Gildor's Forums

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 1 
 on: Today at 00:18 
Started by spiritovod - Last post by spiritovod
@lyutor1945: It's mentioned right after the link with specific build:
If you're a newcomer, check this post before launching the build.

 2 
 on: April 21, 2026, 21:52 
Started by spiritovod - Last post by lyutor1945
It gives out this error

SDL2.dll was not found, terminating...
SDL.Init <- VisualizerLoop <- Main: umodel_build=1579 based fix237

 3 
 on: April 20, 2026, 23:45 
Started by D2rnattakorn - Last post by theygotti
@spiritovod: thank you so much! I was able to rid of the alpha channel using gimp. I really appreciate the help!

 4 
 on: April 20, 2026, 20:34 
Started by Lyws - Last post by spiritovod
@PiKaq: If it will be possible, yes. For now I've added an option to be able to exclude package names from export paths to the specific build, it's available in export window and via cli. With it enabled, export will be more flattened without additional subfolders, and while an object is exported with actual name (not the asset name), after exporting the whole folder and sorting results by name it should not be really hard to find things.

 5 
 on: April 20, 2026, 19:09 
Started by D2rnattakorn - Last post by spiritovod
@theygotti: This is not an issue, the texture has alpha channel and most tools shows png with alpha already premultiplied, while umodel is ignoring alpha channel for preview. You can open the image in any tool with proper alpha channel support and disable it to see the same result as in the viewer. But it's highly recommended to export textures to dds and work with them instead, since for DXT formats textures will not be converted upon exporting to dds, which is useful to avoid possible issues caused by conversion.

 6 
 on: April 20, 2026, 12:18 
Started by spiritovod - Last post by ForeveR2326
Understood, thanks for the reminder. I'm not trying to fight against the tool — as a mod author, I just wanted to know if there are any basic means of protection. I'll go ask at modding communities instead. Sorry for asking an inappropriate question here.

 7 
 on: April 19, 2026, 19:37 
Started by D2rnattakorn - Last post by theygotti
I'm having trouble extracting textures from certain characters. Like Jade's boomerang is clearly missing a lot of it's texture when exporting and I don't know what to do to fix it.

 8 
 on: April 19, 2026, 17:31 
Started by Lyws - Last post by PiKaq
Hello, will the correct naming be fixed and updated later? Because currently, the extracted ones are sorted in garbled characters, making it very inconvenient to find resources.

 9 
 on: April 19, 2026, 14:47 
Started by Lyws - Last post by spiritovod
@Ehlyon: Thank you. The issue with standalone file in your samples should be fixed in the updated script (the file was not extracted properly). Though I couldn't find issues with files from the folders, 1019 contains animations and they're parsed fine (should be loadable, they're standard ACL anims) while 1020 contains materials, which can be loaded too. Probably you got the error because upon scanning umodel starts with root folder with corrupted file and crashes immediately.

 10 
 on: April 19, 2026, 06:26 
Started by Lyws - Last post by Ehlyon
These extracted files makes umodel/scan crash, error seems the same or similar for all of them.

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