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Author Topic: DmC: Devil May Cry  (Read 54418 times)
noShigu
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Re: DmC: Devil May Cry
« Reply #45 on: March 08, 2013, 15:05 »

It's "appSprintf: overflow of 256"

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Gildor
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Re: DmC: Devil May Cry
« Reply #46 on: March 08, 2013, 19:31 »

Give me the package with error please.
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noShigu
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Re: DmC: Devil May Cry
« Reply #47 on: March 08, 2013, 20:25 »

Any of the packages excluding some of the DLC packages do this.
http://www.mediafire.com/?zjqp8p2rg0z1tt5
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Gildor
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Re: DmC: Devil May Cry
« Reply #48 on: March 08, 2013, 20:48 »

This package works nice for me. Perhaps you have too long full path for package? Show me your command line please.
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noShigu
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Re: DmC: Devil May Cry
« Reply #49 on: March 09, 2013, 05:01 »

Ah great, thanks Gildor! Worked like a charm.

Oh and just another two questions, I've been having trouble with referring to some certain SkeletalMeshes, for mesh replacement in .ini config files. Usually I'd write:

+CharacterMods=(FriendlyName="HollowHeartVergilMesh", Tags="HollowHeart", DisableTags="Costume", ModCompatibility="Vergil", TargetPropertyPath="Appearance.Mesh", ReplacementObjectPath="CH_vergil_evil_ingame.SkelMesh.sk_vergil_evil_ingame")
As an example of a SkeletalMesh swap. (It's a default line in DevilGame.ini)

But there are files inside an archetype package with all sorts of files and animations aswell, called Vergil_Archetypes_SF.upk
A certain file in this package is a skeletal mesh called "CH_vergil_ingame". It's location in the file is just like any other skeletal mesh would be, only problem is, I can't refer to it for some reason, I can never refer to files inside that upk. This is how it should work:

+CharacterMods=(FriendlyName="HollowHeartVergilMesh", Tags="HollowHeart", DisableTags="Costume", ModCompatibility="Vergil", TargetPropertyPath="Appearance.Mesh", ReplacementObjectPath="CH_vergil_ingame.SkelMesh.sk_vergil_ingame")

But it just won't work, I can just never refer to any files in there. It'd be MUCH appreciated if you could fill me in on a way to get around this issue.

And my other question, is sort of an extension from that one,
How can I convert a SkeletalMesh file to psk without it being in a upk file? Because I can't open Vergil_Archetypes_SF.upk in uModel (Animation errors) but I can extract it, so if there was a way I could still get a certain skeleton from there in .psk It'd also help very much.

Thanks a bunch
« Last Edit: March 09, 2013, 05:32 by noShigu » Logged
Gildor
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Re: DmC: Devil May Cry
« Reply #50 on: March 09, 2013, 10:27 »

Ah great, thanks Gildor! Worked like a charm.
So, you had too long path as I supposed?
Quote
...
But it just won't work, I can just never refer to any files in there. It'd be MUCH appreciated if you could fill me in on a way to get around this issue.
Sorry, I can't help you with this. Such things are highly depending on cooking type, DLC etc. It's usually quite hard to do such things even for developers, and it could be much harder for ordinary users.
Quote
How can I convert a SkeletalMesh file to psk without it being in a upk file? Because I can't open Vergil_Archetypes_SF.upk in uModel (Animation errors) but I can extract it, so if there was a way I could still get a certain skeleton from there in .psk It'd also help very much.
Have you used "-noanim" option which is required for this game?
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noShigu
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Re: DmC: Devil May Cry
« Reply #51 on: March 09, 2013, 10:43 »

You're right, it worked, Thanks again Gildor!
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snmnr
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Re: DmC DEMO
« Reply #52 on: May 23, 2014, 11:44 »

You're welcome.
About animation - it looks like this game utilizes Morpheme animation system, so it's very unlikely that animation will be supported in the future.

Hi,Gildor can umodel support animation export for DmC Devil May Cry now?

Here are some logs when I extractor CH_dante_ninja_DLC_SF.upk

Loading package: CH_dante_ninja_DLC_SF.upk Ver: 845/4 Engine: 8916 Names: 938 Exports: 734 Imports: 26 Game: 8034
Loading AnimSet dante_anim_test from package CH_dante_ninja_DLC_SF.upk
Loading AnimSequence AnimSequence_1 from package CH_dante_ninja_DLC_SF.upk
******** D:\DMC\umodel_win32\CH_dante_ninja_DLC_SF.upk ********
*** unknown member AKF_NT_NTA of enum AnimationKeyFormat
*** ERROR: AnimSequence::Serialize(AnimSequence_1): 1060 unread bytes
LoadObject:AnimSequence'CH_dante_ninja_DLC_SF.AnimSequence_1', pos=13E59, ver=845/4, game=8034 <- UObject::EndLoad <- LoadWholePackage:CH_dante_ninja_DLC_SF <- Main
  Sad Cry

Thanks a lot!
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freakprince
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Re: DmC: Devil May Cry
« Reply #53 on: May 26, 2014, 16:33 »

no it cant support
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Gildor
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Re: DmC: Devil May Cry
« Reply #54 on: May 08, 2019, 20:15 »

Hi all,
UModel got some fix for this game, some skeletal meshes crashed UModel before. Details are here: https://www.gildor.org/smf/index.php/topic,6616.0.html
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Gildor
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Re: DmC: Devil May Cry
« Reply #55 on: October 16, 2019, 20:09 »

Morphs does work for this game

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adamthephantom
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Re: DmC: Devil May Cry
« Reply #56 on: January 31, 2021, 18:15 »

Hi,

Been wanting to create some cool renders through Blender like those on Deviant Art of DmC, and like the Batman Arkham's, level pieces and sceneries always appear like this. All I have done is open the UPK file and gone through the meshes. I'm guessing it is because umodel can't find the texture, or need something or setting to locate them. The character models are fine, no issues, it is just the environmentals. I tried the UV swap button, but that just changes the colour boxes about the mesh.

Any ideas? It is probably something obvious I haven't done so bare with haha! but thank you so much for all the work on this viewer, I dare say you prob don't get enough praise!



* Image1.jpg (405.2 KB, 1842x1048 - viewed 267 times.)
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TechiTechi
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Re: DmC: Devil May Cry
« Reply #57 on: July 02, 2022, 02:05 »

getting this error with the override enabled:
LoadObject: AnimSequence'Dante_Archetypes_SF.AnimSequence_0', pos=1FB3E0, ver=845/4, game=dmc <- UObject::EndLoad <- LoadWholePackage: DevilGame/CookedPCConsole/Dante_Archetypes_SF.upk <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1587

EDIT: It was the animations causing the issue.
« Last Edit: July 02, 2022, 02:32 by TechiTechi » Logged
spiritovod
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Re: DmC: Devil May Cry
« Reply #58 on: July 02, 2022, 16:32 »

@TechiTechi: Animations are not supported for this game (see this post), you need to disable them at startup screen. Not sure, but maybe there are other tools with animation support for this game, at least there is one for Bioshock Infinite, which is also UE3 game and utilizing morpheme animations.
« Last Edit: July 02, 2022, 16:36 by spiritovod » Logged
eric
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Re: DmC: Devil May Cry
« Reply #59 on: November 06, 2023, 14:38 »

Q: Is there any other way to extract DMC's animation?
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