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Author Topic: Sword Art Online Fatal Bullet  (Read 19787 times)
roughbottom
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Re: Sword Art Online Fatal Bullet
« Reply #75 on: January 16, 2020, 08:38 »

I'll be sharing it here when I get it finished, I've figured out all the textures and everything expect all the lighting and just a few effects. So all you have to do is just plug the textures in and change a few sliders and it's all good. Just don't expect it for awhile lol. Life busy and doing other games as well.

How that sinon coming along? Shader still giving you issues?
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TheCrazyMythic
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Re: Sword Art Online Fatal Bullet
« Reply #76 on: January 16, 2020, 22:37 »

Not quite, I had taken a break for a long time so I haven't touched it in a while. I do want to get back to it and finish it at some point. Sinon was just a test bed for me to see how things turned out. I'm going to be getting it to work for every model, at least character wise.
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roughbottom
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Re: Sword Art Online Fatal Bullet
« Reply #77 on: February 17, 2020, 14:05 »

Every Character model?? Wow! Seems like quite the journey ahead of you! Looking forward to what you will accomplish! Good Luck! Smiley
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mage200
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Re: Sword Art Online Fatal Bullet
« Reply #78 on: March 04, 2020, 17:42 »

guys how I can find the model texture?



umodel log

Quote
Empty pak file "D:\umodel/SAOFB-WindowsNoEditor_0_P.pak"
Pak D:\umodel/SAOFB-WindowsNoEditor_0_P.pak: 0 files, mount point: "E:/Program Files (x86)/Steam/steamapps/common/SWORD ART ONLINE FATAL BULLET/SAOFB/Content/Paks/", version 8
Pak D:\umodel/SAOFB-WindowsNoEditor_1_P.pak: 1342 files (1342 encrypted), version 4
Pak D:\umodel/SAOFB-WindowsNoEditor_2_P.pak: 5314 files (5314 encrypted), version 4
Pak D:\umodel/SAOFB-WindowsNoEditor_3_P.pak: 4049 files (4049 encrypted), version 4
Pak D:\umodel/SAOFB-WindowsNoEditor_4_P.pak: 11013 files (11013 encrypted), version 4
Found 18232 game files (13 skipped) at path "D:\umodel"
Scanned game directory in 1.3 sec, 51834 allocs, 10.24 MBytes serialized in 12 calls.
Loading package: /Game/Product/Character/Human/Common/Model/Female/Body/AF_BODY_021_000/Mesh/SKM_AF_BODY_021_000.uasset Ver: 513/0 Engine: 0 [Unversioned] Names: 229 Exports: 1 Imports: 11 Game: 1000110
Loading SkeletalMesh4 SKM_AF_BODY_021_000 from package /Game/Product/Character/Human/Common/Model/Female/Body/AF_BODY_021_000/Mesh/SKM_AF_BODY_021_000.uasset
WARNING: Import(Skeleton'SKL_Human_00'): package /Game/Product/Character/Human/Common/Model/SKL_Human_00 was not found
WARNING: Import(MaterialInstanceConstant'M_AF_SKIN_000_000'): package /Game/Product/Character/Human/Common/Model/Female/Body/AF_BODY_000_000/Material/M_AF_SKIN_000_000 was not found
WARNING: Import(MaterialInstanceConstant'M_AF_BODY_021_000'): package /Game/Product/Character/Human/Common/Model/Female/Body/AF_BODY_021_000/Material/M_AF_BODY_021_000 was not found
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Gildor
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Re: Sword Art Online Fatal Bullet
« Reply #79 on: March 04, 2020, 17:47 »

There's "M_AF_SKIN_000_000 was not found" message. This shouldn't happen with UE4 games, so either you have some pak file missing, or there's something wrong with SAOFB-WindowsNoEditor_0_P.pak. UModel says it has version 8, like with recent UE4 versions, while other pak files has version 4. What's the size of that pak file? Is it really empty (small)?
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mage200
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Re: Sword Art Online Fatal Bullet
« Reply #80 on: March 04, 2020, 21:51 »

Cant be empty the 0 pak have more size than the rests
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Gildor
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Re: Sword Art Online Fatal Bullet
« Reply #81 on: March 04, 2020, 21:57 »

