Pages: 1 ... 5 6 [ 7] 8 9 10
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61
on: September 13, 2026, 03:04
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Started by spiritovod - Last post by spiritovod
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@temsame: I've checked latest game version and apparently merging is not required now, you can simply extract packages from obb and open them in specific umodel build with game specific override. I've updated first post with respective info.
Also I noticed that some meshes in the game were created incorrectly. For example, if bake bone scales into reference skeleton, you'll get result from screenshot 1 and animations created for it works correctly (screenshot 2). But since skeleton doesn't correspond to the mesh geometry, skinned result will be incorrect anyway, it should be fixed outside of umodel.
Update: Baking bone scales is a separate option now in the specific build. It can be used with other games, though not sure where else it would be actually required.
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62
on: September 12, 2026, 20:46
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Started by spiritovod - Last post by temsame
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i really dont find any lbres nor .idx in any folder, both downloaded and base :/
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63
on: September 12, 2026, 20:27
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Started by spiritovod - Last post by spiritovod
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@temsame: It's explained in the first post and my posts above. You need to merge files from base apk and those downloaded after the launch to get complete extractable obb. What should be merged is written in the script itself.
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64
on: September 12, 2026, 20:08
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Started by spiritovod - Last post by temsame
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hi lord spiritovod i've just downloaded this game from google and i dun see any lbres.rdata.mp4 instead its just two raw obb sitting under root, can be unpacked with 7z, but umodel not able to read most of the assets could you pls take a look?thanks https://1fichier.com/?c8wycbjl2qs6z2kik92y
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65
on: September 10, 2026, 18:45
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Started by spiritovod - Last post by spiritovod
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Game: Dragon Quest Monsters: The Withered World ( 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. Game's root folder actually contains unicode in the name. For more info about related issue and solution read the first post of this topic.
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66
on: September 09, 2026, 16:06
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Started by spiritovod - Last post by spiritovod
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@badwoman: General approach would be performing full scan in umodel, then sorting results in flat view mode by required type and applying name filter. Also you can just look for "emote"/"dance" in flat view (by using the name filter) if respective assets or folder has sensible names. After finding them in flat view you can click on required asset once, without opening it, then switch back to tree view to open the folder with that asset. After that you can export the whole folder or separate animations from it to separate files right from tree view, if exporting to psk/psa. Alternatively, if exporting to gltf, you need to open a compatible mesh, append required animations to it and then export the whole set, animations will be exported as NLA tracks along with the mesh in the gltf output.
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67
on: September 09, 2026, 06:41
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Started by Ehlyon - Last post by watashi
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THANKS
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68
on: September 09, 2026, 05:57
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Started by spiritovod - Last post by badwoman
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Hi everyone, does anyone know the asset path for the dance/emote animations? Which pak/uasset files contain them, and what's the recommended way to extract them?
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69
on: September 08, 2026, 16:33
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Started by Ehlyon - Last post by spiritovod
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@watashi: umodel only supports separate objects in form of static meshes from maps, including landscape meshes if there are any. It can't recreate or export the whole map, it should be done manually or via other tools.
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70
on: September 08, 2026, 11:19
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Started by Ehlyon - Last post by watashi
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@spiritovod Just want to ask if the tool we are using can view the map? including terrain / objects?
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