Gildor's Forums

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 1 
 on: Today at 20:24 
Started by spiritovod - Last post by spiritovod
@RedBear: You can do it by tagging/combining meshes (Ctrl+T). Usually order doesn't matter, so open actual _ChrSK mesh and tag it, then append corresponding _Base_ChrSK mesh with append option, scroll to it with PageUp/PageDown and tag it as well. Then you can search or append animations for currently selected _Base_ChrSK mesh as usual (it should be highlighted at the left in list of tagged meshes - if it's not current one, switch to it with PageUp/PageDown).

 2 
 on: Today at 17:59 
Started by spiritovod - Last post by RedBear
Hi spiritovod.
Could you, please, tell me more about how to combine both _Base_ChrSK and actual _ChrSK in uviewer and then operate with animations via Base mesh? I don’t understand how to do it. Thanks.

PS: This game is now also available on Steam: https://store.steampowered.com/app/1399780/Spellbreak/

 3 
 on: Today at 17:31 
Started by FDArtZz - Last post by goosey
How can I get a fully assembled map from the game files, and not just objects. I realized that this is done somehow using umap files, but I didn't understand what to do next. Can you explain please.

https://github.com/Amrsatrio/BlenderUmap

(you will not get a perfect map but most of the stuff will be there)
With this specialized version for Valorant this won't work in it's current form, how would you go about making it work (manually extracting and then running it somehow maybe?)

https://www.mediafire.com/file/a2tp3cxarrptouy/BlenderUmap.jar/file

skips the 8 additional bytes and also fixed a bug in a module that made it fail on 4.25

Thanks! Is it possible to import the world material with this? I've been looking with it but I can't even seem to figure out where the textures are stored

 4 
 on: Today at 11:25 
Started by somnus - Last post by floxay
I can't figure out where to apply the CTL in Blender's shader, as I'm not entirely sure what it is?  COL is base color, AMB I've found connects to ambient color, NML is of course the normals, but CTL is a mystery to me.  Any insight would be awesome.

I no longer have the game downloaded so cannot check but iirc it was a 'Control Map', if you open the props.txt files for the materials you should see what each channel of that texture does.

 5 
 on: Today at 09:21 
Started by Tosyk - Last post by Gildor
May be "use UE3 uncooked package names" will help?

 6 
 on: Today at 09:01 
Started by somnus - Last post by Fauxtectual
I return with another potentially strange question. I can't figure out where to apply the CTL in Blender's shader, as I'm not entirely sure what it is?  COL is base color, AMB I've found connects to ambient color, NML is of course the normals, but CTL is a mystery to me.  Any insight would be awesome. \o/

A WIP of Kyoka chilling in Blender using one of Shiden's animations for the moment, haha.  Not too bad!

 7 
 on: Today at 08:30 
Started by Engineer455 - Last post by Blenux
umodel sound exporting broke a while back for fortnite, now need to use fmodel for sound exporting.

 8 
 on: Today at 04:31 
Started by lolwat - Last post by spiritovod
Here is specific umodel build(s) with support for skeletal meshes (link), no special override is required. Tested on latest steam version.

You can use base version for most packages, but in some packages there are certain custom materials which can crash umodel, just use "safe" version for them. Not sure I'll dig into materials any further though.

 9 
 on: July 22, 2021, 21:31 
Started by Engineer455 - Last post by Engineer455
so, I've been trying to export some of STW's music (in this case, the little theme for a miniboss spawn), and I keep getting this: Exported 0/0 objects in 0.0 sec
the end result is that nothing gets moved to the folder I want it to, and I'm left confused.

 10 
 on: July 22, 2021, 21:29 
Started by spiritovod - Last post by 09williamsad
Thank you.
Converted models and audio in the usual place.

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