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Author Topic: Fortnite  (Read 554605 times)
Gildor
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Re: Fortnite
« Reply #240 on: May 02, 2018, 22:24 »

Texture assets. I think UModel will display black texture and say to log something like "unknown texture format ..."
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Aura
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Re: Fortnite
« Reply #241 on: May 02, 2018, 22:27 »

thank you very much for the information. I'll work on converting the texturees to displacement if you say its possible.

I noticed something else, the normal maps in this game are inverted, like the colours are not the traditional blue and purple shades. is there any reason for this?

cheers Tongue
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Re: Fortnite
« Reply #242 on: May 03, 2018, 00:00 »

I found the landscape information thats used in the engine and a selection of terrain masks. to be honest, im not exactly sure what im looking for here. could anyone help me find these textures so i can convertthem into displacement maps?
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Re: Fortnite
« Reply #243 on: May 03, 2018, 00:40 »

I've updated the first post to reflect current state of Fortnite support, hopefully it includes information about correct way of opening files with UModel.
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Re: Fortnite
« Reply #244 on: May 03, 2018, 01:26 »

You need to download the latest Git master.
Latest version is always uploaded to this site, it is not necessary to get to the github for it. However, the only place where OLDER versions exist is GitHub.
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Re: Fortnite
« Reply #245 on: May 03, 2018, 01:39 »

I still cant find the texture files, but i tihkn im onto something.

there are a bunch of UMAP files at the location FortniteGame/Content/Athena/Landscape

the UMAP files are called
Athena_Terrain_LS_01 > to 06

LS probably short for Level Streaming.

when i go to scroll thorugh the various files in each folder, i get an error:

assertion failed: pos >= 0 & pos < Info->UncompressedSize

FPakFile::Seek <- FByteBulkData::SerializeData <- UTexture2D::LoadBulkTexture:File=/FortniteGame/Content/Athena/Maps/Landscape/Athena_Terrain_LS_04.umap <- UTexture2D::GetTextureData:Texture2D_1 <- Upload2D:Texture2D'Texture2D_1' <- UTexture2D::Bind <- UUnrealMaterial::SetMaterial:Texture2D_1 <- CUmodelApp::Draw3D:Obj=Texture2D'Texture2D_1' <- CApplication::Display <- VisualizerLoop <- Main:umodel_build=728


could anyone help with this error, or tell me if im on the right track to exporting the texture files for fortnites height information?
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Re: Fortnite
« Reply #246 on: May 03, 2018, 03:57 »

umap files may crash umodel, they differs from regular assets.
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Juso3D
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Re: Fortnite
« Reply #247 on: May 03, 2018, 07:01 »

I don't think they use displacement maps at all, sniffing through all the materials related to landscape/terrain comes back has using height-maps and masked textures, they also use a lot of biomes for different sections of the map, comparing to in-game there's nothing displacement about it, just height based layers inside UE4?
« Last Edit: May 03, 2018, 07:04 by Blenux » Logged

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Re: Fortnite
« Reply #248 on: May 03, 2018, 14:42 »

I don't think they use displacement maps at all, sniffing through all the materials related to landscape/terrain comes back has using height-maps and masked textures, they also use a lot of biomes for different sections of the map, comparing to in-game there's nothing displacement about it, just height based layers inside UE4?

displacement maps are height maps, just the term "height maps" are used when talking about terrain. They both share the same information and can be used the same way.

I've also found the layer blends for the terrain and its information, but not the actual height-maps. Do you have them? 
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Re: Fortnite
« Reply #249 on: May 04, 2018, 04:11 »

Does anyone knows about the head mesh of battlehawk skin i got the body but am unable to find the head.I want to what it is called in ue viewer.
M_Med_CAU_Adam_Head_01
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Juso3D
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Re: Fortnite
« Reply #250 on: May 04, 2018, 17:13 »

1- Pretty sure it can't do mesh merging, however you can attach a head to the body and export both at the same time has each single psk with skeleton (CTRL-T).

2- If some of the textures are messed up on certain areas of a mesh, those are used by the mask textures to hide those in game.
« Last Edit: May 04, 2018, 17:40 by Blenux » Logged

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Re: Fortnite
« Reply #251 on: May 05, 2018, 06:44 »

Texture map with the _E goes onto a emission node, via a add shader  connected to rest of the body via the principle node in cycles render.
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Re: Fortnite
« Reply #252 on: May 05, 2018, 13:53 »

Has anyone found the omega outfit yet or is it the same with carbide with different texture? and if yes what is the name of the files of omega ? Thanks in advance
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Re: Fortnite
« Reply #253 on: May 05, 2018, 15:28 »

Has anyone found the omega outfit yet or is it the same with carbide with different texture? and if yes what is the name of the files of omega ? Thanks in advance
All in the same folder...


« Last Edit: May 05, 2018, 15:34 by Blenux » Logged

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Re: Fortnite
« Reply #254 on: May 06, 2018, 00:07 »

Hey! Does anyone know, where the Banner icons are located?
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