone through the same process and understands it more than me :)

Here's my attempt at an avatar texturing.




Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on July 27, 2018, 03:07
file size too big nvm lol.


Title: Re: Sword Art Online Fatal Bullet
Post by: F on July 27, 2018, 06:57
So just to make sure there is a shader that combines the Red, Green, and Blue CV texture with the diffuse texture to make it look like the in-game textures? I was spending a couple hours last night modifying textures in photoshop to make it look right. However, standard shader looks ehhh and flatlit toon doesn't look any better. Can't even see the mouth in flatlit toon. I can't get the humanoid rig to work in unity either. Spine? chest issues. If you want to meet up in vrc just lmk I'll personal message you my username. It would be great to talk to someone who has gone through the same process and understands it more than me :)

Here's my attempt at an avatar texturing.




I've sent you a message.


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on August 04, 2018, 10:48
Anyone know which folder is the weapons and animations


Title: Re: Sword Art Online Fatal Bullet
Post by: Skeee on August 05, 2018, 01:06
Has anyone managed to edit a gun model and reimport it back into the game?


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on August 05, 2018, 03:41
Has anyone managed to edit a gun model and reimport it back into the game?

I didn't even know that was possible. If some has done that I would very much like to see hahaha


Title: Re: Sword Art Online Fatal Bullet
Post by: venturion on August 05, 2018, 12:20
I don't know if it's just me or this specific model (SKM_AF_BODY_038_010) seems broken in general when previewed and extracted.
(https://cdn.discordapp.com/attachments/473670616034181131/475577082630373376/clipping.PNG)
Looks fine in-game though
(https://cdn.discordapp.com/attachments/475386426658258944/475569377219969026/meant.PNG)

https://cdn.discordapp.com/attachments/473670616034181131/475565476966170624/SKM_AF_BODY_038_010.7z Uasset with it's uexp in case you want to see what's wrong.




Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on August 07, 2018, 03:19
Just checked on that and I'm seeing the same thing. Strange..... Honestly, I couldn't tell the reason why that's happening. But if you know how to use blender or any other modelling software you could delete those areas and try to make them look smooth by manually editing the mesh around the hands.
 


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on August 07, 2018, 05:22
I know I've asked this question already but how do you extract the animations properly? I see the AnimSequence folder with all the animations but when I export the animations that folder does not show up in the umodel exort folder


Title: Re: Sword Art Online Fatal Bullet
Post by: X3D on August 07, 2018, 16:56
The process to fix the fingers in 3dsmax is as follows:

1. Select the mesh, then in the modifier list below Skin, select - Editable Mesh you will be greeted with a menu, choose Hold/Yes
2. In the selection options select Element
3. In the viewport select a finger which will include 4 pieces - front, back and two parts of the nail.
4. Select move on the main toolbar and move into place, do this with all fingers then select Skin.
5. Done




Title: Re: Sword Art Online Fatal Bullet
Post by: Juso3D on August 07, 2018, 17:08
I know I've asked this question already but how do you extract the animations properly? I see the AnimSequence folder with all the animations but when I export the animations that folder does not show up in the umodel exort folder
load a mesh you want, then press CTRL+A to load animations in, then export.


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on August 08, 2018, 07:20
I know I've asked this question already but how do you extract the animations properly? I see the AnimSequence folder with all the animations but when I export the animations that folder does not show up in the umodel exort folder
load a mesh you want, then press CTRL+A to load animations in, then export.


Thanks Blenux! Got the animations! Quick question though, I wanted to use certain animations on characters that aren't in this game and when I try to do it in unity It says I'm missing the bone that was on the original character that the animation was made for. Anyway to make the animation work for any rigged model?


Title: Re: Sword Art Online Fatal Bullet
Post by: Juso3D on August 08, 2018, 08:08
I know I've asked this question already but how do you extract the animations properly? I see the AnimSequence folder with all the animations but when I export the animations that folder does not show up in the umodel exort folder
load a mesh you want, then press CTRL+A to load animations in, then export.


Thanks Blenux! Got the animations! Quick question though, I wanted to use certain animations on characters that aren't in this game and when I try to do it in unity It says I'm missing the bone that was on the original character that the animation was made for. Anyway to make the animation work for any rigged model?
I'm still new to the animations/rigging side of things, and I haven't spent all that much with Unity (when i get the urge to I might), but pretty sure you would need the same amount of bones that the original animation mesh had to transfer it to another model (then have to do with weights also).

if you want you could upload the models you want and I can have a look.

There is also this on the Unity Docs - Retargeting of Humanoid animations (https://docs.unity3d.com/Manual/Retargeting.html)


Title: Re: Sword Art Online Fatal Bullet
Post by: X3D on August 08, 2018, 12:53
The method I have used to make any animation work on all/any game models is to use 3DXchange Pipline.

With this program you can import your character, then conform the bone structure to a generic rig, the animation can then be imported and conformed to that same rig.

Saving the character and animations enables you to use them on any other character you have converted.

Sounds easy? it can be most of the time, but there are always badly created character models which can be fixed given a little more time/tweaking.


Title: Re: Sword Art Online Fatal Bullet
Post by: NamekianMemeDealer on August 09, 2018, 13:08
Excuse me Im new to ripping fatal bullet and was wondering if any one would be willing to help me with textures for death gun cause i know its been already done i saw the posts many times to try to help me but ive been trying to think i just dont know how to get his textures right and look exactly how hes suppose to look so it would be wonderful if anyone could help me with death gun textures thank you for your time 


Title: Re: Sword Art Online Fatal Bullet
Post by: X3D on August 09, 2018, 18:44
After splitting the CV textures, I just used the D - Diffuse, CV - Mask textures and the normal maps, ignoring the MSRA for now.

The main concept is to learn how the material editor functions with the 3D program you choose.


Title: Re: Sword Art Online Fatal Bullet
Post by: Juso3D on August 09, 2018, 19:40
MSRA is the following.

R - Metal
G - Specular
B - Roughness
A - AO

and if you want to see the material setups on a model, open the material and press M for info, all the information you need is there...

(http://i.imgur.com/8sbxPFgm.png) (https://imgur.com/8sbxPFg)


Title: Re: Sword Art Online Fatal Bullet
Post by: NamekianMemeDealer on August 10, 2018, 02:48
I dont do that much modeling the most i do is downloading models and do them for vrchat to be honest soo I didnt really understand any of that really


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on August 10, 2018, 06:09
I dont do that much modeling the most i do is downloading models and do them for vrchat to be honest soo I didnt really understand any of that really

I was the same way at first, but to get characters from the game and putting them into vrchat takes quite a lot of work if you want them to look fairly accurate to in-game. I didn't know what to do when I split the channels for the RGB textures so I just went in photoshop and manually changed all the colors and merged the diffuse textures with the CV. I had to make new shape keys to make its mouth move and give it eye bones to blink and all that jazz. I'm sure there are easier ways to do it but I'm like you and have limited knowledge. I would show tou how mine turned out but it keeps saying my picture file is too large. anyone knows how to reduce the size?

