Gildor's Forums

Pages: 1 ... 6 7 [8] 9 10
 71 
 on: May 13, 2026, 14:09 
Started by spiritovod - Last post by spiritovod
@explorenjoy: If you want to share something useful, please make sure it will be accessible (in reference to removed post, because you can't access a discord channel without joining the server first). For files you can use file hosting like gdrive, mega or others, and provide your own link to ensure that files will not be removed later.

 72 
 on: May 12, 2026, 00:33 
Started by JimCollin - Last post by spiritovod
@JimCollin: I've created proper topic for the game here: https://www.gildor.org/smf/index.php/topic,9401.0.html and updated specific build to support it. You may address your issues to that topic, just read the first post carefully before doing it.

 73 
 on: May 12, 2026, 00:29 
Started by spiritovod - Last post by spiritovod
Game: Directive 8020 (steam page)
UE5 version: 5.5

Use specific build from this topic with game specific override. For general limitations and possible issues please read this topic. Note that the game is using retargeting via master skeleton for almost all generic animations, and it's recommended to append only compatible ones manually to the currently loaded mesh. Also facial animations will not work, as they're built for morph targets, which are currently not supported in specific build.

 74 
 on: May 12, 2026, 00:14 
Started by spiritovod - Last post by spiritovod
@andrew21022: If you mean virtual textures, like used in this game, I don't really know. Like it was already said, I can't provide any ETA for such things, though currently I have a bit more time to look into my backlog.

 75 
 on: May 11, 2026, 16:11 
Started by JimCollin - Last post by JimCollin
I tried all versions of the engine, but it doesn't work.

Memory: bad allocation size -1 bytes
appMalloc: size=-1 (total=69 Mbytes) <- UnPackage::LoadNameTableIoStore <- UnPackage::LoadPackageIoStore <- UnPackage::UnPackage: /SMG029UE5/Content/Characters/Models/Hunter/NewProxy/Base/Rig/Body/HunterNewProxyBody.uasset, ver=531/0, game=ue5.6 <- UnPackage::LoadPackage(info): /SMG029UE5/Content/Characters/Models/Hunter/NewProxy/Base/Rig/Body/HunterNewProxyBody.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based fix242

 76 
 on: May 10, 2026, 17:10 
Started by spiritovod - Last post by andrew21022
i mean no textures support in nearest future?

 77 
 on: May 10, 2026, 14:05 
Started by spiritovod - Last post by spiritovod
@mark2580: Like it was already said, you should perform full scan only once to understand where required assets are stored, then limit the scan to particular folder(s). And honestly, most games are using standard structure with textures, materials and animations stored in separate folders, with meshes being the largest asset in the root for a character/mob, with standard naming (SK_, SM_, MI_, T_), so further scans are not really required or can be limited to very particular subfolders. For example, you're working with playable characters, then scan only .../Characters/Player folder and work with results in flat view like usual, supported types will be shown for scanned assets. Moreover, on repeated scan of the same folder within the same session, in case if umodel has being closed and re-opened, and no other massive operations are performed in between launches, scan results are cached in memory/swap and loaded almost instantly (for example, less than 10sec for Player folder), which is rather Windows optimizations. Things related to animations are explained in my previous post.

P.S. I guess there are other possible usages of umodel, which would require full scan upon every usage, but I'm personally against them and prefer to not discuss them on the forum.

 78 
 on: May 10, 2026, 12:27 
Started by spiritovod - Last post by mark2580
@spiritovod
Most often, my first priority is just identifying which resource is a model and which is a texture. I initially have no idea what I'm looking for. I open the full list mode, enter some data into the filter, and see what I get, then sort the columns by model or texture and view the content. Am I right in thinking I can speed up this scanning by, for example, disabling animation scanning?
The game simply has a huge number of resources, which can be various scripts, maps, blueprints, and sounds. Opening each file blindly takes a lot of time, but sorting by resource type speeds up the search significantly, something that's not possible in Fmodel, for example.
The amount of RAM is not a big problem for me. I've been using 64gb for this purpose for a long time, along with a 100gb swap file. This usually helps me to dig into games using third-party software.

 79 
 on: May 09, 2026, 22:38 
Started by spiritovod - Last post by spiritovod
@Parme: Thank you for reporting the issue, it should be fixed now in the updated build.

 80 
 on: May 09, 2026, 01:35 
Started by spiritovod - Last post by Parme
I get these errors when I open certain models and try to export them.

Pages: 1 ... 6 7 [8] 9 10
Powered by SMF | SMF © 2006-2009, Simple Machines LLC
Leviathan design by Bloc | XHTML | CSS