Gildor's Forums

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 11 
 on: October 02, 2026, 06:52 
Started by Modphex - Last post by Modphex
@Modphex: The game is using more or less stock engine, I couldn't find any issues with it beyond known limitations (and the game doesn't even seem to use virtual textures or nanite meshes). I've created topic for it, you may address your issues there: https://www.gildor.org/smf/index.php/topic,9454.0.html

The only possible reason for it not to be recognized is that the game files are placed in a path with unicode characters (for more info read the first post of this topic) or incorrect key is provided when prompted (it should be written in logs in the background window). Also make sure you're using latest specific build before reporting possible issues (current one is fix288).

I tried the path where the \Content\Paks files are, and the key seemed to be the correct one. Might just be the build?... Also for the latest builds i never knew how to find it in the forum other that searching for a game and them following the link in that specific game. Is there a post where we can find every update of the new custom build / fix?

Edit: It was just the key, strange because i extracted the key myself, and when i used it, it didn't give any error, i specifically checked putting a random number and i got an error, then i used mine and it opened normally but with empty files, after checking in cs rin ru, i found that the key was different than mine, really weird, never happened to me when i do the extraction of the key. But it was just that, wrong key. Thanks for checking it!

Greetings.

 12 
 on: October 01, 2026, 21:12 
Started by Modphex - Last post by spiritovod
@Modphex: The game is using more or less stock engine, I couldn't find any issues with it beyond known limitations (and the game doesn't even seem to use virtual textures or nanite meshes). I've created topic for it, you may address your issues there: https://www.gildor.org/smf/index.php/topic,9454.0.html

The only possible reason for it not to be recognized is that the game files are placed in a path with unicode characters (for more info read the first post of this topic) or incorrect key is provided when prompted (it should be written in logs in the background window). Also make sure you're using latest specific build before reporting possible issues (current one is fix288).

 13 
 on: October 01, 2026, 21:05 
Started by spiritovod - Last post by spiritovod
Game: End of Abyss (EGS page)
UE5 version: 5.7
AES key: in the same place as usual (link)

Mostly supported with specific build from this topic. For general limitations and possible issues please read this topic.

 14 
 on: October 01, 2026, 19:00 
Started by Modphex - Last post by Modphex
I wasn't sure on what todo for a new topic in UE5, the game is End of Abyss using UE 5.7.4.0, i tried to open it with the UEviewer build 1579 fix 278. Ant i can see just a folder and nothing else, no content or files to see.


Greetings.

 15 
 on: October 01, 2026, 18:56 
Started by Modphex - Last post by Modphex
@Modphex: It's possible that you've used some fork with improved gltf support like the one mentioned in this topic. In such case you could get referenced textures in gltf as well.

Oh, good to know too. I think i didn't use that one, i only downloaded builds from here. It must have been just my mistake.


Greetings.

 16 
 on: September 30, 2026, 23:22 
Started by zloysanych - Last post by zloysanych
Добрый день. Занимаюсь восстановлением популяции сервера Global Agenda Smiley Так как игра старая хотелось бы осуществлять обновления карт, моделей, исправление багов. Это удается всякими костылями но хотелось бы большего (например попытки разработки собственных карт). Утилитой extract.exe распаковка производится удачно но возникает опрос каким образом можно осуществить заново упаковку файлов? Используются расширения ut3 и upk. Также рассматривал вариант подгонки файлов под формат UDK но пока что вижу что разница слишком большая  и сделать своего рода конвертор не получится. Игру разработчик компилировал какой то версией  UDK 4869

 17 
 on: September 30, 2026, 20:37 
Started by spiritovod - Last post by spiritovod
Game: Minecraft Dungeons II (steam page)
UE5 version: 5.6
AES key: in the same place as usual (link)

Mostly supported with specific build from this topic. For general limitations and possible issues please read this topic.

 18 
 on: September 30, 2026, 16:58 
Started by spiritovod - Last post by spiritovod
Game: Ace Combat 8: Wings of Theve (steam page)
UE5 version: 5.4
AES key: in the same place as usual (link)

Partially supported with specific build from this topic. For general limitations and possible issues please read this topic. The game is using retargeting for almost all animations, and it's recommended to append and export only compatible animations manually, because animations search will try to add all of them at once.

 19 
 on: September 30, 2026, 15:04 
Started by spiritovod - Last post by spiritovod
Issues with spine export should be fixed in the updated build. Also spine assets with unicode data should be exported properly now as well.

 20 
 on: September 28, 2026, 15:39 
Started by spiritovod - Last post by spiritovod
@rcsinger: Assuming that you've seen the tutorial suggested above, it would be better to explain what you're doing step by step and what you're expecting from the result. Append option doesn't combine anything by itself, it only loads assets to current set to be able to work with them in the viewer (scroll through them, tag them, etc) - in comparison, usual open option will unload all previously loaded assets and load the one you're opening now. You can use screenshot from the first post as example for practice.

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