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Author Topic: PlayerUnknown's Battlegrounds  (Read 40971 times)
spiritovod
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Re: PlayerUnknown's Battlegrounds
« Reply #165 on: October 04, 2024, 00:08 »

@N0r3m0rse: You can get older game versions from steam with depotdownloader and info from steamdb. But that's out of scope of this topic.
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spiritovod
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Re: PlayerUnknown's Battlegrounds
« Reply #166 on: January 21, 2025, 04:40 »

Specific build is updated with proper support for game version from 15 January 2025, you can read first post for more info. It's probably the last update for specific build before the game is transferred to UE5.
« Last Edit: January 21, 2025, 04:43 by spiritovod » Logged
Kotik_GL
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Re: PlayerUnknown's Battlegrounds
« Reply #167 on: February 03, 2025, 05:44 »

Specific build is updated with proper support for game version from 15 January 2025, you can read first post for more info. It's probably the last update for specific build before the game is transferred to UE5.

It's great that the version for exporting models has been updated, but there is still an ongoing issue.
I can export everything related to meshes, except for the clothing with the "physicalassets" tag. Is there any way to get the clothing files (a clean mesh without bones, etc. would work)?
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spiritovod
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Re: PlayerUnknown's Battlegrounds
« Reply #168 on: February 06, 2025, 23:18 »

@Kotik_GL: Physicalassets are not meshes. You can read the first post for why only base bodies can be viewed and exported in recent game versions. Basically, characters parts doesn't exist as separate meshes like usual, instead they are created at runtime from mutable customizable object with respective data.
« Last Edit: February 06, 2025, 23:25 by spiritovod » Logged
Kotik_GL
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Re: PlayerUnknown's Battlegrounds
« Reply #169 on: February 07, 2025, 05:04 »

@spiritovod Yes, I have read the entire thread along with all related topics, including the "Super People" thread.

In the second thread, you mentioned how this works and stated that you might look into it in the future, without saying that it is completely impossible.

Unfortunately, my knowledge of reverse engineering is not sufficient to fully understand how this should actually work. However, based on your discussion on these topics, I realized that while it is difficult, it is not impossible.

I tried to dive deeper into this and found a forum discussion on reverse engineering 3D models using BMS. However, my attempts to reproduce these actions with PUBG did not yield any results.

I am aware that BMS discussions should be held on RIN, but you mentioned there that any mention of PUBG would be ignored.
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spiritovod
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Re: PlayerUnknown's Battlegrounds
« Reply #170 on: February 07, 2025, 18:21 »

@Kotik_GL: I believe whatever you saw is not related to quickbms, as quickbms is not suitable for parsing structs and serialized data like that by design, it was probably something else. But such mutable data is not suitable for raw parsing anyway, as it's not self-sufficient in most cases (i.e. you can't create full-fledged mesh from single part of the data). Engine itself is dynamically creating complete mesh from selected parts at runtime - but for static parsing, like in umodel, you should somehow choose which parts should be combined first. And since it's not present in umodel as core feature, I don't think it's even possible to support such assets there. At best, one could probably create a separate tool for them, but that's out of scope of the forum.
« Last Edit: February 07, 2025, 18:23 by spiritovod » Logged
N0r3m0rse
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Re: PlayerUnknown's Battlegrounds
« Reply #171 on: February 27, 2025, 13:19 »

i guess the new version doesn't fix the problem of empty models. still cant get the guns i want to load so i can actually export something. I guess i gotta use depot downloader to downgrade the game version.
« Last Edit: February 27, 2025, 13:40 by N0r3m0rse » Logged
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