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Author Topic: Conan Exiles  (Read 12893 times)
Exc1usive
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Re: Conan Exiles
« Reply #45 on: May 01, 2021, 13:58 »

Here is specific umodel build, which allow you to load game packages directly without extracting them. No special override is required, just choose proper game engine (4.15 at the moment). DLCs are encrypted, you can find the key in usual place (link).

Help me figure it out UE Viewer does not want to open standard files as well as (QuickBMS) unpacked and DLC files unpacked with a key. 0x5662557A7630783246395A4171674E486B34346F4A4F32437A6F6C6156554A74



software and script for unpacking
https://mega.nz/file/ygsgULIJ#qgzKzbzOsKx7GBI3ABwslZf9DgteZWMlcPb3vRtoKHA

unpacked sample
https://mega.nz/file/T48AFBoK#VHc_t3tXyxw4u19KQ37-TjT5TYD7m32L-Y8FCztL9tE

what am I doing wrong?
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spiritovod
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Re: Conan Exiles
« Reply #46 on: May 01, 2021, 17:21 »

@Exc1usive: You've extracted those files with default UE4 script instead of specific one from specific scripts bundle. And it's seems you're trying to do the same with umodel - to open paks in official build, which is not supporting them directly, instead of using specific build, attached in my post you've just quoted. Please be more careful next time reading topics.
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NicotineCaffeine
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Re: Conan Exiles
« Reply #47 on: November 07, 2021, 23:23 »

So in the end, to get the diffuse maps what should one do? Unpack them with the other program first and then use umodel, or..?
« Last Edit: November 08, 2021, 14:18 by NicotineCaffeine » Logged
spiritovod
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Re: Conan Exiles
« Reply #48 on: November 08, 2021, 16:56 »

@NicotineCaffeine: umodel supports only basic materials layouts. In all other cases you need to re-create them manually in a third-party app (like Blender) with the help of material properties, available in the viewer itself (by pressing "M" and clicking on respective material name) or upon export in prop txt files. When you're exporting a mesh in umodel, it will export all related textures, linked through materials (if possible).
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NicotineCaffeine
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Re: Conan Exiles
« Reply #49 on: November 08, 2021, 22:35 »

Yeah, i have those, but those with the some sort of base colored version work, but those which only that different colored squares? Those do not import anything at all.
« Last Edit: November 08, 2021, 22:47 by NicotineCaffeine » Logged
spiritovod
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Re: Conan Exiles
« Reply #50 on: November 09, 2021, 01:00 »

@NicotineCaffeine: Some dynamic materials (usually based on shaders) and WorldGridMaterial type are not supported even for properties. You can also check for parent materials in material properties (if present), but usually if you're exporting a mesh and there are no actual textures exported with it, I doubt you can do much with it, because in most cases texturing of such meshes relies on shaders.
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NicotineCaffeine
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Re: Conan Exiles
« Reply #51 on: December 20, 2021, 23:18 »

Yeah, you could download those and most of the rest if you download the devkit. Trouble is, it weights 200 and more gb.
So i think i'm gonna pass.
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cire992
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Re: Conan Exiles
« Reply #52 on: December 21, 2021, 00:37 »

Anyone have any luck getting the textures for the DLCs? While the DLCs' meshes are easy to access, the textures only exist in the GraniteSDK paks. I've tried unpacking them with UnrealPak and quickbms and opening them in umodel but obviously they all throw errors. I even tried ripping the textures in-game with ninjaripper and resorep but they can't seem to intercept them. I haven't been able to get the game to launch with RenderDoc, but I imagine the results would be similar. As of right now, the DLC textures seem to be completely inaccessible. Does anyone know of any other ways to intercept textures? It seems weird to me that I can be looking at an image rendered in a scene in real time and not be able to dump it somehow. I mean, geometry is usually the hard part.
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spiritovod
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Re: Conan Exiles
« Reply #53 on: December 21, 2021, 22:49 »

@cire992: You can't extract anything from the game packages with default tools/scripts, because it's using modified format (one field is different). You can use game specific script for quickbms, which is available here in specific scripts bundle (also, custom umodel build with support for such packages is available on previous page).
As for the Granite textures, they're using their own implementation of virtual textures (even UE4 ones are not currently supported in umodel, because only one or two games are using it at the moment). You can read more about it in the official Granite presentation. And judging by content of gtp files, they're using their own proprietary texture compression codec (in UE4 implementation zlib/deflate compression is used for tiles, which are using default BC formats).

So it will be faster to grab them at runtime, indeed. I'll recommend something like Intel GPA or NVIDIA Nsight, though you must run the game without battleye, otherwise it will not work.
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