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Fortnite
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Topic: Fortnite (Read 280112 times)
Golden Gaze
Newbie
Posts: 6
Re: Fortnite
«
Reply #1665 on:
January 02, 2021, 03:48 »
Thank you so much!
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Golden Gaze
Newbie
Posts: 6
Re: Fortnite
«
Reply #1666 on:
January 02, 2021, 04:13 »
I just finished trying what you had suggested, but unfortunately it doesn't work, which has most likely been the case since the Fortnitemares update. Thank you for the help though.
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logansan25
Sponsor
Full Member
Posts: 136
Re: Fortnite
«
Reply #1667 on:
January 10, 2021, 23:26 »
Quote from: wubba on October 10, 2020, 15:59
Quote from: logansan25 on October 01, 2020, 17:19
Quote from: Gildor on September 03, 2020, 13:26
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
And Sentinels from Marvel too?
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fortnighter
Newbie
Posts: 2
Re: Fortnite
«
Reply #1668 on:
January 11, 2021, 23:57 »
Hi guys, I'm encountering an error when trying to export a pick axe.
I'm using the latest version of Umodel (Overide game detection + Selecting UE 4 + 4.26 version), along with the updated keys found elsewhere on this forum.
But trying to extract for example the Eon Blades mesh I get this error
Quote
assertion failed: LODModels.Num() == LODInfo.Num()
USkeletalMesh4::ConvertMesh <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'Racer_Zero_Axe.Racer_Zero_Axe', pos=CE1E, ver=522/0, game=ue4.26 <- UObject::EndLoad <- LoadWholePackage: /Game/Weapons/FORT_Melee/Pickaxe_RacerZero/Meshes/Racer_Zero_Axe.uasset <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1487
I just need the mesh. Would appreciate any feedback at all.
Thanks!
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Gildor
Administrator
Hero Member
Posts: 7973
Re: Fortnite
«
Reply #1669 on:
January 12, 2021, 00:09 »
You should use UE4.27, not 4.26.
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fortnighter
Newbie
Posts: 2
Re: Fortnite
«
Reply #1670 on:
January 12, 2021, 00:25 »
Quote from: Gildor on January 12, 2021, 00:09
You should use UE4.27, not 4.26.
Dude you're a lifesaver. I spent over an hour troubleshooting different things. Who would have thought it was a simple version change. Thank you so much!
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crypt
Newbie
Posts: 11
Re: Fortnite
«
Reply #1671 on:
January 13, 2021, 03:29 »
hi, i'm testing umodel 1487 version and i always get the same error message oo2core_5_win32.dll when trying to visualize the mesh, did you find any solution on this? thanks for the progress of the project.
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Juso3D
Moderator
Hero Member
Posts: 910
Welcome to Gildor Forums
Re: Fortnite
«
Reply #1672 on:
January 13, 2021, 10:39 »
Quote from: crypt on January 13, 2021, 03:29
hi, i'm testing umodel 1487 version and i always get the same error message oo2core_5_win32.dll when trying to visualize the mesh, did you find any solution on this? thanks for the progress of the project.
That's because of the new file format Epic are now using.
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Blender + Linux User Here.
Tomy73
Newbie
Posts: 33
Re: Fortnite
«
Reply #1673 on:
January 13, 2021, 22:18 »
I think Blenux have reason.
Here same error message oo2core_5_win32.dll
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crypt
Newbie
Posts: 11
Re: Fortnite
«
Reply #1674 on:
January 20, 2021, 01:06 »
Thank you very much Blenux, now it works perfect, sometimes it crashes but nothing important, greetings
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kngklla
Newbie
Posts: 1
Re: Fortnite
«
Reply #1675 on:
February 03, 2021, 02:56 »
Hi All,
Getting a bad memory allocation error when trying to export a sound. I tried UE4.26 and 4.27, checked the box for Sound after launching umodel. I searched the forum and it seems that sound exports may be broken. Is that right?
I tried UE4.26 and 4.27, checked the box for Sound after launching umodel
Error attached. Any help is much appreciated. Really just trying to export a sound so I can see what audio format Fortnite provides them in. Thanks!
umodelerror.png
(17.96 KB, 636x215 - viewed 230 times.)
umodelerror2.png
(58.04 KB, 979x512 - viewed 204 times.)
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Juso3D
Moderator
Hero Member
Posts: 910
Welcome to Gildor Forums
Re: Fortnite
«
Reply #1676 on:
February 03, 2021, 10:08 »
They are .OGG
Extracted using FModel.
Check attached below.
Destructible_Gas_Pump_Burn_Loop.ogg
(143.13 KB - downloaded 84 times.)
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Blender + Linux User Here.
Dex
Newbie
Posts: 10
Re: Fortnite
«
Reply #1677 on:
February 09, 2021, 07:29 »
Does anyone here know the model/texture locations for that little device you get from shakedowns?
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Juso3D
Moderator
Hero Member
Posts: 910
Welcome to Gildor Forums
Re: Fortnite
«
Reply #1678 on:
February 09, 2021, 12:51 »
Game/Gadgets/Assets/Minimap_Device/
Logged
Blender + Linux User Here.
Gildor
Administrator
Hero Member
Posts: 7973
Re: Fortnite
«
Reply #1679 on:
February 09, 2021, 21:11 »
Hi guys.
I'm working on animation retargeting, and I need a sample pair(s) "mesh - animation" which is broken the most. For instance, a playable mesh which has broken emote animation (arms has a wrong angle etc).
The face shouldn't be taken into account for dance animations, it will be wrong, and I already fixed it in my internal build.
I don't know if "Guardians of the Galaxy" models are still in game, but if so - I can suppose the Rocket model must be broken because of possibly different skeleton proportions. Anyway, I'm not aware of locations of any of those models, except "standard" models and Cratos. I've played with "breakdance" animation on Cratos model, and unfortunately (haha) it works fine even without retargeting - the only face bones were broken.
Thanks.
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