Also, thank you blenux and X3D for the animation tip!


Title: Re: Sword Art Online Fatal Bullet
Post by: NamekianMemeDealer on August 10, 2018, 06:46
i have gimp not photo shop so idk if ill be able to do that for the textures


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on August 10, 2018, 08:23
I've never used gimp and only learned some photoshop a couple weeks ago. Don't know if gimp can do the same stuff but i'm sure it can do at least 80% of what photoshop can do. Basically, I took the CV texture and saw where on the model it was Red, Green, or Blue. Then I looked at the colors from the model i was trying to replicate. So say where all the red that was on the model is a white shirt for the character in game. I would erase red from the image and replace it with white. Or if the shoes of the model were blue on the CV texture and they were actual a brown colour in game I would try to make that blue area on the CV texture brown. After changing the colors to my liking I would bring in the diffuse texture and make it the first layer then hit the "multiply" option above those layers. It will probably say normal at first. The multiply option I believe makes lighter colors more transparent and shows the layer underneath. So basically the detail from the diffuse texture "bleeds" onto the new properly coloured CV texture you just made. After that, just save the photo and use that as your new texture for whatever you were modifying.

Again I have little knowledge as well about this stuff and there are probably easier or quicker methods, but this gave me pretty good result that I'm happy with. They look especially good on weapons after you throw on that normal map for more detail.

I just wish I can get the right shader or material to really make it look like in-game characters :)


Title: Re: Sword Art Online Fatal Bullet
Post by: Juso3D on August 10, 2018, 08:54
I've never used gimp and only learned some photoshop a couple weeks ago. Don't know if gimp can do the same stuff but i'm sure it can do at least 80% of what photoshop can do. Basically, I took the CV texture and saw where on the model it was Red, Green, or Blue. Then I looked at the colors from the model i was trying to replicate. So say where all the red that was on the model is a white shirt for the character in game. I would erase red from the image and replace it with white. Or if the shoes of the model were blue on the CV texture and they were actual a brown colour in game I would try to make that blue area on the CV texture brown. After changing the colors to my liking I would bring in the diffuse texture and make it the first layer then hit the "multiply" option above those layers. It will probably say normal at first. The multiply option I believe makes lighter colors more transparent and shows the layer underneath. So basically the detail from the diffuse texture "bleeds" onto the new properly coloured CV texture you just made. After that, just save the photo and use that as your new texture for whatever you were modifying.

Again I have little knowledge as well about this stuff and there are probably easier or quicker methods, but this gave me pretty good result that I'm happy with. They look especially good on weapons after you throw on that normal map for more detail.

I just wish I can get the right shader or material to really make it look like in-game characters :)

Gimp can do that that you mention, it on par with PS now aside from a few things.

Also UE4 materials are very complex, if you look at the picture I posted above, that is what's used to make the Death Gun's characters look (has well has other characters and their materials), note the list in that only shows the main textures and parameters used to get the final result, what it doesn't show is UE4's lerps, multiples, and numerous other UE4 material nodes connected to each of them in the master material that is also connected to, if you want to see a scale of what it's like to make a material like that, check out Paragon Assets from the unreal marketplace and you will see (very similar setup's).


Title: Re: Sword Art Online Fatal Bullet
Post by: X3D on August 10, 2018, 10:20
NamekianMemeDealer - Using Gimp you open CV texture, select Colors/Components/Decompose - Choose RGBA

In Layers Tab hide/unhide to save out the Masks separately.

Do this for MSRA too.

Depending on what 3D software you use some of these textures are not required.


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on August 11, 2018, 00:33
I've never used gimp and only learned some photoshop a couple weeks ago. Don't know if gimp can do the same stuff but i'm sure it can do at least 80% of what photoshop can do. Basically, I took the CV texture and saw where on the model it was Red, Green, or Blue. Then I looked at the colors from the model i was trying to replicate. So say where all the red that was on the model is a white shirt for the character in game. I would erase red from the image and replace it with white. Or if the shoes of the model were blue on the CV texture and they were actual a brown colour in game I would try to make that blue area on the CV texture brown. After changing the colors to my liking I would bring in the diffuse texture and make it the first layer then hit the "multiply" option above those layers. It will probably say normal at first. The multiply option I believe makes lighter colors more transparent and shows the layer underneath. So basically the detail from the diffuse texture "bleeds" onto the new properly coloured CV texture you just made. After that, just save the photo and use that as your new texture for whatever you were modifying.

Again I have little knowledge as well about this stuff and there are probably easier or quicker methods, but this gave me pretty good result that I'm happy with. They look especially good on weapons after you throw on that normal map for more detail.

I just wish I can get the right shader or material to really make it look like in-game characters :)

Gimp can do that that you mention, it on par with PS now aside from a few things.

Also UE4 materials are very complex, if you look at the picture I posted above, that is what's used to make the Death Gun's characters look (has well has other characters and their materials), note the list in that only shows the main textures and parameters used to get the final result, what it doesn't show is UE4's lerps, multiples, and numerous other UE4 material nodes connected to each of them in the master material that is also connected to, if you want to see a scale of what it's like to make a material like that, check out Paragon Assets from the unreal marketplace and you will see (very similar setup's).
\
Wow, I did not think there was that much more complexity to it. In the files, I see a fair amount of materials. From what I can tell they are MAT files for 3dsmax, but when i try to open them in through the file directory I get an error. When I try to import the material into a scene I see it pop up, but it looks no different from any other material in the material editor. Also, I don't know if it applied it to the mesh I wanted or just put it into the material editor only. Also does anyone know I can reduce the file size of photos? Every time I try to post a screenshot on here it says its too big.


Title: Re: Sword Art Online Fatal Bullet
Post by: X3D on August 12, 2018, 10:08
roughbottom, I think you are probably trying to place the .mat file from the material folder?

The .mat file can be opened with notepad, it lists the textures required for the mesh.

I generally batch convert all TGA files to PNG using FREE xnConvert, because certain programs I use do not function with TGA.

 


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on August 13, 2018, 06:35
oh wow, so batch converting just changes the picture format then?


