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Author Topic: Fortnite  (Read 280063 times)
Juso3D
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Re: Fortnite
« Reply #1560 on: June 21, 2020, 10:23 »

This is the Master Material that brutus runs off,



That's just for his body alone, and it hows UE4 handles it's materials, and uModel reads this and extracts all that is needed, one could just create a temp Brutus folder, export to that , keep the body textures and delete the rest.
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Mr. Doon
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Re: Fortnite
« Reply #1561 on: June 21, 2020, 11:55 »

Huh. Was umodel doing that before, or is this a new thing?
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I want to make my own assets so here I am stealing other people's assets
Juso3D
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Re: Fortnite
« Reply #1562 on: June 21, 2020, 12:03 »

Yes does it for every game, might slightly change on what it exports due to differences on how other game studios setup they materials in UE4, but you will find it will extract Master Material stuff also if it detects it. Fortnite is complex due to the different amount of Characters they have for the game (and increasing), and how technical the artists for the game are, wish they would show some insight on how they setup their character materials has they can become quite complex, especially when they include other things like Material Functions and Niagara also has well (which uModel can't export).
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Flolfy
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Re: Fortnite
« Reply #1563 on: June 22, 2020, 06:47 »

When using _M texture do I use as sRGB or Non-Color Data. Could someone send a screenshot of the entire node set up on blender. There are many things I dont exactly understand like if I'm supposed to invert the green on the normal map.
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Juso3D
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Re: Fortnite
« Reply #1564 on: June 22, 2020, 07:43 »

When using _M texture do I use as sRGB or Non-Color Data. Could someone send a screenshot of the entire node set up on blender. There are many things I dont exactly understand like if I'm supposed to invert the green on the normal map.

_M =

R = AO
G = Cavity/Concavity or something similar not 100%
B = Subsurface (Skin Color or Scattering)

With the Normal Maps, need to invert the green channel since the normal maps are DirectX based while Blender is OpenGL based, only need to this inside Blender or other OpenGL based programs.

For a basic setup I do is =



For the most part this will work, how ever note that each character will have it's own style on top in terms of moving textures or effects etc, also Note I hardly use Subsurface, there are better Fortnite nodes out there then mine (don't do Fortnite Thumbnails, just to learn) but gets the job done.
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Gildor
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Re: Fortnite
« Reply #1565 on: June 23, 2020, 14:18 »

https://www.gildor.org/smf/index.php/topic,7173.0.html

Latest UModel has improved material support. Try it.
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JCL Gaming
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Re: Fortnite
« Reply #1566 on: June 25, 2020, 05:54 »

I am trying to export audio from Umodel. I am using Engine Override 4.26, Export-Only Sounds. I am getting the error, Memory: bad allocation size 687748704 bytes. What should I do/try?


* Screen Shot 2020-06-24 at 9.54.00 PM.png (54.44 KB, 555x264 - viewed 102 times.)
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Gildor
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Re: Fortnite
« Reply #1567 on: June 25, 2020, 10:53 »

There was information from FunGames that Epic now using "Streamed" audio for everything. So, forget about audio.
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JCL Gaming
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Re: Fortnite
« Reply #1568 on: June 25, 2020, 20:42 »

RIP
I guess that explains how the old method of extracting UE4OPUS files yields playable audio for those files.
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Flolfy
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Re: Fortnite
« Reply #1569 on: June 27, 2020, 12:40 »

Is there anyway to get facial animations when exporting? Mainly into blender.
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Gildor
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Re: Fortnite
« Reply #1570 on: June 30, 2020, 09:16 »

There's no difference between 4.25 and 4.26 (and even for older engine versions) when exporting audio in UModel. So, it either works with ANY version, or doesn't work at all. I didn't try to export audio myself.
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Sazach
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Re: Fortnite
« Reply #1571 on: July 01, 2020, 20:40 »

@Gildor when is the V13.20 aes key going to be released ?
PS: i always wondered where you get the aes key from and if theres a way to do it myself
Thank you
« Last Edit: July 01, 2020, 20:43 by Sazach » Logged
Gildor
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Re: Fortnite
« Reply #1572 on: July 01, 2020, 20:45 »

Remember: never ask me anything about AES keys. I'm never digging for them, never releasing.
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spiritovod
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Re: Fortnite
« Reply #1573 on: July 01, 2020, 20:52 »

There is special bot for Fortnite with always up-to-date keys, used in FModel for automatization.
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Gildor
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Re: Fortnite
« Reply #1574 on: July 04, 2020, 21:59 »

Fixed some issues with recent Fortnite skeletal meshes. Some crashes are still expected
https://twitter.com/UGildor/status/1279469745067249665
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