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Author Topic: Sea of Thieves  (Read 28963 times)
Kahuna
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« Reply #150 on: November 12, 2020, 14:26 »

Hey guys! Just found this amazing tool and have been experimenting with it for the last couple of hours. Managed to get ahold of alot of assets, models, props etc... but i havent figured out how to pull the custom characters. i can only get the npc's and character templates.

are the diffirent faceshapes somehow hidden as textures or something rather than models?

BR

Custom characters (the player characters) that are made via the character creation are based on morph targets so unless you find a way how to extract the end result mesh I don't think you can export your own pirate model.
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anderscolorado
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« Reply #151 on: November 12, 2020, 23:02 »

Can you apply those morphs in any apps like blender or 3dmax?

They seem to be present as files if I'm not mistaken.
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Kahuna
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« Reply #152 on: November 19, 2020, 06:38 »

Can you apply those morphs in any apps like blender or 3dmax?

They seem to be present as files if I'm not mistaken.

Technically, yes.
You can find a base mesh model and 8 different shapes for each gender. However, you would need to pinpoint the files that handle the generation of the final mesh.

I don't know if the script that runs the infinite pirate generator is client or server side. I assume the latter.

You could create your own custom morphs if you know what to do in theory as the some early morphs were created within Maya by the dev team.

But this would go way beyond the purpose of Gildor's tool.
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TiltedTexan
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« Reply #153 on: January 01, 2021, 19:18 »

Just found this forum and I've been wanting to get the ship models so I can play around with creating my own textures. I followed everything I found on this thread, but I'm still confused on the AES Key part. I'm not sure where to find that. It asks for it whenever I try to export a model. Any help would be appreciated.
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TiltedTexan
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« Reply #154 on: January 01, 2021, 19:27 »

Ok I actually figured it out now. Got the models as PSKX Files. Now to figure out how to get those into Blender.
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TrumpetPro
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« Reply #155 on: January 01, 2021, 21:05 »

https://github.com/Befzz/blender3d_import_psk_psa
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TiltedTexan
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« Reply #156 on: January 01, 2021, 21:43 »


Thanks man!
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gyoroppyyy
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« Reply #157 on: January 02, 2021, 20:57 »

Hello, I am trying to extract voice lines from the game and I'm not particularly sure how to do so. I've read through this thread and acknowledged that the game uses WWise which is not supported, but I'm not sure what else to do?

EDIT: Nevermind, figured it out!
« Last Edit: January 09, 2021, 12:58 by gyoroppyyy » Logged
yarrmehearty
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« Reply #158 on: January 11, 2021, 03:06 »

Hi,

Kinda new to this, can anyone give me an idiots guide to accessing the models. I have the Microsoft version and have got to the PAK folder but I can't move umodel to the folder and can't seem to get permission to access the folder.
I would be very grateful if someone could explain how I unpack the models.

Thanks
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Lordlard01
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« Reply #159 on: February 20, 2021, 15:29 »

Hello, I am trying to extract voice lines from the game and I'm not particularly sure how to do so. I've read through this thread and acknowledged that the game uses WWise which is not supported, but I'm not sure what else to do?

EDIT: Nevermind, figured it out!

Hi! I'm quite curious at how you were able to extract those audio files! Smiley
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TopHat
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« Reply #160 on: March 07, 2021, 00:30 »

I am also having trouble getting audio files. I've used the BMS script, but when everything is extracting so I can convert the files, the only things that are extracted are uassets.
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JollyMan
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« Reply #161 on: March 31, 2021, 04:20 »

Hi, I'm having trouble converting the .uasset files. I'm getting different errors depending on the method I use. When I use UModel to extract directly from the .pak files (using the previously mentioned AES), I get this error:
Quote
lzo_decompress(11934,65536) returned -6
appDecompress: CompSize=11934 UncompSize=65536 Flags=0xFF Bytes=F203 <- SerializeCompressed <- FPakFile::Serialize: file=/Game/Textures/UI/Icons/Emotes/emote-diverse_barrelbalance.uasset <- FArchive::ByteOrderSerialize <- UnPackage::CreateLoader: /Game/Textures/UI/Icons/Emotes/emote-diverse_barrelbalance.uasset <- UnPackage::UnPackage: /Game/Textures/UI/Icons/Emotes/emote-diverse_barrelbalance.uasset, ver=100000/0, game=0 <- UnPackage::LoadPackage(info): /Game/Textures/UI/Icons/Emotes/emote-diverse_barrelbalance.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527

When I use UModel on the .uasset files extracted via QuickBMS, I get this error:
Quote
assertion failed: Ar.Tell() == SkipOffset

UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject: Texture2D'emote-diverse_barrelbalance.emote-diverse_barrelbalance', pos=1A6B, ver=483/20, game=ue4.10 <- UObject::EndLoad <- LoadWholePackage: emote-diverse_barrelbalance.uasset <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527

I'm not sure as to what I'm doing wrong. I obtained the .pak files from the latest Insider build via UWPDumper. I'd appreciate any help. I'm mainly looking to extract the audio files, but I'd like to look at everything else as well. Note that I am not well-versed in this, I just stumbled upon this after digging for a while on SoT datamining. Thanks.
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quietus
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« Reply #162 on: April 20, 2021, 19:54 »

Hello, I am trying to extract voice lines from the game and I'm not particularly sure how to do so. I've read through this thread and acknowledged that the game uses WWise which is not supported, but I'm not sure what else to do?

EDIT: Nevermind, figured it out!

If you ever come back gyoroppyyy I'd appreciate knowing where you found the voice lines.
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quietus
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« Reply #163 on: April 20, 2021, 19:56 »

I am also having trouble getting audio files. I've used the BMS script, but when everything is extracting so I can convert the files, the only things that are extracted are uassets.

I've had limited success with Ravioli Explorer: https://www.scampers.org/steve/sms/other.htm
« Last Edit: April 20, 2021, 20:14 by quietus » Logged
TopHat
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« Reply #164 on: April 21, 2021, 19:31 »

Thanks, quietus. I'll try that.
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