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Author Topic: [UE3] Lost Ark  (Read 159279 times)
spiritovod
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Re: [UE3] Lost Ark
« Reply #255 on: September 14, 2025, 02:59 »

@GDL: Thank you for the test. Support for updated skeletal meshes is added to specific build, it should be backward compatible with older format. Also textures using inlined compression (like those mentioned in warnings) should be supported now as well.

Update: Support for animation scale keys is added to specific build, they can be exported now.
« Last Edit: September 14, 2025, 18:49 by spiritovod » Logged
:Dim0s
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Re: [UE3] Lost Ark
« Reply #256 on: November 24, 2025, 14:16 »

If you leave the option to load animations on startup enabled:
umodel_lostark_v6.exe refuses to open files that opened normally in umodel_lostark_v5.exe

sample file from RU client and umodel_lostark_v5.exe (if needed)


* bad.png (53.37 KB, 546x238 - viewed 278 times.)
« Last Edit: November 24, 2025, 14:53 by :Dim0s » Logged
spiritovod
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Re: [UE3] Lost Ark
« Reply #257 on: November 25, 2025, 05:48 »

@:Dim0s: Thanks, it should be fixed now in the updated build.

I've also took some time and added ability to resolve/deobfuscate packages names in umodel without renaming actual files. This option is available at startup screen and via cli. In the viewer names are resolved only in tree view, in flat view they're original. Not sure if it should be fixed, because you can click on a package in tree view, switch to flat view and see original name of selected package. With this option enabled, you should be able to load all dependencies from other packages (like materials, textures and tfc cache) without renaming them. Export will be with resolved package names as well. Credits to molenzwiebel for original solution.

This option is optional and can be disabled, also because there are still issues with some packages. If there are crashes or warnings about missing import / missing tfc with this option enabled, feel free to report them.

P.S. Cleaned up the topic a bit from unconfirmed issues that appeared to be some kind of user errors or that were caused by corrupted files.
« Last Edit: November 25, 2025, 06:00 by spiritovod » Logged
:Dim0s
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Re: [UE3] Lost Ark
« Reply #258 on: November 25, 2025, 13:22 »

I've also took some time and added ability to resolve/deobfuscate packages names in umodel without renaming actual files.

WOW, this is awesome, Thank you very much spiritovod and molenzwiebel !
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spiritovod
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Re: [UE3] Lost Ark
« Reply #259 on: November 25, 2025, 19:57 »

I'll post list of problem packages for further references: https://pastebin.com/ADPsL64w
They can't be handled properly with names resolving enabled, because original solution doesn't handle " " (space) and "(" characters. You can simply replace odd characters with any valid ones (for example with "0") to load them with renaming, but they can't be loaded as dependencies anyway.

Update: Added workaround for packages with spaces in their names, they can be loaded now too with resolving option enabled. Updated list with problem packages, only one is left from my tests, but that also depends in the region. Make sure you're using v7 fix1 build or newer before reporting possible issues.
« Last Edit: November 26, 2025, 19:52 by spiritovod » Logged
godskin
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Re: [UE3] Lost Ark
« Reply #260 on: November 27, 2025, 16:49 »

ru client last update ** umodel_lostark_v7.exe **
lzo_decompress(35911,131072) returned -6
appDecompress: CompSize=35911 UncompSize=131072 Flags=0x44 Bytes=C435 <- DecompressBlock: block=F9+8C47 <- FUE3ArchiveReader::PrepareBuffer <- FUE3ArchiveReader::Serialize <- FArchive::ByteOrderSerialize <- FString<< <- Name: 0 <- UnPackage::LoadNameTable3 <- UnPackage::UnPackage: 1V7NU6V7N5L6TCDAER3YA.u, ver=868/16, game=ue3 <- UnPackage::LoadPackage(info): 1V7NU6V7N5L6TCDAER3YA.u <- ScanContent <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc <- UIBaseDialog::CustomMessageLoop <- UIBaseDialog::ShowDialog: modal=1, title="Choose a package to open" <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1544 based fix1
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spiritovod
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Re: [UE3] Lost Ark
« Reply #261 on: November 28, 2025, 03:56 »

@godskin: You didn't choose game specific override (with the game name). And make sure you selected correct region as well.