Title: Re: Sword Art Online Fatal Bullet
Post by: Juso3D on August 13, 2018, 09:40
I use Sagethumbs (https://www.cherubicsoft.com/en/projects/sagethumbs) myself, integrates into windows right click shell menu.


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on November 19, 2018, 11:26
Hey all, been awhile. Just curious to know what everyone has managed to do with ripping these assets. Anything cool?

Question though, I'm getting back into editing these models and i was wondering if it was possible to get "new assets" since the game has had a few updates and DLC content added.

Would you need a new AES key? or it's not possible to get the new stuff yet?

Thanks :)


Title: Re: Sword Art Online Fatal Bullet
Post by: RitsuPitsu on March 08, 2019, 15:44
Hey all, I've been reading over each page on this forum many times and still dont understand it, it seems the part i am having troubles with is applying textures/materials. Could someone please give me the proper steps to adding them so they dont come up as RGB, Or Verylight purple, or just gray?


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on April 14, 2019, 16:49
Whats up Ristu, I went through the same struggle. For me i never figured out how get the textures applied properly without them being RGB. I had  to go in photoshop and manually change the colors. So say if a red portion of the RGB texture was actually purple in game. I would have to make the red part purple by erasing it or deleting it from the original texture and "paint" that part purple. It's not the most professional thing to do but it works. I would send a pic but file to show but file to big



Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on April 14, 2019, 22:24
(http://i68.tinypic.com/f5tmv.png)

Here's the Sinon model that I made from changing the colors. Eyes were the hardest part. Had to make from scratch basically. The color blending I mean.


Title: Re: Sword Art Online Fatal Bullet
Post by: DauntlessAnimation on April 28, 2019, 19:04
Anyone have tutorial for texture CV? idk how make :-\


Title: Re: Sword Art Online Fatal Bullet
Post by: TheCrazyMythic on August 11, 2019, 00:14
(https://i.imgur.com/XAHxvUR.png)

Been working on a shader for it, nowhere near done or how I want it to come out just yet. Far from how it looks in-game as it's just a starting point. Trying to get it as close to the game as possible. Which is out of my field but I'm trying, However, it uses most of the textures expect a few just haven't added. I just haven't had the time to get a lot of it done and limited shader knowledge doesn't help. Don't need photoshop or anything as it does everything for you.


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on August 26, 2019, 09:10
Oh wow!! That's awesome I hope you can get it done! Good luck!


Title: Re: Sword Art Online Fatal Bullet
Post by: TheCrazyMythic on August 27, 2019, 02:42
I'll be sharing it here when I get it finished, I've figured out all the textures and everything expect all the lighting and just a few effects. So all you have to do is just plug the textures in and change a few sliders and it's all good. Just don't expect it for awhile lol. Life busy and doing other games as well.


Title: Re: Sword Art Online Fatal Bullet
Post by: KC_Saber on December 31, 2019, 08:00
I realize that nobody's posted here in a while, but does anyone know where the player's model is at? Or at least the base female model? I've just found out about this model viewer and am trying to figure this out.


Title: Re: Sword Art Online Fatal Bullet
Post by: TheCrazyMythic on January 13, 2020, 04:35
I realize that nobody's posted here in a while, but does anyone know where the player's model is at? Or at least the base female model? I've just found out about this model viewer and am trying to figure this out.

If i remember right it's under Game/Product/Character/Human/Common/Model and then Male or female mesh. Like body, face, ect. I think it's the first one that you can pick. You'll have to look around. However it's the same area as the NPC models.


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on January 16, 2020, 08:38
I'll be sharing it here when I get it finished, I've figured out all the textures and everything expect all the lighting and just a few effects. So all you have to do is just plug the textures in and change a few sliders and it's all good. Just don't expect it for awhile lol. Life busy and doing other games as well.

How that sinon coming along? Shader still giving you issues?


Title: Re: Sword Art Online Fatal Bullet
Post by: TheCrazyMythic on January 16, 2020, 22:37
Not quite, I had taken a break for a long time so I haven't touched it in a while. I do want to get back to it and finish it at some point. Sinon was just a test bed for me to see how things turned out. I'm going to be getting it to work for every model, at least character wise.


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on February 17, 2020, 14:05
Every Character model?? Wow! Seems like quite the journey ahead of you! Looking forward to what you will accomplish! Good Luck! :)


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on March 04, 2020, 17:42
guys how I can find the model texture?

(http://i.epvpimg.com/Dcticab.png)

umodel log

Quote
Empty pak file "D:\umodel/SAOFB-WindowsNoEditor_0_P.pak"
Pak D:\umodel/SAOFB-WindowsNoEditor_0_P.pak: 0 files, mount point: "E:/Program Files (x86)/Steam/steamapps/common/SWORD ART ONLINE FATAL BULLET/SAOFB/Content/Paks/", version 8
Pak D:\umodel/SAOFB-WindowsNoEditor_1_P.pak: 1342 files (1342 encrypted), version 4
Pak D:\umodel/SAOFB-WindowsNoEditor_2_P.pak: 5314 files (5314 encrypted), version 4
Pak D:\umodel/SAOFB-WindowsNoEditor_3_P.pak: 4049 files (4049 encrypted), version 4
Pak D:\umodel/SAOFB-WindowsNoEditor_4_P.pak: 11013 files (11013 encrypted), version 4
Found 18232 game files (13 skipped) at path "D:\umodel"
Scanned game directory in 1.3 sec, 51834 allocs, 10.24 MBytes serialized in 12 calls.
Loading package: /Game/Product/Character/Human/Common/Model/Female/Body/AF_BODY_021_000/Mesh/SKM_AF_BODY_021_000.uasset Ver: 513/0 Engine: 0 [Unversioned] Names: 229 Exports: 1 Imports: 11 Game: 1000110
Loading SkeletalMesh4 SKM_AF_BODY_021_000 from package /Game/Product/Character/Human/Common/Model/Female/Body/AF_BODY_021_000/Mesh/SKM_AF_BODY_021_000.uasset
WARNING: Import(Skeleton'SKL_Human_00'): package /Game/Product/Character/Human/Common/Model/SKL_Human_00 was not found
WARNING: Import(MaterialInstanceConstant'M_AF_SKIN_000_000'): package /Game/Product/Character/Human/Common/Model/Female/Body/AF_BODY_000_000/Material/M_AF_SKIN_000_000 was not found
WARNING: Import(MaterialInstanceConstant'M_AF_BODY_021_000'): package /Game/Product/Character/Human/Common/Model/Female/Body/AF_BODY_021_000/Material/M_AF_BODY_021_000 was not found


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on March 04, 2020, 17:47
There's "M_AF_SKIN_000_000 was not found" message. This shouldn't happen with UE4 games, so either you have some pak file missing, or there's something wrong with SAOFB-WindowsNoEditor_0_P.pak. UModel says it has version 8, like with recent UE4 versions, while other pak files has version 4. What's the size of that pak file? Is it really empty (small)?


