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 1 
 on: Today at 21:05 
Started by yuehen - Last post by Chytharo
@Chytharo: umodel doesn't support audio assets in modern UE games. Take a look at fmodel, it has support for this game as well.

Thanks, fmodel worked. Although I wasnt able to find any of the vocal songs I was looking for.
Is there any way to search for music files more efficiently? The only folder I was able to find playable audio was in Wwisebank -Windows and it has voice clips, sound effects, ambience and music all packed together. The last few days I spend some time listening to all of those thousands of files, but a bunch of stuff seems still missing. Are there other locations? Or is it possible that some of the music is not part of the local files and gets streamed when played ingame?

 2 
 on: Today at 04:32 
Started by Soulax - Last post by artifex0
I was able to get this sort of working in UE 4.26.2.

In addition to the instructions in the video, I commented out the return false under if (Package->bIsCookedForEditor) in Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp and compiled.

Since I don't really know C++, I didn't understand most of the code in the custom class- but I described the various errors I experienced to ChatGPT, and it produced the following modifications:

AssetDecooker.h:
Code:

// Youtube → Notorious R

#pragma once

#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "UObject/NoExportTypes.h"
#include "Materials/Material.h"
#include "AssetDecooker.generated.h"

UCLASS()
class BLANKSANDBOX_API UAssetDecooker : public UObject
{
GENERATED_BODY()

public:
UFUNCTION(BlueprintCallable, Category = "Asset Tools", meta = (DisplayName = "Decook Assets"))
static void DecookAssets(TArray<UObject*> Objects);
};



AssetDecooker.cpp line 101:
Code:
if (lodData.SkinWeightVertexBuffer.GetNumVertices() > 0)
{
FSkinWeightInfo info = lodData.SkinWeightVertexBuffer.GetVertexSkinWeights(idx);
FMemory::Memcpy(vtx.InfluenceBones, info.InfluenceBones, sizeof(info.InfluenceBones));
FMemory::Memcpy(vtx.InfluenceWeights, info.InfluenceWeights, sizeof(info.InfluenceWeights));
}

AssetDecooker.cpp line 114:
Code:
if (range.Length > 0)
{
TArray<int32> indices2;
indices2.Reserve(range.Length);
for (uint32 l = 0; l < range.Length; ++l)
indices2.Add(renderSection.DuplicatedVerticesBuffer.DupVertData[range.Index + l]);

section.OverlappingVertices.Add(k, indices2);
}

AssetDecooker.cpp line 219:
Code:
if (UAnimSequence* typedAsset2 = Cast<UAnimSequence>(asset))
dstPackage = DecookAnimSequence(typedAsset2);
else if (USkeletalMesh* typedAsset3 = Cast<USkeletalMesh>(asset))
dstPackage = DecookSkeletalMesh(typedAsset3);
else if (UPhysicsAsset* typedAsset4 = Cast<UPhysicsAsset>(asset))
dstPackage = DecookPhysicsAsset(typedAsset4);

if (dstPackage != nullptr) {
FString packageName = dstPackage->GetName();
FString savePath = FPaths::ProjectContentDir() + packageName;
dstPackage->MarkPackageDirty();
UPackage::SavePackage(dstPackage, NULL, RF_Standalone, *savePath, GError, nullptr, false, true, SAVE_NoError);
savePackages.Add(dstPackage);
}

This code doesn't actually save the uncooked model in the correct directory, and you'll need to manually add the .uasset extension to the files it produces- probably easy fixes, but I'm dead tired of trying to get this to work, so I'll leave that for someone else to correct.  Note also that you'll need to replace "BLANKSANDBOX" in AssetDecooker.h with the name of your project.

I was able to successfully uncook a skeletalmesh with this code and export a .fbx.  This was a model with more than four skin weights per vertex, so neither umodel nor FModel were able to export it correctly (they discard the smallest weights when there are more than four, which led to serious clipping problems in this case). The model exported with this method, however, did have all of the correct skin weights.  Thanks, Soulax!

 3 
 on: Today at 01:45 
Started by eldomtom2 - Last post by eldomtom2
I have extracted the textures from the Switch game Densha De Go, but they are displaying incorrectly. It's a bit hard to explain, so I've attached an example.

 4 
 on: Today at 01:36 
Started by xrevo - Last post by Puterboy1
I can't use Umodel to extract the audio files, let alone with QuickBMS, has anyone else done it?
did you tell umodel to export the sounds ? -sounds on the command line or the corresponding checkbox in the UI
about quickbms there still need to convert the unpacked files, I can’t say for sure I don’t have this game to check

I checked all the export only types in Umodel, and I am trying but nothing is happening.

"Found 108325 game files (14 skipped) in 11803 folders at path "C:\XboxGames\Hi-Fi RUSH\Content\Hibiki\Content\Paks"
Scanned game directory in 8.0 sec, 110236 allocs, 13.12 MBytes serialized in 27 calls.
Exported 0/0 objects in 0.0 sec"

 5 
 on: Today at 01:34 
Started by xrevo - Last post by Puterboy1
I can't use Umodel to extract the audio files, let alone with QuickBMS, has anyone else done it?
did you tell umodel to export the sounds ? -sounds on the command line or the corresponding checkbox in the UI
about quickbms there still need to convert the unpacked files, I can’t say for sure I don’t have this game to check

Let me try that.

 6 
 on: January 28, 2023, 21:38 
Started by xrevo - Last post by mark2580
I can't use Umodel to extract the audio files, let alone with QuickBMS, has anyone else done it?
did you tell umodel to export the sounds ? -sounds on the command line or the corresponding checkbox in the UI
about quickbms there still need to convert the unpacked files, I can’t say for sure I don’t have this game to check

 7 
 on: January 28, 2023, 12:15 
Started by spiritovod - Last post by Mandalorian
Thanks spiritovod!

 8 
 on: January 28, 2023, 07:05 
Started by xrevo - Last post by Puterboy1
I can't use Umodel to extract the audio files, let alone with QuickBMS, has anyone else done it?

 9 
 on: January 27, 2023, 18:36 
Started by xrevo - Last post by spiritovod
Some static meshes can't be loaded with vanialla build - for them and the rest you can use specific build from this topic with game specific override option (it also has workaround for common unicode issue).

 10 
 on: January 27, 2023, 12:23 
Started by xrevo - Last post by xrevo
Error Loading model for the Xbox Gamepass version.
FIOStoreFile::Serialize <- TArray::SerializeSimple <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize: 2/4 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'SK_bk0000.SK_bk0000', pos=CEF9C, ver=522/0, game=ue4.26 <- UObject::EndLoad <- LoadWholePackage: /Game/Hibiki/Character/bk/bk0000/Meshes/SK_bk0000.uasset <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey: key=6F, down=1 <- VisualizerLoop <- Main: umodel_build=1589

sorry i got the version wrong in the original post, try ue4.27 instead

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