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Batman Arkham City
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Topic: Batman Arkham City (Read 113651 times)
Darko
Jr. Member
Posts: 58
Re: Batman Arkham City
«
Reply #75 on:
January 14, 2012, 12:33 »
Hope this could be helpfull:
http://www.megaupload.com/?d=8TC309JC
360 executables.
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Skykila
Global Moderator
Sr. Member
Posts: 281
Re: Batman Arkham City
«
Reply #76 on:
January 14, 2012, 15:16 »
Quote from: gildor on January 12, 2012, 20:13
Platform does not matter.
!!!!!!!!!!!!!! Read !!!!!!!!!!!!
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I have the simplest tastes. I am always satisfied with the best.
Oscar Wilde
Gildor
Administrator
Hero Member
Posts: 7957
Re: Batman Arkham City
«
Reply #77 on:
January 14, 2012, 21:30 »
I don't need executables anymore. I know everything now, but it's too complicated to implement in umodel.
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Darko
Jr. Member
Posts: 58
Re: Batman Arkham City
«
Reply #78 on:
January 14, 2012, 23:05 »
Hahahaha ok, thanks for your attention gildor ^^ when you said plataforms don´t matter I took it with another meaning.
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Gildor
Administrator
Hero Member
Posts: 7957
Re: Batman Arkham City
«
Reply #79 on:
January 19, 2012, 11:15 »
I've spent more time with this game.
Batman: Arkham City is supported now
!
Animation is not supported
.
Sorry for this
Quote from: gildor on January 09, 2012, 15:22
So, I've found all necessary code parts and I can say: it is not possible to support "Batman: Arkham City" in umodel. Sorry, guys.
It was
very complex and different
, but it was
possible
.
Also please note that I've made only a few tests with packages which were sent to me in this thread. Probably somewhere it will crash, may be tfc will not work. Feel free to post your test results here, some screenshots would be handsome.
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NexusElite
Sponsor
Full Member
Posts: 108
Re: Batman Arkham City
«
Reply #80 on:
January 19, 2012, 14:10 »
Nice job as always.
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wm2008
Newbie
Posts: 5
Re: Batman Arkham City
«
Reply #81 on:
January 19, 2012, 14:13 »
Been around here for a while, but this was above and beyond. Had to register to express my thanks for this. I'm running a few batch scripts right now on all of the cooked assets. I'll try to post back here with any crashes.
Is animation support impossible due to the offsets, or just not supported right now?
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Gildor
Administrator
Hero Member
Posts: 7957
Re: Batman Arkham City
«
Reply #82 on:
January 19, 2012, 14:19 »
Quote from: wm2008 on January 19, 2012, 14:13
Is animation support impossible due to the offsets, or just not supported right now?
Animation is
completely
different, not using Unreal's animation system at all. And it is not possible to completely reverse it with partially encrypted executable.
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wm2008
Newbie
Posts: 5
Re: Batman Arkham City
«
Reply #83 on:
January 19, 2012, 14:43 »
Quote from: gildor on January 19, 2012, 14:19
Animation is
completely
different, not using Unreal's animation system at all. And it is not possible to completely reverse it with partially encrypted executable.
Ok, sorry to hear that and thanks for the quick clarification. I am getting .psa files out of the extraction process, along with .config files, but it looks like they are all only 10-20kb in size.
I just got done running through all of the upks and everything other than animations worked fine
The only thing to be aware of is that there are a grand total of 24 .tfc files, including the DLC characters. They separated the normals into their own .tfc packages, that's why there are so many.
«
Last Edit: January 19, 2012, 14:48 by wm2008
»
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NexusElite
Sponsor
Full Member
Posts: 108
Re: Batman Arkham City
«
Reply #84 on:
January 19, 2012, 14:44 »
Still better than nothing to be honest. Still great you were able to support this, with all your efforts.
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Gildor
Administrator
Hero Member
Posts: 7957
Re: Batman Arkham City
«
Reply #85 on:
January 19, 2012, 14:48 »
Quote from: wm2008 on January 19, 2012, 14:43
Ok, sorry to hear that and thanks for the quick clarification. I am getting .psa files out of the extraction process, along with .config files, but it looks like they are all only 10-20kb in size.
They are empty.
Quote
I just got done running through all of the upks and everything worked fine
Nice! Thank you for testing!
Quote
The only thing to be aware of is that there are a grand total of 24 .tfc files, including the DLC packages. They separated the normals into their own .tfc packages, that's why there are so many.
umodel should use them all automatically, I'm not using single hardcoded tfc file.
Does DLC packaged extracted correctly?
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wm2008
Newbie
Posts: 5
Re: Batman Arkham City
«
Reply #86 on:
January 19, 2012, 14:58 »
Quote from: gildor on January 19, 2012, 14:48
umodel should use them all automatically, I'm not using single hardcoded tfc file.
Correct, and it does. Was just posting that as a "heads up" for anyone who moves their packages for extraction.
Quote
Does DLC packaged extracted correctly?
Yup
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Darko
Jr. Member
Posts: 58
Re: Batman Arkham City
«
Reply #87 on:
January 20, 2012, 20:10 »
Lol I'm having problems loading eye textures for some characters, any idea how to get them?
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artisticVibe
Newbie
Posts: 19
Re: Batman Arkham City
«
Reply #88 on:
January 20, 2012, 22:42 »
I'm somewhat new at using the tools... when I try to use an exported psk's skeletal mesh the upper body works fine but the legs seem a bit strange, ex... thigh bone doesn't seem to have bone weight? Am I doing something wrong with exporting?
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Jodan
Newbie
Posts: 5
Re: Batman Arkham City
«
Reply #89 on:
January 21, 2012, 06:31 »
It seems the viewer is not finding the location of the eyes and eyelash textures (this is a problem with every model I have tested; catwoman animated (this one also has a second mesh layered on it for the animation line around the character which seems to be missing the texture as well), halloween, wayne, harley, bman costumes, robin)... i did notice the tool posted a error about these textures specifically.
------------------------------
Note: these files with the missing textures seem to occur when the viewer loads Material3; I get the error "WARNING: BoolProperty "UMaterial3::RANDOM TEXTURE FILE HERE" was not found
(this is usually about five to seven files missing)
------------------------------
I have been testing the tool and it seems to work with every file (at least those I have tested) but with some transparency issues on a few of the models (for example hair, freeze's helmet). Just love how we can see how this stuff works... really appreciate how much work gildor puts into this stuff...
Lastly, I just read the comment on the weighting I will check that when I can, to see if it is a issue or if you are doing something wrong.
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