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on March 04, 2020, 21:51
Cant be empty the 0 pak have more size than the rests


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on March 04, 2020, 21:57
Does anyone else has the same issue? (a message in a log that pak #0 has no files, has version 8, and mount point is somewhere in "steam")


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on March 14, 2020, 11:02
@Gildor

after long check I using quickbms to extract the pak file , and now I have this files with the texture , and however I try to get the model with his texture , umodel report that error:

Quote
******** Loading object Texture2D'T_AF_BODY_021_000_N.T_AF_BODY_021_000_N' ********
*** ERROR: Package "SAOFB/Content/Product/Character/Human/Common/Model/Female/Body/AF_BODY_021_000/Texture/T_AF_BODY_021_000_N.uasset": wrong name index 1826891837
UnPackage::SerializeFName:pos=000003EE <- FPropertyTag<< <- CTypeInfo::SerializeUnrealProps <- UObject::Serialize <- UTexture3::Serialize4 <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'T_AF_BODY_021_000_N.T_AF_BODY_021_000_N', pos=3EE, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- LoadWholePackage:SKM_AF_BODY_021_000 <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey:key=6F, down=1 <- VisualizerLoop <- Main:umodel_build=1179


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on March 14, 2020, 13:12
Try setting a different UE version (not UE4.16). Actually, first two pages of this thread says: UE4.17.


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on March 14, 2020, 17:47
srsly , wtf with that tool , I solve the texture exportation , I have the tga file now
but now I see on the tool only boot from all the skeleton I win to she the her boots wtf or they patch the game in 2 sec

I bet this is tool fault I cant belive from all the ue4 stupid games , this game probably too hard for umodel to work properly
interesting ..


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on March 20, 2020, 12:46
@Gildor hey there! I know this thread has had this discussion before already but in regards to the RGB textures for the models, is retexturing them the only way to get the same in-game colors to match? For example, having the correct green color on sinon's clothes or the pink on Lizbeth clothes. In other games where I have used umodel the textures come out just like how I see them in game. Is the RGB textures just a bandai namco thing? It's gotten very tiresome re-texturing every model I have used. At least at my skill level, I do not know of any other way to work around this problem. Was wondering if there was another way.


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on March 20, 2020, 13:30
"RGB" textures, most likely, are MASKS for mixing multiple material layers together. E.g. "red" channel will be replaced with metal, "green" - leather, "blue" - fabric. Of course RGB could be used for different things, e.g. red will be used as roughness, green - specularity, blue - ambient occlusion. There at lots of variants, and I'm afraid you should determine exact usage yourself. The good thing is that once you determine this for one mesh, it should work for other meshes (not for all - just for those which share the same Material!) too.


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on March 21, 2020, 05:23
Ohh wow! I never thought about that! That definitely makes sense. I'll have to do some troubleshooting to see what exactly the RGB channels pertain to individually. Thanks! But also one more question. I am pretty confident I have extracted almost the entirety of the game even the new DLC, but no matter how hard I try I still can't seem to extract the sound files. I check the box every time to include sound but still nothing. Even after finding all the sound files before extracting. Any tips or things I might be doing wrong? I have found some sounds on other websites that people have managed to get, but it would be nice to do it myself.


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on March 21, 2020, 10:07
Review this thread, may be someone already asked about sounds. By the way, the most typical problem with sound extraction is that the game may use non-standard sound system (Fmod, Wwise etc).


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on March 21, 2020, 10:24
That could be it. Thanks!


Title: Re: Sword Art Online Fatal Bullet
Post by: YoshiCrystal on March 22, 2020, 18:00
Does anyone knows where to find the Blue Rose F9 and the Gigas Cedar G4? I can't find them in the files.

I'm using the Nintendo Switch version of the game that I've dumped.


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on April 03, 2020, 09:09
once you export the assets, it should be folder WOS05_00 for the blue rose sword and WOS04_00 for the purple one.


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on April 13, 2020, 08:24
I think something wrong with the texture and the materials

here is the photo from the umodel , and the unreal show 4 texture in any kind,
however they not match to the game at all the mesh and texture are coming from this girl model

the girl model : http://i.epvpimg.com/WV3Pdab.jpg
and the editor and umodel , show her texture as you can see in the editor : http://i.epvpimg.com/skeyeab.png

any solution for that problem ?


Title: Re: Sword Art Online Fatal Bullet
Post by: Demonslayerx8 on April 14, 2020, 03:44
I think something wrong with the texture and the materials

here is the photo from the umodel , and the unreal show 4 texture in any kind,
however they not match to the game at all the mesh and texture are coming from this girl model

the girl model : http://i.epvpimg.com/WV3Pdab.jpg
and the editor and umodel , show her texture as you can see in the editor : http://i.epvpimg.com/skeyeab.png

any solution for that problem ?
that texture is a color mask texture, which is what colors the diffuse texture, which is black and white, labeled as T_AF_BODY_022_000_D.


Title: Re: Sword Art Online Fatal Bullet
Post by: highattack on May 14, 2020, 18:53
hey I have issue with 3d importing I think the image will speak by herself

(http://i.epvpimg.com/VIBneab.png)


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on May 14, 2020, 19:50
I suppose you're importing head first, and body next? If yes, try changing import order.


Title: Re: Sword Art Online Fatal Bullet
Post by: highattack on May 18, 2020, 20:09
your wrong , I try first the body , hair , face , does its really change how I put them , maybe something in 3ds max cuz it you don't think? I using 3ds max 2020 if that help


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on May 18, 2020, 20:13
I'm not using Max (don't have it on my PC for over half a year already), so I can't test it myself. It would be nice if you'd record a video showing your actions and the problem itself.


Title: Re: Sword Art Online Fatal Bullet
Post by: Kuhne on June 05, 2020, 17:03
Sorry for reviving this thread, but where I find my character model that I created in-game


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on September 05, 2020, 13:43
hey guys its an old topic but , i want to revert the mask to the original character outfits color like the arfa-sys outfit
please help me , how i can do that proccess?


