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81
on: May 07, 2026, 13:57
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Started by Joshhhuaaa - Last post by spiritovod
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@Joshhhuaaa: Issue with the mentioned animation packages should be fixed now, it's versioning again. Also some other packages from Pandora Tomorrow (online version) should work now, previously at least EditorTex package couldn't be loaded. As for the package with static meshes, apparently current approach for them is not correct and should be adjusted/reworked somehow. It seems more complex than I thought, and winding order looks strange on some meshes, especially considering UVs. General fix is added to avoid crashes for such edge cases, but results will not be correct anyway.
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82
on: May 06, 2026, 21:14
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Started by Joshhhuaaa - Last post by Joshhhuaaa
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@spiritovod Yeah, I was only referring to the Versus engines. You're right, SCCT Versus itself doesn't have any problematic packages, everything loads fine there. What I meant was that there are two packages in SCPT Versus that fail to load. They seem to be unused in the final game, so my assumption is they're leftovers from an earlier engine version: AM_fonderie.ukx and Animated_mesh.ukxUnrelated to Versus, but while testing SCCT Single Player / Coop, I found that every Texture and StaticMesh package loads correctly except for one: 04_GCS_obj.usx. In this zip, I've included those two SCPT Versus animations, along with that broken StaticMesh package, in case you want to take a look.
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83
on: May 06, 2026, 19:55
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Started by aaaaaa21 - Last post by spiritovod
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First post is updated with more recent info about the game. Backup for latest beta version is available in the game topic at rin forum.
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84
on: May 06, 2026, 18:18
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Started by spiritovod - Last post by spiritovod
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Game: Marvel's Deadpool VR ( meta store) UE4 version: 4.27 AES key: in the same place as usual ( link) The game is mostly supported by official umodel build, but you need to use specific build from this topic with game specific override to avoid issues with static meshes.
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85
on: May 06, 2026, 14:59
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Started by Joshhhuaaa - Last post by spiritovod
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@Joshhhuaaa: Packages exported from editor have versioning issues, which is quite expected. It should be fixed now in the updated build. As for problem packages, I have latest PC version of the game (1.05) and couldn't reproduce any issues with packages from animation folder, assuming we are talking about SCCT Versus. If you need to perform particular steps to reproduce the issue, explain them in details.
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86
on: May 06, 2026, 14:05
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Started by spiritovod - Last post by spiritovod
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@mark2580: I see no reason why full scan would be required upon every launch. It should be used only to find required assets once (since folder structure rarely changes between updates) and for exporting the whole game. This game has quite straightforward layout when animations are included in the character folder or in cutscenes folder. Animations in the character's folder can be appended directly, and for cutscenes animations you can switch to flat view and find compatible animations by the character name quite fast, because assets have sensible names most of the times, and append them instead of using animation search (which performs full scan indeed). In case if compatible animations are not applied upon appending them to the currently loaded mesh, use animations search and cancel it immediately, compatible anims from the loaded set will be re-applied. It's also possible to export animations directly from folder tree, like for UE4 games, but it can be confusing if retargeting is used for them. And it's not a workaround, but rather recommended way to work with umodel. For some games with large amount of assets and which uses retargeting, animation search may crash due to excessive amount of compatible animations - for example, in latest FF7 games loading all Cloud's animations would required more than 32GB memory.
In case of clearly missing dependencies, which doesn't affect this game, it's possible to limit scanning to the folder with dependent assets, then perform scan on the folder with target asset, since dependencies are resolved within already scanned assets (mostly required for games on 5.2 and below).
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87
on: May 06, 2026, 07:25
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Started by spiritovod - Last post by mark2580
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Where can I download this SDL2.dll to fix this?
You just need to download the regular original Umodel x64 and take SDL2.dll and SDL2_64.dll from there and put them next to umodel_materials_ue5.exe
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88
on: May 06, 2026, 07:24
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Started by spiritovod - Last post by mark2580
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@spiritovod Is there anything I can do with Umodel to make it scan resources a little faster with this game? The game isn't that big, but the scan takes forever. Maybe I could save some kind of dump file so I could just read the information from it next time. I'm just sitting there praying it doesn't crash and have to wait for the scan to complete again. I only have NVMe SSDs with 6K+ speeds installed in my computer, so it definitely doesn't depend on the read speed.
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89
on: May 06, 2026, 02:58
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Started by Joshhhuaaa - Last post by Joshhhuaaa
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Thanks! All the retail animation packages seem to load no problem for SCCT Versus. However, if an animation package gets re-saved using the game's included Unreal Editor, UModel will crash when trying to load any custom animation packages created. I remember Textures and Static Meshes had a similar problem before you did a small fix for it. Here's a custom package if you're willing to take a look. In the zip, TME01_anm_Original loads fine since it's the original file, while TME01_anm_New crashes. The contents are identical, but it's been re-saved once in the Unreal Editor, which seems to trigger the issue. The last two Spy animations (ATT_01) in SPerso.ukx look very broken, but I checked in-engine and it produced the same broken result, so nothing wrong on your end. I also checked SCPT Versus pretty much everything loads there as well. The only exceptions are two animation packages that seem to go unused in the final game and look like early development leftovers. They throw an error, but it's not a big deal since they're not really useful beyond possibly discovering cut content.
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90
on: May 06, 2026, 00:59
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Started by Joshhhuaaa - Last post by spiritovod
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@Joshhhuaaa: Skeletal meshes and animations from Chaos Theory (versus version only at the moment) should work now in the updated build. Though they may be not 100% accurate, as I made some assumptions, and complex meshes are using default fallback, because soft+rigid combination is not supported for conversion to begin with. Even Gildor couldn't implement it, so doubt I can make something with it as well.
Also, I understood the core issue behind serialization of structs and other props. They should be actually read, as they can't be properly skipped in some cases, because their built-in prop sizes may not be the same as real serialized size (depends on the structs/props). And it's also the reason why some materials don't work properly.
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