Does anyone else has the same issue? (a message in a log that pak #0 has no files, has version 8, and mount point is somewhere in "steam")
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mage200
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Re: Sword Art Online Fatal Bullet
« Reply #82 on: March 14, 2020, 11:02 »

@Gildor

after long check I using quickbms to extract the pak file , and now I have this files with the texture , and however I try to get the model with his texture , umodel report that error:

Quote
******** Loading object Texture2D'T_AF_BODY_021_000_N.T_AF_BODY_021_000_N' ********
*** ERROR: Package "SAOFB/Content/Product/Character/Human/Common/Model/Female/Body/AF_BODY_021_000/Texture/T_AF_BODY_021_000_N.uasset": wrong name index 1826891837
UnPackage::SerializeFName:pos=000003EE <- FPropertyTag<< <- CTypeInfo::SerializeUnrealProps <- UObject::Serialize <- UTexture3::Serialize4 <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'T_AF_BODY_021_000_N.T_AF_BODY_021_000_N', pos=3EE, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- LoadWholePackage:SKM_AF_BODY_021_000 <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey:key=6F, down=1 <- VisualizerLoop <- Main:umodel_build=1179
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Gildor
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Re: Sword Art Online Fatal Bullet
« Reply #83 on: March 14, 2020, 13:12 »

Try setting a different UE version (not UE4.16). Actually, first two pages of this thread says: UE4.17.
« Last Edit: March 14, 2020, 13:13 by Gildor » Logged
mage200
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Re: Sword Art Online Fatal Bullet
« Reply #84 on: March 14, 2020, 17:47 »

srsly , wtf with that tool , I solve the texture exportation , I have the tga file now
but now I see on the tool only boot from all the skeleton I win to she the her boots wtf or they patch the game in 2 sec

I bet this is tool fault I cant belive from all the ue4 stupid games , this game probably too hard for umodel to work properly
interesting ..
« Last Edit: March 14, 2020, 18:41 by mage200 » Logged
roughbottom
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Re: Sword Art Online Fatal Bullet
« Reply #85 on: March 20, 2020, 12:46 »

@Gildor hey there! I know this thread has had this discussion before already but in regards to the RGB textures for the models, is retexturing them the only way to get the same in-game colors to match? For example, having the correct green color on sinon's clothes or the pink on Lizbeth clothes. In other games where I have used umodel the textures come out just like how I see them in game. Is the RGB textures just a bandai namco thing? It's gotten very tiresome re-texturing every model I have used. At least at my skill level, I do not know of any other way to work around this problem. Was wondering if there was another way.
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Gildor
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Re: Sword Art Online Fatal Bullet
« Reply #86 on: March 20, 2020, 13:30 »

"RGB" textures, most likely, are MASKS for mixing multiple material layers together. E.g. "red" channel will be replaced with metal, "green" - leather, "blue" - fabric. Of course RGB could be used for different things, e.g. red will be used as roughness, green - specularity, blue - ambient occlusion. There at lots of variants, and I'm afraid you should determine exact usage yourself. The good thing is that once you determine this for one mesh, it should work for other meshes (not for all - just for those which share the same Material!) too.
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roughbottom
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Re: Sword Art Online Fatal Bullet
« Reply #87 on: March 21, 2020, 05:23 »

Ohh wow! I never thought about that! That definitely makes sense. I'll have to do some troubleshooting to see what exactly the RGB channels pertain to individually. Thanks! But also one more question. I am pretty confident I have extracted almost the entirety of the game even the new DLC, but no matter how hard I try I still can't seem to extract the sound files. I check the box every time to include sound but still nothing. Even after finding all the sound files before extracting. Any tips or things I might be doing wrong? I have found some sounds on other websites that people have managed to get, but it would be nice to do it myself.
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Gildor
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Re: Sword Art Online Fatal Bullet
« Reply #88 on: March 21, 2020, 10:07 »

Review this thread, may be someone already asked about sounds. By the way, the most typical problem with sound extraction is that the game may use non-standard sound system (Fmod, Wwise etc).
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roughbottom
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Re: Sword Art Online Fatal Bullet
« Reply #89 on: March 21, 2020, 10:24 »

That could be it. Thanks!
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