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Author Topic: TERA: Exiled Realm of Arborea  (Read 98648 times)
Gildor
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Re: TERA: Exiled Realm of Arborea
« Reply #90 on: December 12, 2010, 10:55 »

Gildor, could you spend additional time looking into animations?
...
Is these animations correct in umodel's viewer?
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mizeraj
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Re: TERA: Exiled Realm of Arborea
« Reply #91 on: December 12, 2010, 14:45 »


Is these animations correct in umodel's viewer?

I don't think i can check that... Faces in this game are in one package, hair in another and animations in third...
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Gildor
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Re: TERA: Exiled Realm of Arborea
« Reply #92 on: December 12, 2010, 14:58 »

Use "-pkg=filename" option to load additional packages.
Also, are you sure you're attaching correct correct animation to the mesh? When you'll try to attach animation from the wrong mesh, you can get at least incorrect bone positions (or non-animated mesh at all).
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mizeraj
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Re: TERA: Exiled Realm of Arborea
« Reply #93 on: December 12, 2010, 15:50 »

100% sure doublechecked it - used animations for the correct model.
And what is strange - only few animations are affected and only facial.
But if it's affected, it's for the whole race. If you've got one incorrect facial
animation that ruins the model - others of facial anim for this gender will be the same.

   4     A0DF      874 MaterialInstanceConstant PoPori_F_hair01_MI
... (full log were ripped by Gildor - please DO NOT WASTE FORUM SPACE!) ...
 289  21E0C91    208D7 Texture2D Popori_F_hair09_spec

C:\Games\TERA>umodel.exe Popori_F_Head PoPori_F_face00_skel
Found 2564 game files (14142 skipped)
Loading package: S1Game/CookedPC/Art_Data/Packages/CH/PC/Popori_F_Head.gpk Ver:
610/13 Engine: 4206 Names: 361 Exports: 290 Imports: 28 Game: 8014
WARNING: Unknown class "ObjectRedirector" for object "PoPori_F_face00_skel"

C:\Games\TERA>umodel.exe Popori_F_Head PoPori_F_face01_skel
Found 2564 game files (14142 skipped)
Loading package: S1Game/CookedPC/Art_Data/Packages/CH/PC/Popori_F_Head.gpk Ver:
610/13 Engine: 4206 Names: 361 Exports: 290 Imports: 28 Game: 8014
WARNING: Unknown class "ObjectRedirector" for object "PoPori_F_face01_skel"

Now i'm getting this... It seems like it reads object redirector with the same name instead of skeletal mesh
Sorry for wall of text, didn't find any spoiler...
« Last Edit: December 12, 2010, 16:02 by gildor » Logged
Gildor
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Re: TERA: Exiled Realm of Arborea
« Reply #94 on: December 12, 2010, 16:07 »

100% sure doublechecked it - used animations for the correct model.
And what is strange - only few animations are affected and only facial.
But if it's affected, it's for the whole race. If you've got one incorrect facial
animation that ruins the model - others of facial anim for this gender will be the same.
I don't know. Probably that animation has specified to not use bone translation (using only rotation).
Quote
C:\Games\TERA>umodel.exe Popori_F_Head PoPori_F_face00_skel
...
WARNING: Unknown class "ObjectRedirector" for object "PoPori_F_face00_skel"
Use this command line
Code:
C:\Games\TERA>umodel.exe Popori_F_Head PoPori_F_face00_skel SkeletalMesh
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mizeraj
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Re: TERA: Exiled Realm of Arborea
« Reply #95 on: December 12, 2010, 16:31 »

Maybe i could provide you with animation files and meshes for you to check?

Firstly the viewer doesn't show anything whatever model i open in it.
Although it shows skeleton, bone names and influences...

And after opening part of character's mesh (this doesn't appear when i open npc model with it however) this appears in the log:

******** S1Game/CookedPC/Art_Data/Packages/CH/PC/Popori_F_H.gpk:  SkeletalMesh'P
opori_F_H0_Body_Skel' ********
*** Strange skeleton, check childs of bone 41
*** Strange skeleton, check childs of bone 39
*** Strange skeleton, check childs of bone 40
*** Strange skeleton, check childs of bone 71
*** Strange skeleton, check childs of bone 69
*** Strange skeleton, check childs of bone 70
*** Strange skeleton, check childs of bone 81
*** Strange skeleton, check childs of bone 80
*** Strange skeleton, check childs of bone 89
*** Strange skeleton, check childs of bone 88

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Gildor
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Re: TERA: Exiled Realm of Arborea
« Reply #96 on: December 12, 2010, 17:53 »

Quote
Firstly the viewer doesn't show anything whatever model i open in it.
Probably you should zoom-out scene (with right mouse button). Mesh may appear somewhere outside a viewport.
Quote
Although it shows skeleton, bone names and influences...
Show me a screenshot ...
Quote
And after opening part of character's mesh (this doesn't appear when i open npc model with it however) this appears in the log:
...
*** Strange skeleton, check childs of bone 41
...
That's not an error. This means that umodel's skeletal animation system may work incorrectly in some circustances.
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mizeraj
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Re: TERA: Exiled Realm of Arborea
« Reply #97 on: December 12, 2010, 18:21 »

Probably you should zoom-out scene (with right mouse button). Mesh may appear somewhere outside a viewport.
Tried, nothing. And show influences option shows where model should be.
Show me a screenshot ...
Here you go:

That's not an error. This means that umodel's skeletal animation system may work incorrectly in some circustances.
Maybe that's what causing animation to cripple model...
« Last Edit: December 12, 2010, 18:23 by mizeraj » Logged
Gildor
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Re: TERA: Exiled Realm of Arborea
« Reply #98 on: December 12, 2010, 19:47 »

Tried, nothing. And show influences option shows where model should be.
So, mesh is visible in "special" (influences) mode but invisible in "regular" mode?

Quote
That's not an error. This means that umodel's skeletal animation system may work incorrectly in some circustances.
Maybe that's what causing animation to cripple model...
No. It will not affects regular umodel usage.
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mizeraj
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Re: TERA: Exiled Realm of Arborea
« Reply #99 on: December 13, 2010, 17:06 »

Yes, the mesh is invisible in regular mode, but is visible in skeleton and influences modes.
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Gildor
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Re: TERA: Exiled Realm of Arborea
« Reply #100 on: December 13, 2010, 17:14 »

This is not an error - probably assigned material has alpha channel filled with zero, or umodel "thinks" about it as of zero.
Use <M> key in a viewer, or simply disable texturing on startup ("-notex" switch).
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mizeraj
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Re: TERA: Exiled Realm of Arborea
« Reply #101 on: December 27, 2010, 23:32 »

Hi Gildor ) Developers once again updated their encription algorithm, used in TERA...
Is there a possibility that you would make a new version support?
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Gildor
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Re: TERA: Exiled Realm of Arborea
« Reply #102 on: December 28, 2010, 00:04 »

Hi
I will not update support for every Korean MMO every time it was updated. May be once per year ...
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mizeraj
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Re: TERA: Exiled Realm of Arborea
« Reply #103 on: December 28, 2010, 00:14 »

Ok, i understand you ) But this time it's slightly different - this MMO gets released, and this is the last time they change encription.
Or maybe at least you'll make some .ini for umadel, changing states in which we can alter umodels decription method? (though i myself don't think it's possible)
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Gildor
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Re: TERA: Exiled Realm of Arborea
« Reply #104 on: December 28, 2010, 01:14 »

There is no encryption in TERA packages.
By the way, try to add "-game=tera" option to the command line.
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