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Author Topic: Fortnite  (Read 220789 times)
Gildor
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Re: Fortnite
« Reply #1620 on: September 19, 2020, 12:07 »

Update UModel.
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Blenux
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Re: Fortnite
« Reply #1621 on: September 19, 2020, 13:06 »

Exports fine here,

https://imgur.com/U4ohBR4

*Gildor bet me to it Cheesy
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wubba
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Re: Fortnite
« Reply #1622 on: September 19, 2020, 14:32 »

Doh!.. silly me didn't check for a new version.. Awesome stuff!!!..

Cheers guys!  grin
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logansan25
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Re: Fortnite
« Reply #1623 on: October 01, 2020, 17:19 »

Thanks, added to the first post.

Anybody get extracted models from marvel? Wolverine for example or Sentinels...
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wubba
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Re: Fortnite
« Reply #1624 on: October 10, 2020, 15:59 »

Thanks, added to the first post.

Anybody get extracted models from marvel? Wolverine for example or Sentinels...

Yeah I got him.. well at least i know what name he is under.. its wasabi  Grin
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fayescarlet
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Re: Fortnite
« Reply #1625 on: October 15, 2020, 02:37 »

Code:
Memory: bad allocation size 1698617776 bytes
appMalloc: size=1698617776 (total=155 Mbytes) <- FArray::Empty: 751215753 x 48 <- TArray::Serialize: 0/0 <- USoundWave::Serialize <- LoadObject: SoundWave'Ninja_Dennis_CannotPerformAction_010.Ninja_Dennis_CannotPerformAction_010', pos=3A5, ver=518/0 (unversioned), game=ue4.25 <- UObject::EndLoad <- LoadWholePackage: /Game/Sounds/Fort_Human_VO/Ninja/Dennis/Ninja_Dennis_CannotPerformAction_010.uasset <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1387

Audio exports still aren't working then? That's too bad...
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Gildor
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Re: Fortnite
« Reply #1626 on: October 15, 2020, 09:36 »

UE4.25?
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Blenux
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Re: Fortnite
« Reply #1627 on: October 15, 2020, 11:37 »

Just checked still crashes with UE4.26

Code:
Memory: bad allocation size 1698617776 bytes
appMalloc: size=1698617776 (total=156 Mbytes) <- FArray::Empty: 751215753 x 48 <- TArray::Serialize: 0/0 <- USoundWave::Serialize <- LoadObject: SoundWave'Ninja_Dennis_CannotPerformAction_010.Ninja_Dennis_CannotPerformAction_010', pos=3A5, ver=519/0 (unversioned), game=ue4.26 <- UObject::EndLoad <- LoadWholePackage: /Game/Sounds/Fort_Human_VO/Ninja/Dennis/Ninja_Dennis_CannotPerformAction_010.uasset <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1401

https://mega.nz/folder/QM8GSD5L#sNVdU4aFD4SLA9rQjNkv8w
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Gildor
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Re: Fortnite
« Reply #1628 on: October 15, 2020, 12:26 »

Ah, this is SOUND ... It was mentioned (I think) that sounds might be broken after some engine's update, this will be valid for all games using UE4.25 (I think) and newer.
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Имечко
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Re: Fortnite
« Reply #1629 on: October 21, 2020, 15:05 »

Hi. After the 14.40 update with the new file compression system from EG - can Umodel get the content? Correct me, please, if I missed the information on how to work with new Fortnite files
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Gildor
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Re: Fortnite
« Reply #1630 on: October 21, 2020, 15:08 »

Yes, there are some changes in UE4 file system. I'm still downloading the game - so I even don't know what UModel will say about new files.

However I do not have any plans to do any work on UE4 right now, so just wait, or use older game.
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crypt
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Re: Fortnite
« Reply #1631 on: October 24, 2020, 20:03 »

good, what is the key of the last halloween patch? I try the mainkey 14.40 and it doesn't work in any UE version 4.24,4.25,4.26. Do you have any ideas? Thanks
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Имечко
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Re: Fortnite
« Reply #1632 on: October 25, 2020, 00:09 »

good, what is the key of the last halloween patch? I try the mainkey 14.40 and it doesn't work in any UE version 4.24,4.25,4.26. Do you have any ideas? Thanks
The file structure has changed. It's not about the key, but about the update files and the need to find another way for UModel to work with these files.
Perhaps nothing will work as before. I look forward to news from our respected Konstantin/Gildor シ
I know that many creative people use the Gildor's work (Umodel) for monetization. And I know that Fortnite is very popular. Perhaps, now The Moment has come when we should thank Gildor and motivate him to spent his time for update the program that will solve the problem with updating the file structure of the Fortnite game client. As in other similar projects, he needs to work at his main job to meet the needs. Consequently, there is little free time to solve a serious problem with Umodel.
« Last Edit: October 25, 2020, 00:24 by Имечко » Logged
spiritovod
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Re: Fortnite
« Reply #1633 on: October 29, 2020, 21:58 »

Didn't expect them stripping some header info from the assets. So it's not only about package format, but changed assets format as well. Some samples for those who interested.
We can only guess why they did that, but there is possibility that they're trying to unify the format with something else.
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Gildor
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Re: Fortnite
« Reply #1634 on: October 29, 2020, 22:48 »

Package format wasn't changed much since UE1. That time only single-core CPU were on the market. Now, I think average core count is 4-6, with 8-12 threads. Epic decided to optimize data structures so packages could be loaded simultaneously with multiple cores: one core is used to read data, other cores performs parsing. Original package (uasset) format is not suitable well for that, it requires too much access to common data, what causes locks, so cores aren't used effectively.

Also, they've optimized things for being loaded as a single large memory block instead of doing parsing of every single byte.
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