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on September 05, 2020, 13:45
hey guys its an old topic but , i want to revert the mask to the original character outfits color like the arfa-sys outfit
please help me , how i can do that proccess?

show me photo of the character and i will tell you, if you didn't yet get helped


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on September 06, 2020, 15:48
well its took me a long time but here his she "Lievre" no photoshop or any other photo software used
no unreal engine 4 used for that action and here is the result.

her normal transformation

(http://i.epvpimg.com/daCgbab.png)

next will be her 2 & 3 transformation "limiter 2 / 3"


Title: Re: Sword Art Online Fatal Bullet
Post by: roughbottom on October 10, 2020, 10:32
well its took me a long time but here his she "Lievre" no photoshop or any other photo software used
no unreal engine 4 used for that action and here is the result.

her normal transformation

(http://i.epvpimg.com/daCgbab.png)

next will be her 2 & 3 transformation "limiter 2 / 3"

That's awesome! But how in the world did you get the right colors without using photo editing software or unreal? Are u a magician?!


Title: Re: Sword Art Online Fatal Bullet
Post by: KC_Saber on March 05, 2021, 02:36
So I've got my model put together in 3DS Max (2020) and something I'm trying to sus out is why the hair doesn't stay attached to the head on import of the body. Anyone got any idea why? Also. Anybody know how to use the CV texture in Max?


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on March 05, 2021, 11:07
Import body, THEN head. Only in this order.


Title: Re: Sword Art Online Fatal Bullet
Post by: KC_Saber on March 05, 2021, 17:46
Import body, THEN head. Only in this order.
It actually attached fine (Head to Body) in reverse of your suggestion. Mainly the hair that won't attach.
Oh and by the way. When doing Body then head, this is what happens.


Title: Re: Sword Art Online Fatal Bullet
Post by: Gildor on March 06, 2021, 09:23
No idea then. May be someone else could help.


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on June 12, 2021, 21:59
After long time i did it but better and lovely
Later i will do the head and the face
If there are peoples still play in this soon i will create a site with collection mods and fixes.

(http://i.epvpimg.com/yKXGeab.jpg)


Title: Re: Sword Art Online Fatal Bullet
Post by: ScoopyLeEpic on July 11, 2021, 05:55
After long time i did it but better and lovely
Later i will do the head and the face
If there are peoples still play in this soon i will create a site with collection mods and fixes.

(http://i.epvpimg.com/yKXGeab.jpg)

Hello! You're not alone, I'm currently getting better at the whole process too! Looking forward to your collection.


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on September 16, 2021, 11:44
After long time i did it but better and lovely
Later i will do the head and the face
If there are peoples still play in this soon i will create a site with collection mods and fixes.

(http://i.epvpimg.com/yKXGeab.jpg)

Hello! You're not alone, I'm currently getting better at the whole process too! Looking forward to your collection.

i have other thing more updated from that shit

i have a video uploaded into youtube offcurse there are small thing i have missed that i gonna fix right now its its under
her tail there is a two lines that i am not painted i also show you that on the video enjoy

https://youtu.be/IFJ6b6PdWkU


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on September 16, 2021, 11:53
i also did her red nail i want to do her red lipstick but i have a life so i cant be on the pc a lot
anyway i came with result i happy if you can see i also removed the hair becuse they are pointless in vrchat
the head rotation is enough i can always use unity to preform it with no hair skeleton ;)
the eyes part its kind of annoyng i still need to learn how the hell its working


Title: Re: Sword Art Online Fatal Bullet
Post by: ScoopyLeEpic on September 18, 2021, 01:16
Watched the video, looks like it's coming in good! Hope you solve the issues you're having with the model, I'm currently working on Pitohui model~


Title: Re: Sword Art Online Fatal Bullet
Post by: Paulthemoped2021 on October 02, 2021, 12:59
hello I finally managed to unpack all of packs. but I can't make heads or tails of anything
and I have a few questions
1. can the default female character model be replaced by any of the female models with the proper skin tones & hair tones but still wear other outfits? specially to lievre along with her makeup.  
2.is it possible to change default stock voices to other characters voice along with conversations? if so how can i find files.
3. is it possible to modify what shops sell and the rarity? also can they be made to sell character specific outfits & accessories?
please & thanks.


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on January 19, 2022, 23:52
i have masking but after long time after realize the eyes shit
i managed to color that girl much closer as i can hope you like it
https://www.youtube.com/watch?v=WfjjAz0FI2Y


Title: Re: Sword Art Online Fatal Bullet
Post by: Paulthemoped2021 on February 16, 2022, 11:57
once you export the assets, it should be folder WOS05_00 for the blue rose sword and WOS04_00 for the purple one.
is there a detailed list for all weapons? Like WOS05_00=blue rose sword that would be real helpful.


Title: Re: Sword Art Online Fatal Bullet
Post by: Sparky on March 14, 2022, 06:39
Hey guys, sorry to revive this post for the nth time. I've been succesful with getting the models using Umodel and have a plugin for Blender to import PSK files. The model imports nicely but i'm noticing the _CV mask doesn't color exactly as it does in the game (some parts it doesn't even color at all, even though it does in the game). I've tried stuff like inverting the mask and such but nothing gets it exactly to how i'm used to in the game. Anyone who can maybe tell me what i'm doing wrong here?
Images of my shading setup, model and ingame model (with different colors to show the difference) included. (https://i.imgur.com/kLFwKKH.png) (https://i.imgur.com/WciJZPW.png) (https://i.imgur.com/PasBWRf.png)


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on March 15, 2022, 02:47
I know its may been an offtopic
But i changed the source of ue4.27 and managed to import all the
assets cooked without any limit , cutscene, animation, blueprint , datatable
In short of the line everything , small data cant be import i have to check it
I will do video tomorrow dirct from my pc to proof but yet i need to tweak the engine

I will update as i going to do it as open source.
Good Night


Title: Re: Sword Art Online Fatal Bullet
Post by: Freaky Old Man on March 19, 2022, 00:39
Did you ever make a video showing how you did this? does this fix the texture issues as well?

I know its may been an offtopic
But i changed the source of ue4.27 and managed to import all the
assets cooked without any limit , cutscene, animation, blueprint , datatable
In short of the line everything , small data cant be import i have to check it
I will do video tomorrow dirct from my pc to proof but yet i need to tweak the engine

I will update as i going to do it as open source.
Good Night


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on March 24, 2022, 00:16
Did you ever make a video showing how you did this? does this fix the texture issues as well?

I know its may been an offtopic
But i changed the source of ue4.27 and managed to import all the
assets cooked without any limit , cutscene, animation, blueprint , datatable
In short of the line everything , small data cant be import i have to check it
I will do video tomorrow dirct from my pc to proof but yet i need to tweak the engine

I will update as i going to do it as open source.
Good Night

well for sure i am not going to show my code , i will upload a custom ue4 engine that
can read/write data and put the compiled version on github


Title: Re: Sword Art Online Fatal Bullet
Post by: Freaky Old Man on March 24, 2022, 14:36
Thank you for your reply back I have since found a few people @sparky being one who have shown me how to fix the textures in Blender and get them looking okay for Unity, not UE.