Update: Please return back when you'll understand you're actually doing. Until then all your posts like that will be removed from this topic. It's not like the first time you're unable to use game specific overrides properly.
« Last Edit: November 28, 2025, 16:45 by spiritovod » Logged
:Dim0s
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Re: [UE3] Lost Ark
« Reply #262 on: December 16, 2025, 22:58 »

error if you leave the option to load animations on startup enabled

*umodel_lostark_v7.exe
*RU client

9G1MVSXG1BZZE70FE364SSP.upk (if needed)


* error.png (61.9 KB, 546x238 - viewed 229 times.)
« Last Edit: December 16, 2025, 23:00 by :Dim0s » Logged
spiritovod
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Re: [UE3] Lost Ark
« Reply #263 on: December 17, 2025, 04:09 »

@:Dim0s: I've added support for animations with inlined compression to the updated build, it should fix the issue. I guess they'll use the same approach in mesh objects eventually, but without actual sample it would be hard to implement beforehand.
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masrawy2
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Lost Ark models missing colors
« Reply #264 on: February 19, 2026, 23:06 »

Hello,

I’m extracting character models from Lost Ark and I noticed that the meshes appear completely differnt after extraction
all armors looking white,

Inside the game, the models are fully colored, so it seems the colors are applied dynamically and not stored directly in the base textures.

My questions:

Is there a way to extract or recreate the original colors and apply them inside software like 3ds Max or Blender?

Do .mat or .props files contain the color information?

Is it possible to use these files to rebuild the correct material setup outside the game?

Any help would be appreciated


Thank you.


* image1.jpg (53.89 KB, 439x454 - viewed 61 times.)

* image2.jpg (93.67 KB, 722x677 - viewed 50 times.)
« Last Edit: February 20, 2026, 02:18 by spiritovod » Logged
spiritovod
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Re: [UE3] Lost Ark
« Reply #265 on: February 20, 2026, 02:02 »

@masrawy2: "mat" file only contains references for textures in the way it's used in umodel internally, so you could achieve the same result in 3ds max automatically with the ActorX importer (for one most significant presumably diffuse texture from the material, one normal texture, one emissive texture and the rest). As for actual coloring of character meshes, I think their materials only contains base neutral diffuse textures and properties for "how to apply colors" on PBR basis, based on "color_fx_skin" and "mask_variation" masks, which are MR(AO) textures, and additional properties (where applied, for some of them I only found metallic and roughness properties). While actual colors are probably applied dynamically at runtime with shaders. Properties can be found in the props files upon export or in the viewer in materials mode.

P.S. I forgot to include reference for updated ActorX importer, which should be used instead of original one in case you're importing psa exported from v7 build or newer. It's now mentioned in the base post as well.
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masrawy2
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Re: [UE3] Lost Ark
« Reply #266 on: February 20, 2026, 18:06 »

@masrawy2: "mat" file only contains references for textures in the way it's used in umodel internally, so you could achieve the same result in 3ds max automatically with the ActorX importer (for one most significant presumably diffuse texture from the material, one normal texture, one emissive texture and the rest). As for actual coloring of character meshes, I think their materials only contains base neutral diffuse textures and properties for "how to apply colors" on PBR basis, based on "color_fx_skin" and "mask_variation" masks, which are MR(AO) textures, and additional properties (where applied, for some of them I only found metallic and roughness properties). While actual colors are probably applied dynamically at runtime with shaders. Properties can be found in the props files upon export or in the viewer in materials mode.

P.S. I forgot to include reference for updated ActorX importer, which should be used instead of original one in case you're importing psa exported from v7 build or newer. It's now mentioned in the base post as well.
Thank u mate for all info
about the animation i didn't found the update
i tried this build here https://www.gildor.org/smf/index.php/topic,7906.0.html but the animation was empty
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spiritovod
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Re: [UE3] Lost Ark
« Reply #267 on: February 20, 2026, 20:48 »

@masrawy2: You only need updated ActorX importer from there (3ds max script), but it's only required if you're planning to use psk/psa in 3ds max. If you're exporting to gltf, it can be imported in tools like blender directly (in gltf animations would be stored as separate NLA tracks). If you're not sure how to find animations, I would recommend to view some tutorials about general umodel usage starting from the one from tutorials section. In short, perform scan first, sort assets/packages by required type, then export required packages. Optionally you can open respective packages (for UE3 those are packages) and ensure that required animations are stored there and they're compatible with the included meshes.
« Last Edit: February 20, 2026, 20:54 by spiritovod » Logged
ExtremeWB
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Re: [UE3] Lost Ark
« Reply #268 on: March 04, 2026, 21:59 »

did someone managed to extract the sounds/BGM of lost ark? looks like umodel didnt recognize the sound files
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spiritovod
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Re: [UE3] Lost Ark
« Reply #269 on: March 04, 2026, 22:58 »

@ExtremeWB: The game is using wwise audio, which is not supported by umodel in general. It is mentioned a few times in the topic and also in the base post:
https://www.gildor.org/smf/index.php/topic,3055.msg44144.html#msg44144
https://www.gildor.org/smf/index.php/topic,3055.msg44997.html#msg44997
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