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Author Topic: Fortnite  (Read 231984 times)
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Re: Fortnite
« Reply #1680 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
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Re: Fortnite
« Reply #1681 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 111 times.)

* umodelerror2.png (58.04 KB, 979x512 - viewed 100 times.)
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Blenux
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Re: Fortnite
« Reply #1682 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 43 times.)
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Re: Fortnite
« Reply #1683 on: February 09, 2021, 07:29 »

Does anyone here know the model/texture locations for that little device you get from shakedowns? Smiley
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Blenux
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Re: Fortnite
« Reply #1684 on: February 09, 2021, 12:51 »

Game/Gadgets/Assets/Minimap_Device/
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Re: Fortnite
« Reply #1685 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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Lucas7yoshi
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Re: Fortnite
« Reply #1686 on: February 10, 2021, 05:48 »

Hey gildor

Not sure what GOTG skins you are talking about but i have found a model that is very obviously not working

Dog_Bonesy/Meshes/Dog

the animations are very broken, im not sure how to embed images but you can see an example here https://l7y.ca/files/sx/2021-02-09_20-45-07_800x600_OIy6.png

However it may be facial animations related

Now for the GOTG skins, i didn't see any animation issues with the bodies of them but the meshes are listed here: https://l7y.ca/files/sx/2021-02-09_20-47-17_1305x212_f7l4.png

Am glad to help more if possible.

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Dex
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Re: Fortnite
« Reply #1687 on: February 10, 2021, 06:24 »

Game/Gadgets/Assets/Minimap_Device/

wow thanks for the help man Grin
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Gildor
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Re: Fortnite
« Reply #1688 on: February 10, 2021, 21:37 »

Probably fixed the animation bug. For the dog mesh, it's a proper fix. For Kratos, it's a workaround because I didn't find the true core of facial animation problem yet.

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Blenux
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Re: Fortnite
« Reply #1689 on: February 11, 2021, 06:22 »

Looking good!
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Re: Fortnite
« Reply #1690 on: February 14, 2021, 16:12 »

As I promised, I've posted a build with animation fixes. For Fortnite, please use a Patreon link below (it's a PUBLIC post). For all other UE4 games use official build at this site (the usual location).

There are still things to do there - mostly related to scales of bones in skeleton and in animation tracks, it seems THIS stuff breaks the animations.

Fortnite build:
https://patreon.com/posts/47531335
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ring583
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Re: Fortnite
« Reply #1691 on: February 27, 2021, 00:56 »

I tried looking around for a bit, but I can't find a solution to my problem.

On almost every texture I open, they're all low resolution with 'Cooked Size: 64x64"


This affects all but the recent Kepler (Ripley and Alien) skins that are in full resolution.
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Blenux
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Re: Fortnite
« Reply #1692 on: February 27, 2021, 11:00 »

One should update umodel every so often....



(using a Linux Operating system hench why things might look different)
« Last Edit: February 27, 2021, 11:02 by Blenux » Logged

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ring583
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Re: Fortnite
« Reply #1693 on: February 27, 2021, 13:12 »

Hey! I tried v1517, but the situation remains the same.


I also tried v1520. The textures are still cooked at 64x64, and loading meshes crashes the viewer, however.
Code:
******** Loading object SkeletalMesh4'F_MED_Black_Widow_Jacket_Pack.F_MED_Black_Widow_Jacket_Pack' ********

ERROR: Memory: bad allocation size -1073741824 bytes
appMalloc: size=-1073741824 (total=90 Mbytes) <- FArray::Empty: 251658240 x 64 <- TArray::Serialize: 0/0 <- FSkelMeshSection4::SerializeRenderItem <- TArray::Serialize: 0/1 <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize: 0/4 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'F_MED_Black_Widow_Jacket_Pack.F_MED_Black_Widow_Jacket_Pack', pos=1544, ver=523/0, game=ue4.27 <- UObject::EndLoad <- LoadWholePackage: /Game/Accessories/FORT_Backpacks/Backpack_F_MED_Black_Widow_Jacket/Meshes/F_MED_Black_Widow_Jacket_Pack.uasset <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey: key=6F, down=1 <- VisualizerLoop <- Main: umodel_build=1520
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ring583
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Re: Fortnite
« Reply #1694 on: February 27, 2021, 15:06 »

I found the solution.

Apparently, an update a couple of months ago lowered the total filesize and the high res textures were not enabled for my download of the game. I checked 'High Resolution Textures' from the options in the launcher and downloaded the extra ~16gb, and that was it  Roll Eyes
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