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Author Topic: Fortnite  (Read 554978 times)
Th3Unkn0wn
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Re: Fortnite
« Reply #810 on: December 06, 2018, 17:17 »

It crashes with some things because Epic updated Fortnite to use 4.22 instead of 4.21 that it used before
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Juso3D
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Re: Fortnite
« Reply #811 on: December 06, 2018, 18:20 »

Everything works except for Skeleton Meshes (Characters, Weapons etc).
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lorp
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Re: Fortnite
« Reply #812 on: December 07, 2018, 04:43 »

heres a very quickly made version that will load meshes at least https://static.poggers.me/umodel_temp_skelfix.7z

the change is two uint8's after SmartNames probably

if i care enough i might try gettin animations

ignore everything above
edit:

skellingtons & animations now work: https://static.poggers.me/umodel_temp_skelanimfix.7z

fix is adding back CompressedSegments
« Last Edit: December 07, 2018, 05:07 by lorp » Logged
Juso3D
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Re: Fortnite
« Reply #813 on: December 07, 2018, 07:58 »

Thanks for the fix lorp, appreciate it, would of tried but I just look at programming/coding and is like  Huh?
« Last Edit: December 07, 2018, 08:00 by Blenux » Logged

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NevecEx
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Re: Fortnite
« Reply #814 on: December 08, 2018, 01:03 »

Since many of you asked on a guide how to get the deadfire textures right, I just decided to bake them to make it easier for you guys. Here's the preview and the .rar file with the textures.



https://mega.nz/#!UtEURQJB!PJDudOLSsFdxrLjhcgtiaie3beFUSyY2uriyfA_118A

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piecheese10
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Re: Fortnite
« Reply #815 on: December 09, 2018, 20:08 »

I've been having trouble with exporting Fortnite's models. I keep getting an error that says:

Skeleton::Serialize(M_MED_Moth_Skeleton): 2 unread bytes
LoadObject:Skeleton'M_MED_Moth_Skeleton.M_MED_Moth_Skeleton', pos=37F7, ver=516/0 (unversioned), game=ue4.21 <- UObject::EndLoad <- LoadWholePackage:M_MED_Moth <- ExportPackages <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc <- UIBaseDialog::CustomMessageLoop <- UIBaseDialog::ShowDialog:modal=1, title="Choose a package to open" <- CUmodelApp::ShowPackageUI <- Main:umodel_build=898

Does anyone know what causes this and how to fix it? I REALLY want that moth model!
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Juso3D
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Re: Fortnite
« Reply #816 on: December 09, 2018, 20:46 »

I've been having trouble with exporting Fortnite's models. I keep getting an error that says:

Skeleton::Serialize(M_MED_Moth_Skeleton): 2 unread bytes
LoadObject:Skeleton'M_MED_Moth_Skeleton.M_MED_Moth_Skeleton', pos=37F7, ver=516/0 (unversioned), game=ue4.21 <- UObject::EndLoad <- LoadWholePackage:M_MED_Moth <- ExportPackages <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc <- UIBaseDialog::CustomMessageLoop <- UIBaseDialog::ShowDialog:modal=1, title="Choose a package to open" <- CUmodelApp::ShowPackageUI <- Main:umodel_build=898

Does anyone know what causes this and how to fix it? I REALLY want that moth model!

Read the forum and you will find the answer....

heres a very quickly made version that will load meshes at least https://static.poggers.me/umodel_temp_skelfix.7z

the change is two uint8's after SmartNames probably

if i care enough i might try gettin animations

ignore everything above
edit:

skellingtons & animations now work: https://static.poggers.me/umodel_temp_skelanimfix.7z

fix is adding back CompressedSegments

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djxdj
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Re: Fortnite
« Reply #817 on: December 09, 2018, 22:15 »

skellingtons & animations now work: https://static.poggers.me/umodel_temp_skelanimfix.7z

fix is adding back CompressedSegments

Thank you for your fix, Lorp. I'm trying to export some of the musics from 7.0 and the export feature no longer crashes but doesn't do anything - There are no files in the export folder. Any ideas?
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lorp
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Re: Fortnite
« Reply #818 on: December 09, 2018, 23:18 »

Thank you for your fix, Lorp. I'm trying to export some of the musics from 7.0 and the export feature no longer crashes but doesn't do anything - There are no files in the export folder. Any ideas?

music uses ue4opus. theres a bms script somewhere in this thread to extract the ue4opus and then you use vgmstream to make it a wav
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djxdj
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Re: Fortnite
« Reply #819 on: December 10, 2018, 03:17 »

music uses ue4opus. theres a bms script somewhere in this thread to extract the ue4opus and then you use vgmstream to make it a wav

Yes I have the bms script, but you need to run it on an extracted uasset file, correct? I'm not able to save the uasset. When I select Extract from your build of umodel, a quick box flashes up but nothing is saved in my output folder. In fact even when trying to export models this happens as well.
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lorp
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Re: Fortnite
« Reply #820 on: December 10, 2018, 03:59 »

Yes I have the bms script, but you need to run it on an extracted uasset file, correct? I'm not able to save the uasset. When I select Extract from your build of umodel, a quick box flashes up but nothing is saved in my output folder. In fact even when trying to export models this happens as well.

tools > save selected packages
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djxdj
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Re: Fortnite
« Reply #821 on: December 10, 2018, 05:09 »

tools > save selected packages
Ahhh, of course it would be something simple. Thanks!
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Philno
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Re: Fortnite
« Reply #822 on: December 11, 2018, 15:22 »

Hey guys, i could someone please tell me where i could find the nog ops fortnite textures and the christmas hat mesh and texture as well thanks!! any help would be appreciated.
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NevecEx
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Re: Fortnite
« Reply #823 on: December 11, 2018, 17:20 »

Hey guys, i could someone please tell me where i could find the nog ops fortnite textures and the christmas hat mesh and texture as well thanks!! any help would be appreciated.

https://docs.google.com/spreadsheets/d/1gVDgnzNyMCafIWa-dBO3mgNUHmHzgA9O5sWbfQy2Yfg

Entry number 49. ( F_MED_Soldier_01, F_MED_Soldier_04_UglySweater, F_MED_ASN_Sarah_Head_01 )
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Philno
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Re: Fortnite
« Reply #824 on: December 11, 2018, 18:00 »

yesss thank you so much
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