Once I get better at it I hope to make a Video show what they have taught me though am a complete noobie at this stuff.

I also hope to make a file/folder where people can download and make their own OC avatars all they have to do is learn to change the colour pallet in unity / Blender.

I have managed to get the Whole of the sbc glocken into VRChat and people can walk about it. so I aim to make a world where people can come to ask me to make them their OC avatars for free I hate people who charge money for it so I want to make a free service for people who can not model or do stuff.

Looking forward to seeing your video and as for the code you spoke of even if you show it to me sadly I would have no clue what any of it means haha

here are some photos of what they showed me the node system is still worrying to find out how to use it.

(https://cdn.discordapp.com/attachments/284348772706680833/956406335619080202/e324b1c991b14f9c3e5074c7504fb410.jpg).

(https://i.imgur.com/80CJZKa.jpg)

(https://i.gyazo.com/7ca5923514e531bc7dae567d3b5b246c.jpg)


Title: Re: Sword Art Online Fatal Bullet
Post by: Freaky Old Man on March 27, 2022, 06:17
So after many tears and late nights me and Sparky have managed to make avatars......

We are able to get as close to the game but not quite were also working on porting the whole game into vrc.

(https://imgur.com/SShd5K4.jpg)


Title: Re: Sword Art Online Fatal Bullet
Post by: FreohrWK on April 09, 2022, 02:24
i feel like i should mention this, since I've done a lot with SAO:FB files, but I have a master SAO:FB material blend file that has almost everything that a player character should need for use- I've never uploaded it anywhere, but if the people here want it, i can upload it to my MEGA and toss a link here for y'all to use. It includes stuff for all body parts and patterns.

Nodes:
(https://i.imgur.com/u10pfBF.png)
(https://imgur.com/a/VCB6q6p)

I think I've spent a few years on it, so it's a culmination of a bit of effort. and also sat on it for a while, too lol

EDIT: So, i've just given up and instead of waiting for a response, i'll just toss out the files for people to use:
https://mega.nz/file/1t83iDLS#QyUIBcM79_5q5fhPuJEPdY9HdRsucIy-_JUGiFMDMF8
Note: This is in Blender 3.0+, so it won't work with earlier versions.

an example of what it does:
(https://i.imgur.com/dHQZYar.png)


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on April 11, 2022, 14:12
This is my final result before transferd into vrchat
https://youtu.be/WfjjAz0FI2Y


Title: Re: Sword Art Online Fatal Bullet
Post by: Sparky on April 15, 2022, 02:47
I've made my own nodegroups by now for the models but i'm definetely gonna check this out, maybe you know something i don't know yet.
Thank you for sharing! :D

EDIT: It seems our nodegroups are quite similar, didn't know about the pattern stuff on the body though. Also is there a particular reason you're seperating Cyan, Magenta, Yellow and White too from the RGB of the CV Mask for the body?
I've included images of my current body node setup.

(https://i.imgur.com/fRK3eqx.png)
(https://i.imgur.com/5VQ2grJ.png)

i feel like i should mention this, since I've done a lot with SAO:FB files, but I have a master SAO:FB material blend file that has almost everything that a player character should need for use- I've never uploaded it anywhere, but if the people here want it, i can upload it to my MEGA and toss a link here for y'all to use. It includes stuff for all body parts and patterns.

Nodes:
(https://i.imgur.com/u10pfBF.png)
(https://imgur.com/a/VCB6q6p)

I think I've spent a few years on it, so it's a culmination of a bit of effort. and also sat on it for a while, too lol

EDIT: So, i've just given up and instead of waiting for a response, i'll just toss out the files for people to use:
https://mega.nz/file/1t83iDLS#QyUIBcM79_5q5fhPuJEPdY9HdRsucIy-_JUGiFMDMF8
Note: This is in Blender 3.0+, so it won't work with earlier versions.

an example of what it does:
(https://i.imgur.com/dHQZYar.png)


Title: Re: Sword Art Online Fatal Bullet
Post by: FreohrWK on April 15, 2022, 03:26
I've made my own nodegroups by now for the models but i'm definetely gonna check this out, maybe you know something i don't know yet
Thank you for sharing! :D

i feel like i should mention this, since I've done a lot with SAO:FB files, but I have a master SAO:FB material blend file that has almost everything that a player character should need for use- I've never uploaded it anywhere, but if the people here want it, i can upload it to my MEGA and toss a link here for y'all to use. It includes stuff for all body parts and patterns.

Nodes:
/imgcut
(https://imgur.com/a/VCB6q6p)

I think I've spent a few years on it, so it's a culmination of a bit of effort. and also sat on it for a while, too lol

EDIT: So, i've just given up and instead of waiting for a response, i'll just toss out the files for people to use:
https://mega.nz/file/1t83iDLS#QyUIBcM79_5q5fhPuJEPdY9HdRsucIy-_JUGiFMDMF8
Note: This is in Blender 3.0+, so it won't work with earlier versions.

an example of what it does:
/imgcut

No problem! I've already got an entire blend file that holds all of the female armor on it. was a bitch to put together
I have no idea if i'll ever get around to doing the heads and hair, but it's unlikely with how torturous it was to put together.
the female armor stuff is fairly old, and before i knew how to work the PSK blender importer well, so a bunch of the bone stuff will be a tad weird

Instead, I might make a tutorial video on putting together the models n stuff together. Including how to parent the heads and hair to the body, since I have a good idea on how to make that work.


Title: Re: Sword Art Online Fatal Bullet
Post by: Freaky Old Man on April 15, 2022, 03:31
Sorry for not getting back man I thought this site was dead me and spark + one more have work flow set up what you are doing sounds awesome we are already working on VRCHAT SAO FB World and stuff you are more than welcome to come to hang with us on discord.gg/argusvrc


Title: Re: Sword Art Online Fatal Bullet
Post by: Sparky on April 15, 2022, 03:34
I think making some tutorial videos is a great idea! I've already put together a few Fatal Bullet models with my nodegroups so far and ported them to VRChat. They work great! There were a few quirks to work out like how to get eyetracking working and visemes but so far i've got most of it down.

(https://i.imgur.com/ebKozTy.png)
(https://i.imgur.com/wbkp0WG.png)

I've made my own nodegroups by now for the models but i'm definetely gonna check this out, maybe you know something i don't know yet
Thank you for sharing! :D

i feel like i should mention this, since I've done a lot with SAO:FB files, but I have a master SAO:FB material blend file that has almost everything that a player character should need for use- I've never uploaded it anywhere, but if the people here want it, i can upload it to my MEGA and toss a link here for y'all to use. It includes stuff for all body parts and patterns.

