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11
on: June 25, 2026, 22:40
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Started by spiritovod - Last post by spiritovod
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@Shane LeCuyer: Thank you for reporting the issue, it should be fixed now in the updated build. The update should be backward compatible with all previous game versions.
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12
on: June 25, 2026, 22:37
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Started by NHWFF - Last post by spiritovod
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@NHWFF: You could at least tell that there are issues with the game in current umodel build. Otherwise, if you want to only submit the key, you can do it in the topic with keys (though it was already present there). I've edited the first post, but next time if you want to create proper topic for a game, please include info about compatibility with umodel, like explained in the sticked topic. The game is partially supported with specific build from this topic. For general limitations and possible issues please read this topic. It's recommended to perform scan first, otherwise some materials may not be linked properly. Also you can hide sections without real materials applied (Ctrl+M), disable shaders (Ctrl+G) and change lighting mode (Ctrl+L) for better preview in some cases, though most materials are custom. Issue with skeletal meshes should be fixed in the updated build. I've removed some legacy workarounds, as result some 5.5 games and newer may stop working. If someone will bump into this with previously working games, please report it in respective game topic or via PM.
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13
on: June 25, 2026, 03:22
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Started by XDavidXtreme - Last post by XDavidXtreme
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PainTools is a multi-tool application coded in C++ by me for Windows 7+ 32bit/64bit and Linux 32 bit/64 bit. It has a very simple interface, you drag and drop the file/files you need processed and the application automatically selects the right tools for you. The next update will have uncooking support for Unreal Engine 3's maps (.umap, .udk, .pkmap). PainTools can also decompress the files by itself without the need of external programs. It makes use of heuristics algorithms to determine array datatypes, can log an entire .upk package for debugging purposes (both the tagged properties and the binary part), It also repairs the graph flow of the Kismet by using whatever draw data is left within the nodes. PainTools has been exclusively tested on Painkiller: Hell & Damnation, and it can uncook all of its maps with almost no issue. Broader support is planned in the future, like Big Endian, more UE3 versions, uncooker for assets, game requests, and probably more... Attached is a picture of the graph flow after being repaired by PainTools without any modifications from me, and here are some videos I've made with the help of PainTools: https://www.youtube.com/watch?v=6Ivnkct2ph8https://www.youtube.com/watch?v=zbv4sqLioRoI may not respond to direct messages, if you want to contact me or keep up with the development of PainTools, consider joining the Painkiller Discord server: https://discord.gg/bvrDA3Ar9H
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14
on: June 24, 2026, 19:38
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Started by spiritovod - Last post by zxhxy
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Hey @spiritovod, a large portion of the animations are facing the wrong direction, somewhat similar to the issue with RF Online Next. Could you take a look?
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15
on: June 24, 2026, 10:28
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Started by NHWFF - Last post by NHWFF
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Game: Mistfall Hunter ( steam page) UE Version: 5.7 AES Key: in the same place as usual ( link) Skeletal meshes doesn't work with build fix253.
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16
on: June 24, 2026, 06:35
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Started by spiritovod - Last post by Shane LeCuyer
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Hey there! Sorry for practically necroposting this game (and probably just being really stupid), but I've tried for the past couple of hours to work this out on my own and am at the end of my wits. I used the custom build linked in the first post (currently 1579/253), overwrote game detection with UE5 / Dune Awakening and entered the DuneSandbox directory. Some of the meshes even export perfectly well (personally, I'm only going for the untextured meshes), but others give me a "wrong export index" exception. (Tried to search for that one within threads to other games but couldn't find anything that would help.) After trying a couple of meshes, I think the skeletal meshes are working fine, while the static meshes don't. Here's the error message to one of the static meshes I tried: Package "/Game/Dune/Vehicles/GroundVehicles/GroundCar/ChoamFaction/Buggy/Mesh/SM_CCB_Inventory.uasset": wrong export index 151019583 UnPackage::CreateExport: /Game/Dune/Vehicles/GroundVehicles/GroundCar/ChoamFaction/Buggy/Mesh/SM_CCB_Inventory.uasset:151019583 <- UnPackage::SerializeUObject <- FStaticMaterial<< <- TArray::Serialize: 1/63 <- UStaticMesh4::Serialize <- LoadObject: StaticMesh4'SM_CCB_Inventory.SM_CCB_Inventory', pos=13DC10, ver=527/0 (unversioned), game=dune <- UObject::EndLoad <- LoadWholePackage: /Game/Dune/Vehicles/GroundVehicles/GroundCar/ChoamFaction/Buggy/Mesh/SM_CCB_Inventory.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based fix253 A huge thank you for providing a way to view/export those assets and sorry again if I'm just being an idiot while trying to use the application.
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17
on: June 23, 2026, 14:25
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Started by spiritovod - Last post by EtienneLF
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Wow, I wasn't expecting a reply, let alone one so soon.
It works perfectly now, you absolute legend! Thank you so much.
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18
on: June 23, 2026, 00:44
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Started by spiritovod - Last post by spiritovod
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@EtienneLF: It should be fixed now in the updated build. I've also improved preview in the viewer to render only non-collision geometry based on material properties (previously some very simple meshes were not rendered at all). Upon export all parts will be saved anyway.
Update: Added partial support for custom material class, though only referenced textures will be exported from them. In most cases second texture is lightmap one.
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20
on: June 22, 2026, 18:13
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Started by spiritovod - Last post by EtienneLF
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Hi, apologies, I know this is an old post but what version of the umodel build you mention did you use for this? I tried the build you linked in the other forum thread, and while I did have some success extracting some of the static mesh .usx packages, I wasn't able to extract any of the map files or the "s_military_de" package shown in your screenshot.
Is there any chance you, or anyone else for that matter, could extract some packages for me from Earned in Blood or Road to Hill 30 as .pskx and .png? I'm specifically looking for "s_military_us" and "s_military_de". Some "s_map" packages will be much appreciated as well.
For reference, the build I'm using is: "umodel_materials", 1579 based, complied Jun 15.
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