Gildor's Forums

Pages: 1 ... 3 4 [5] 6 7 ... 10
 41 
 on: April 13, 2024, 00:13 
Started by Arty - Last post by sharppy2
I still get errors on skeletal meshes. I disabled morphs using version 2.1 still throws errors. Any ideas ? Using PC files too. Even unpacked game contents from .pak. still throws errors.






EDIT:

Ok i found the issue it was not using The Quarry / Dark Pictures override it was just UE4.26. Got it working now!

 42 
 on: April 12, 2024, 22:23 
Started by bluestar-60 - Last post by spiritovod
@GDL: Sorry for necro-reply, but actually it wouldn't be very convenient, as a lot of custom builds has certain specifics or limitations, which are explained in respective game topics. Which mean even if you have, for example, a shared google drive folder with all builds, it would be better to start with game topic, where a specific build is mentioned and linked, for possible details about build(s) usage. Also, some of them could be already outdated or merged into more general build(s) as separate override - and it's like this now, I still have around 10-15 games, which can be incorporated as overrides, but still shared as separate builds from when I only started doing things back in ~2021 in quick manner (and a few are still shared despite them already being merged as overrides).

I understand that current approach with 100500 various builds is not convenient for some people (and very inconvenient for some others), it's just choose between quick but ugly solutions for many things, or slow but polished solutions for a few things. And I choosed the first one, due to personal reasons among other things.

 43 
 on: April 12, 2024, 21:51 
Started by cesm1980 - Last post by spiritovod
While it's totally fine to suggest other tools here, especially when they're tested and working, please address issues or other questions related to other tools to respective communities (referred to removed post).

@cesm1980: The reason why I don't comment on most UE5 topics at the moment are explained in this post (including even 5.2 and earlier games). Thanks for reporting the issue regardless, it's much easier to find problem points in future tests like that, especially for large games.

 44 
 on: April 12, 2024, 21:41 
Started by FDArtZz - Last post by spiritovod
@baby: I can only suggest to look for some general umodel tutorials, starting from the one from tutorials section. There are plenty of them over the net, for particular games or more general ones.

 45 
 on: April 12, 2024, 21:35 
Started by Haise Sasaki - Last post by spiritovod
@Run2Free: Importer is trying to apply retargeting options from config file (cfg), created upon export near psa file when required - but required animation sequence is missing among exported sequences, which is causing error. You can remove cfg file, but in that case possible options will be limited in 3ds max, or add required animation to exported batch manually (the one mentioned in the error). You can find it in flat view mode in umodel and then use append option.

 46 
 on: April 12, 2024, 06:38 
Started by Haise Sasaki - Last post by Run2Free
When I used actorx importer with batch export animation in 3dsmax2022 ,comes a error and didn't work anymore.I guess some animations' name is too long.How to solve?
--Runtime error:ERROR:Aniation
"Fajar_attack_barehands_traversal_mid_down_v0_north_01_fence_in_60fps" does not exists.
line:Fajar_attack_barehands_traversal_mid_down_v0_north_01_fence_in_60fps.36=all

 47 
 on: April 12, 2024, 05:27 
Started by cesm1980 - Last post by cesm1980
Oh yeah that reminds me, i actually forgot to mention that i was able to finally extract models and animations without any problem by using Fmodel, to my amazement it DOES support this game (using 5.3 ue5 version of course), at least in most characters i tried that didnt work in umodel (i didnt test all of them though) worked perfectly in Fmodel, altough we have to use and create custom file mappings when setting up this game on fmodel which can be extracted from the game.

 48 
 on: April 12, 2024, 03:47 
Started by spiritovod - Last post by spiritovod
Game: Operation Apocalypse (official site)
UE4 version: 4.25

Use specific build from this topic - no special override is required, but you can use game specific override option for better materials support. It's new version of previously discontinued Hyper Front.

The game is using custom encryption and you need to extract assets first with respective quickbms script from specific scripts bundle. For more info read sticked topic and this post.

 49 
 on: April 12, 2024, 00:58 
Started by Gildor - Last post by StudioKats
I figured out my mistake. thank you @spiritovod for pointing it out, much appreciated!
@StudioKats: I assume that examples provided by GameBreaker are from recent game versions. The mentioned extractor can extract three largest mips up to 1024x1024 from them, which is probably fine. Just sort extracted textures by file size.

 50 
 on: April 11, 2024, 22:50 
Started by Gildor - Last post by spiritovod
@StudioKats: I assume that examples provided by GameBreaker are from recent game versions. The mentioned extractor can extract three largest mips up to 1024x1024 from them, which is probably fine. Just sort extracted textures by file size.

Pages: 1 ... 3 4 [5] 6 7 ... 10
Powered by SMF | SMF © 2006-2009, Simple Machines LLC
Leviathan design by Bloc | XHTML | CSS