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Author Topic: UE4 Marketplace Asset Pack - texture Arch_D has no valid mipmaps  (Read 1771 times)
Irastris
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« on: September 18, 2016, 23:16 »

To preface this issue, I'd like to note that I am using the latest Windows release of UE Viewer available as of writing this post.

I recently purchased an asset pack from the UE4 Marketplace, and was interested in exporting the assets for use in another 3D program like 3DS Max or Blender.

All of the meshes export from UE Viewer and import into both applications perfectly. However, nearly every texture exports as a small 1KB TGA image that is 1px by 1px in dimension, which is obviously unusable.

For example, when exporting a texture called Arch_D, the command prompt reads the following error:
Code:
Loading package: Textures/Arch/Arch_D.uasset Ver: 482/0 Engine: 0 Names: 27 Expo
rts: 2 Imports: 3 Game: 10000
Memory: allocated 390646 bytes in 528 blocks
Loading Texture2D Arch_D from package Textures/Arch/Arch_D.uasset
  Skipping SourceArt: TSF_BGRA8, NumMips=1, Slices=1, PNGCompressed=1
Loaded in 0.12 sec, 273 allocs, 32.74 MBytes serialized in 265 calls.
Exporting objects ...
Exporting Texture2D Arch_D to [REDACTED]/umodel_win32/UmodelExport
/Arch_D/Texture2D
******** Textures/Arch/Arch_D.uasset ********
*** Unknown texture format: PF_Unknown (0)
WARNING: texture Arch_D has no valid mipmaps
Memory: allocated 403558 bytes in 532 blocks

However, not all textures produce this error. Another texture from the pack called BrickDamage_D exports no problem, with this in the command prompt.
Code:
Loading package: Textures/BrickDamage/BrickDamage_D.uasset Ver: 482/0 Engine: 0
Names: 25 Exports: 2 Imports: 3 Game: 10000
Memory: allocated 416786 bytes in 540 blocks
Loading Texture2D BrickDamage_D from package Textures/BrickDamage/BrickDamage_D.
uasset
  Loading SourceArt: TSF_BGRA8, NumMips=1, Slices=1, PNGCompressed=0
Loaded in 0.021 sec, 11 allocs, 16.00 MBytes serialized in 2 calls.
Exporting objects ...
Exporting Texture2D BrickDamage_D to [REDACTED]/umodel_win32/Umode
lExport/BrickDamage_D/Texture2D
Memory: allocated 420850 bytes in 541 blocks

I've uploaded both .uasset packages to Zippyshare below in the event you need to examine them first-hand.
http://www116.zippyshare.com/v/XqPManZ0/file.html

Can anyone help?
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Gildor
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« Reply #1 on: September 19, 2016, 01:03 »

This is not a marketplace (and well known) issue. This is an issue with assets which aren't cooked. UModel supports non-cooked meshes, but not textures. Textures are in PNG format there, which is not supported.
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Irastris
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« Reply #2 on: September 19, 2016, 02:22 »

This is not a marketplace (and well known) issue. This is an issue with assets which aren't cooked. UModel supports non-cooked meshes, but not textures. Textures are in PNG format there, which is not supported.

Well, is there any way to "cook" these textures then? Or a way to add PNG support for UE assets?

EDIT: I should clarify. I know how to cook a project from the command line using UE4. But I'm curious if there's anyway to cook these assets without having to first place every single model into a scene and then cooking that project.
« Last Edit: September 19, 2016, 02:51 by Irastris » Logged
Gildor
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« Reply #3 on: September 19, 2016, 09:04 »

Well, is there any way to "cook" these textures then? Or a way to add PNG support for UE assets?
UModel's source code is available on GitHub, anyone can add PNG support Smiley
Quote
EDIT: I should clarify. I know how to cook a project from the command line using UE4. But I'm curious if there's anyway to cook these assets without having to first place every single model into a scene and then cooking that project.
It is not possible to cook separate package(s), only the whole project.

However, if you have access to editor and assets, you may export data from UnrealEd's UI. Something like Context Menu -> Assets -> Actions -> Export.
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