Gildor's Forums

Author Topic: Tomb Raider DOX  (Read 1589 times)
CroftReMix
Newbie
*
Posts: 2


View Profile
Tomb Raider DOX
« on: September 22, 2017, 02:42 »

 Huh? Huh?
Can anyone fix this error

Serializing behind stopper (101FC+4 > 101FC)
FMemReader::Serialize <- FArchive::ByteOrderSerialize <- TransKeys <- PerTrackCompression <- USkeleton::ConvertAnims:Skel=lara_tes57FBX_Skeleton Anim=lara_Climb_Handstand <- UAnimSequence4::PostLoad <- PostLoad:lara_Climb_Handstand <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey:key=6F, down=1 <- VisualizerLoop <- Main:umodel_version=617
« Last Edit: September 22, 2017, 11:07 by Gildor » Logged
Gildor
Administrator
Hero Member
*****
Posts: 7969



View Profile WWW
Re: Tomb Raider DOX
« Reply #1 on: September 22, 2017, 11:07 »

Nobody can. The error is the same as with some Paragon animations. You could just try to ignore bad tracks.
Logged
CroftReMix
Newbie
*
Posts: 2


View Profile
Re: Tomb Raider DOX
« Reply #2 on: September 22, 2017, 19:20 »

I mean Some of The animations work but if i select more than one it breaks
is there a way to bypass it.
using patches or a batch file
or overriding the error
Logged
Gildor
Administrator
Hero Member
*****
Posts: 7969



View Profile WWW
Re: Tomb Raider DOX
« Reply #3 on: September 22, 2017, 19:27 »

No way. I tried to add bypassing code for Paragon, and it worked some period of time. But with newer damaged animations it stopped working. It is very tricky, I need to validate all animations for correctness before trying to decode them.

I think these animations are not used in game, because they really have some incorrectness in data, and UE4 would crash with them. Just some bug in cooker perhaps, caused unused animations still being copied to packaged game, but with some out-of-sync data (it's my opinion).
« Last Edit: September 22, 2017, 21:01 by Gildor » Logged
Jump to:  

Powered by SMF | SMF © 2006-2009, Simple Machines LLC
Leviathan design by Bloc | XHTML | CSS