Nodes:
/imgcut
(https://imgur.com/a/VCB6q6p)

I think I've spent a few years on it, so it's a culmination of a bit of effort. and also sat on it for a while, too lol

EDIT: So, i've just given up and instead of waiting for a response, i'll just toss out the files for people to use:
https://mega.nz/file/1t83iDLS#QyUIBcM79_5q5fhPuJEPdY9HdRsucIy-_JUGiFMDMF8
Note: This is in Blender 3.0+, so it won't work with earlier versions.

an example of what it does:
/imgcut

No problem! I've already got an entire blend file that holds all of the female armor on it. was a bitch to put together
I have no idea if i'll ever get around to doing the heads and hair, but it's unlikely with how torturous it was to put together.
the female armor stuff is fairly old, and before i knew how to work the PSK blender importer well, so a bunch of the bone stuff will be a tad weird

Instead, I might make a tutorial video on putting together the models n stuff together. Including how to parent the heads and hair to the body, since I have a good idea on how to make that work.



Title: Re: Sword Art Online Fatal Bullet
Post by: FreohrWK on April 15, 2022, 03:58
I think making some tutorial videos is a great idea! I've already put together a few Fatal Bullet models with my nodegroups so far and ported them to VRChat. They work great! There were a few quirks to work out like how to get eyetracking working and visemes but so far i've got most of it down.

/imgscut

I've made my own nodegroups by now for the models but i'm definetely gonna check this out, maybe you know something i don't know yet
Thank you for sharing! :D

i feel like i should mention this, since I've done a lot with SAO:FB files, but I have a master SAO:FB material blend file that has almost everything that a player character should need for use- I've never uploaded it anywhere, but if the people here want it, i can upload it to my MEGA and toss a link here for y'all to use. It includes stuff for all body parts and patterns.

Nodes:
/imgcut
(https://imgur.com/a/VCB6q6p)

I think I've spent a few years on it, so it's a culmination of a bit of effort. and also sat on it for a while, too lol

EDIT: So, i've just given up and instead of waiting for a response, i'll just toss out the files for people to use:
https://mega.nz/file/1t83iDLS#QyUIBcM79_5q5fhPuJEPdY9HdRsucIy-_JUGiFMDMF8
Note: This is in Blender 3.0+, so it won't work with earlier versions.

an example of what it does:
/imgcut

No problem! I've already got an entire blend file that holds all of the female armor on it. was a bitch to put together
I have no idea if i'll ever get around to doing the heads and hair, but it's unlikely with how torturous it was to put together.
the female armor stuff is fairly old, and before i knew how to work the PSK blender importer well, so a bunch of the bone stuff will be a tad weird

Instead, I might make a tutorial video on putting together the models n stuff together. Including how to parent the heads and hair to the body, since I have a good idea on how to make that work.


I don't know when i'll make one, but eventually. i'm terrible at actually doing things lol. tis why it took me roughly a year to do the female armor
Yeah, the models are a bit finicky at the best of times.


Sorry for not getting back man I thought this site was dead me and spark + one more have work flow set up what you are doing sounds awesome we are already working on VRCHAT SAO FB World and stuff you are more than welcome to come to hang with us on discord.gg/argusvrc

lol- yeah, gildor's forums do seem to be on the slow side of things. I've actually been looking for some SAOFB areas where i could share my stuff, but never really found anything. Until a couple days ago when i finally decided to go searching for IB2 stuff and happened across this thread. Lucky me lol.
Don't mind if i do- joined and username is HydrateorDie on discord.


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on April 19, 2022, 11:51
I've made my own nodegroups by now for the models but i'm definetely gonna check this out, maybe you know something i don't know yet.
Thank you for sharing! :D

EDIT: It seems our nodegroups are quite similar, didn't know about the pattern stuff on the body though. Also is there a particular reason you're seperating Cyan, Magenta, Yellow and White too from the RGB of the CV Mask for the body?
I've included images of my current body node setup.

.....


amazing , since i dont know how to mess with the blender materials very much
i did it by repaint.
this is what you see after all of it in this video
https://youtu.be/WfjjAz0FI2Y
i be glad if you can explain me a bit how you did it with the blender material graph.


Title: Re: Sword Art Online Fatal Bullet
Post by: FreohrWK on April 19, 2022, 17:41
I've made my own nodegroups by now for the models but i'm definetely gonna check this out, maybe you know something i don't know yet.
Thank you for sharing! :D

EDIT: It seems our nodegroups are quite similar, didn't know about the pattern stuff on the body though. Also is there a particular reason you're seperating Cyan, Magenta, Yellow and White too from the RGB of the CV Mask for the body?
I've included images of my current body node setup.

....

Well, what I've done is similar to Sparky's nodes, but slightly different. I split the CV texture because of how it uses RGBA to tell color from one part to another- i used a special nodegroup that splits it further into RGBCMY for more color choice, because of how sometimes the colors may overlap (I had this problem with the Weapon textures recently).

But instead of putting in an 'extra' slot in, i shoved the diffuse straight into the first of the 'Color Assignment' nodes, which actually helps it, rather than doing it at the end, like Sparky's nodes do.

For the MSRA, you'll have to set the node to Non-Color and split it, due to it being a texture stack. the textures are arrayed in the RGBA slots, and they correspond to:
R = Metalness
G = Specular
B = Roughness
A = Ambient Occlusion

(you can see how I've applied them in my nodes above.)

The normal is just shoved into a normal map node and done with.

As for the pattern? that's pain. pure pain.

So. First. The bottom.

The Pattern nodes at the bottom take in the pattern texture and pattern Alpha and the Color Value from the color choices on the outside. From there, the Pattern color is given to each of the Color2 inputs of the MixRGB nodes, while the Color Value inputs are given Color1, with the Pattern Alpha is put into the Fac, so that the Pattern Color is given shape.

From there, the Patterns is moved to the Pattern/Color Switch, where the Pattern MixRGBs are put into Color2 with the Color Value inputs are put into Color1 input. And input into the Fac is another input, which allows for the switch between having the pattern on different parts of the body, and not- setting it to 0 or 1.

In all Honesty? I really just suggest grabbing the download to the nodes i sent earlier, because it'd be pure pain trying to recreate what I did. The only reason why it works is because i'm too stubborn to not have it not work. not to mention, i'm gonna be updating this stuff with totally unnecessary features like detail normals and detail diffuse for each color slot

If you want the latest version of my nodes, though- now has a dedicated weapon nodegroup- just notify me on here that you want it, and i'll upload it to my MEGA and send the link over.

