Gildor's Forums

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 31 
 on: September 22, 2026, 13:07 
Started by spiritovod - Last post by Kovace
ok for the extra texture dont know need to give a look. but some spine dont convert that mean that have atlas but not the "data" its the skel if m wrong. look like its merge in 1 file both the atlas and skel. just save the file not export and split in 2 files with any text editor gone be very obvious where if have worked with spine file before.

 32 
 on: September 18, 2026, 19:59 
Started by Modphex - Last post by spiritovod
@Modphex: Thanks for the feedback for this game. Neither official builds (for UE4 games) nor specific builds from me doesn't include any materials related info to gltf export, though in specific builds referenced materials are exported separately along with textures similar to psk export. It's the same for animations, in any build animations can be exported to gltf only with the mesh, there is even respective warning in logs while trying to export an animation directly from tree view.

It's also worth to note that most clothes in the game, instead of diffuse/albedo textures, are painted via masks and respective material properties applied on it. And some textures are virtual ones. For general limitations and possible issues please read this topic.

 33 
 on: September 18, 2026, 16:52 
Started by Modphex - Last post by Modphex
Game: Clive Barker's Hellraiser: Revival (Steam)
UE5 version: 5.6.1.0

Mesh extraction, texture and animations works. All this works with the build in this topic (Topic with custom build). I noticed that if you set the Mesh export to glTF 2.0 textures are not attached to one file, and for animations too, if you export animations with the model, it will be in a file called .bin. If i remember well in other games, when is possible, textures and animations all goes inside the glTF. I used the UEviewer build 1579 based fix262.

Greetings. Wink

 34 
 on: September 18, 2026, 16:29 
Started by spiritovod - Last post by spiritovod
While spine assets can be exported with the specific build, I should note that there are additional textures which are supposed to be additional backgrounds, but they're not addressed in the atlas and thus not applied by default. Also note that if you're exporting the whole folder, there will be texture duplicates (one from actual texture export and one from references in atlas) placed in different folders. Spine export was created in the way it would be compatible with most spine viewers, which expects for all related files to be present in the same folder.

 35 
 on: September 18, 2026, 11:17 
Started by spiritovod - Last post by adada
@spiritovod In the latest version 3.6 you can t preview any models or export them

 36 
 on: September 17, 2026, 16:40 
Started by spiritovod - Last post by spiritovod
@Jia Enn: I've created topic for NASCAR 26 here: https://www.gildor.org/smf/index.php/topic,9446.0.html
It's compatible with umodel in the same way as NASCAR 25, including IRM meshes. If you have questions, please address them to that topic. For games using io store packages (utoc/ucas) you can open and export assets only from within packages, they can't be extracted and used as separate uassets.

 37 
 on: September 17, 2026, 16:32 
Started by spiritovod - Last post by spiritovod
Game: iRacing Studios NASCAR 26 (steam 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. You can read additional notes about IRM meshes in this topic.

 38 
 on: September 17, 2026, 16:06 
Started by spiritovod - Last post by spiritovod
Game: Eclipse: The Awakening (official site (kr) / playmarket)
UE 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. For mobile version you need to set respective platform option to avoid possible issues.

 39 
 on: September 17, 2026, 14:30 
Started by spiritovod - Last post by Kovace
thank u for help but nah need the special vr. the game have spine model (2d animation). which can be extract only with special vr and if some1 ask need to enable in begin when u chose the version of UE or use -spine if u do with command.

 40 
 on: September 17, 2026, 00:34 
Started by spiritovod - Last post by Jia Enn
Hi there, I’m trying to extract the models from NASCAR 26. NASCAR 26 uses Unreal Engine 5.7, and the models are stored as IRM files. I know this UE Viewer version supports the IRM format in NASCAR 25 with UE 5.5, and that version works for NASCAR 25. Do you know if there is a version of UE Viewer that supports UE 5.7 and IRM, or if the NASCAR 25 IRM-supported version could be updated to work with UE 5.7? I’ve been able to identify and parse the IRM files with FModel, but UE Viewer can't open the game because of the UE 5.7, and gives me a "Wrong package tag (00000000)" error when I try to open them. Any help or information about a UE 5.7 and IRM version would be greatly appreciated. Thank you!

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