And to get the nodes from my project to your own blender project, do this: File>Append>SAOFB Nodegroups3.blend>NodeTree>either select all of them, since they're all needed for setting up the armor>Append. and in the Shader Graph: Shift+A/New Node>Group>The names of the Nodegroup should correspond to the material you're on>click on the necessary nodegroup> and then you have it in the scene. Delete the BSDF and then plug in the 'Output' to the Material output and then just toss in the image textures, and you're set.

The color space for the image nodes are as follows:
D = sRGB
CV = sRGB with Alpha as Channel Packed (or set it to RAW)
MSRA = Non-Color
Normal = Non-Color
Pattern = sRGB


to set the CV to channel packed, Click [N]>navigate to the tab on the newly-opened window called 'Node'>click open the drop-down menu called 'Properties' and find where 'Alpha' is listed next to another dropdown menu. The dropdown menu next to 'Alpha' should be shown as 'Straight' Click on 'Straight' and change it to 'Channel Packed'. and done. The color should appear in Cycles.

to summarize: I did a lot of fancy bullshit that i don't recommend trying on your own, and instead just using what i've already put out there. Much easier.


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on April 19, 2022, 21:06
i get it now , thanks a lot
well i changed the mesh to asuna outfit , and replace the texture as you said
but its not affect like the model inside the project its just full color
yellow or red , its not apply the outfit detials  

(http://i.epvpimg.com/ICEIeab.jpg)


Title: Re: Sword Art Online Fatal Bullet
Post by: FreohrWK on April 24, 2022, 10:25
i get it now , thanks a lot
well i changed the mesh to asuna outfit , and replace the texture as you said
but its not affect like the model inside the project its just full color
yellow or red , its not apply the outfit detials  

(http://i.epvpimg.com/ICEIeab.jpg)

I... genuinely have no idea what's going on with it... It should be fine, but.

I'm gonna go ahead and give you my latest version of the SAOFB nodegroups, to see if it'll work then. As a note, the latest blender version i'm using is 3.1.2, so see if upgrading your blender version will fix the problem. it might not but it's always good to check with these things.

MEGA Link: https://mega.nz/file/Y51mhQhZ#KhSXr0ZIMMRZzwIaaUApJcE3cI5S2odc43Yhd5RZUjA

If you keep having trouble with the stuff, message HydrateorDie#4963 on discord, since that's an easier format to help with than forums.

EDIT: Just found out what the problem is: You've 'Split UV Data' which is a setting on the PSK import tab. I don't suggest doing this, as what happened to your model will happen- it's on the wrong UV channel, and so won't show up correctly.

To fix this either Reimport with 'Split UV Data' turned off, or add in a UVChannel node and connect it to all of the texture nodes. I suggest just reimporting the mesh because it's easier than doing UV bullshit.


Here's my PSK importer settings, for reference:
(https://i.imgur.com/lUAgPKQ.png)

doing the split uv data is more for very specific things, and so don't always have it checked on. it's more of an advanced user option, so make sure to keep it off so that this doesn't happen in the future.


Title: Re: Sword Art Online Fatal Bullet
Post by: mage200 on April 27, 2022, 21:40
Dear @FreohrWK

(http://i.epvpimg.com/HWizaab.jpg)
this is the error i have now i also added you to discord
the name is Katrin#7037


Title: Re: Sword Art Online Fatal Bullet
Post by: Sparky on April 27, 2022, 23:11
Dear @FreohrWK

(http://i.epvpimg.com/HWizaab.jpg)
this is the error i have now i also added you to discord
the name is Katrin#7037

Just checking in.
What exactly is wrong? as far as i can see everything seems to be fine.


Title: Re: Sword Art Online Fatal Bullet
Post by: FreohrWK on April 28, 2022, 00:31
Dear @FreohrWK

(http://i.epvpimg.com/HWizaab.jpg)
this is the error i have now i also added you to discord
the name is Katrin#7037

Just checking in.
What exactly is wrong? as far as i can see everything seems to be fine.

we've figured it out on Discord- it's just that it's the RGBY coloring was making them worried. I explained it all, so we good.


Title: Re: Sword Art Online Fatal Bullet
Post by: cory044 on September 29, 2022, 07:34
I still can't get the color to show when I split the CV texture. Do I have to color the chennels myself? I really don't get it as i never had to work with textures like there..


Title: Re: Sword Art Online Fatal Bullet
Post by: FreohrWK on September 29, 2022, 08:15
I still can't get the color to show when I split the CV texture. Do I have to color the chennels myself? I really don't get it as i never had to work with textures like there..

Yes, you'll have to color the channels yourself (my nodegroups have a funky lil area to do it, as you can see in previous users' posts). also, we have a discord available where i'd be able to help more readily. Send me a DM @ HydrateorDie#4963 (also state who you are on here, so that i don't completely ignore the dm request or FRQ if necessary for one to be sent)

and i don't know if i've posted the files here or not, but here's a Drive Link to the first 'official' version of my SAOFB Nodegroups: https://drive.google.com/file/d/1LKB-mQAVFHtN2HhJDhYkZmko9crE7kdA/view?usp=sharing

please use it : )

ALSO! Provide images when asking for help, it helps me help you. Full-screen screenshots work best, that way i can see the entirety of what's happening.


Title: Re: Sword Art Online Fatal Bullet
Post by: Jeff(my name is jeff) on January 02, 2023, 07:45
I've managed to rip a model and use the node groups but for some reason, I can't change the eyebrow color, is there a solution?


Title: Re: Sword Art Online Fatal Bullet
Post by: FreohrWK on January 02, 2023, 08:11
I've managed to rip a model and use the node groups but for some reason, I can't change the eyebrow color, is there a solution?

...Show what you mean. You should be able to change the color using the little color menu next to the node connection name, if you didn't connect a node to it.

Also make sure you're using the correct textures, and have the correct settings on it. (as shown below)
It should be set up like this, if done correctly:
(https://i.imgur.com/E47am2n.png)
(the only problem would be 000_000's eyebrows, as they don't have transparency. but since that's transparency, it shouldn't affect the coloring at all)


Title: Re: Sword Art Online Fatal Bullet
Post by: Jeff(my name is jeff) on January 02, 2023, 08:57
Ah, I have used 000_000's eyebrow texture. Thanks


Title: Re: Sword Art Online Fatal Bullet
Post by: Jeff(my name is jeff) on January 03, 2023, 22:57
kinda quick question. How would you port character models to places like source or unity?