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Author Topic: Dauntless  (Read 5662 times)
venturion
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Re: Dauntless
« Reply #30 on: July 17, 2019, 04:39 »

Fortune and Glory update just came, looks like they're using 4.22.3 now. And yes, the same crash when it comes to static meshes. otherwise it works.
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venturion
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Re: Dauntless
« Reply #31 on: July 28, 2019, 04:57 »

Looks like Dauntless override still works with static mesh, and for skeletal mesh 4.22 override needs to be enabled to make it works.
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hansolocambo
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Re: Dauntless
« Reply #32 on: August 27, 2019, 15:23 »

Works amazingly well on Dauntless (Still Unreal Engine 4.22). And your pskx importer for Max does an outstanding job too.
A bit of work to do as the default textures exported seem to be those with Damaged areas (after the boss has been wounded). Alphas need to be exported from TGAs and reworked a bit, some normals are weird and might be managed by the game's code as they don't look like usual normal maps (details in the same position as the diffuse map). Can't find a solution for that, no big deal.

The bone structure for all monsters is really impressive. Every feather, every muscle, etc can be controlled separately. I can't imagine half of the nightmare it might have been for animators to manage such a complex structure. Damn cool to be able to see the skinning weights and how all this was done.
Thanks Gildor !  Cheesy

Something really cool : in most if not all games, there is never the full body underneath clothes, only the visible skin parts. But for some reason (Probably Unreal Engine takes care of showing/calculating only the visible parts) in this game we can extract clothes + the full nude body. That's damn useful !

One thing I didn't quiet understand : If I select a folder on the left in the "Choose a package to open" window and click export, I get some of the files. Only way to really get all the files inside the folder is to select all the files in the right panel and click export. Then they're all there. Weird ?

P.S : The UE Viewer tends to crash sometimes (especially on the World props for some reason, couldn't extract any of them). Could you please consider saving the last "Path to game files" entered so that we can go straight back to what we were doing when re-opening the Viewer ? Thanks for eventually considering this request Wink

IMG Links remove due to size.
http://mcassar.free.fr/Dauntless%20UE%20Viewer%20Test.png
« Last Edit: August 29, 2019, 15:39 by Blenux » Logged
venturion
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Re: Dauntless
« Reply #33 on: August 29, 2019, 04:15 »

P.S : The UE Viewer tends to crash sometimes (especially on the World props for some reason, couldn't extract any of them).

refer to my last post above
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Juso3D
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Re: Dauntless
« Reply #34 on: August 29, 2019, 15:38 »


Please RESIZE your image.
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Blender + Linux User Here.
Grendor
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Re: Dauntless
« Reply #35 on: May 25, 2020, 22:44 »

Still some really weird error throwing going on, just got this while going through some of them.

Quote
assertion failed: Ar.Tell() == SkipOffset

UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'aoe_spikes_01_t.aoe_spikes_01_t', pos=1B77, ver=516/0 (unversioned), game=dauntless <- UObject::EndLoad <- LoadWholePackage:aoe_spikes_01_t <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1190

Omitting Textures resulted in this.

Quote
Serializing behind stopper (2074+4000200 > 2A07F)
FPakFile::Serialize:file=/Game/creatures/slime/slime_00/slime_00.uexp <- TArray::SerializeSimple <- FStaticLODModel4::SerializeRenderItem_Legacy <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize:0/4 <- USkeletalMesh4::Serialize <- LoadObject:SkeletalMesh4'slime_00.slime_00', pos=2E59, ver=517/0 (unversioned), game=ue4.22 <- UObject::EndLoad <- LoadWholePackage:slime_00 <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1190
« Last Edit: May 25, 2020, 22:48 by Grendor » Logged
Gildor
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Re: Dauntless
« Reply #36 on: May 26, 2020, 09:29 »

Dauntless support in UModel has only special code for StaticMesh. So, for testing you can disable StaticMesh loading and find an engine version used for this game. Current support is based on UE4.20, however if engine has been changed - things won't work.
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venturion
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Re: Dauntless
« Reply #37 on: May 28, 2020, 06:55 »

They've switched to 4.24, and it's likely going to be upped to 4.25 in a next season or two.
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Gildor
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Re: Dauntless
« Reply #38 on: May 28, 2020, 09:50 »

UModel has game override "dauntless". Is everything works with simple UE4.24 now? If so, I'll remove the override and update the compatibility table.
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venturion
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Re: Dauntless
« Reply #39 on: May 28, 2020, 11:58 »

All but static meshes works
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Gildor
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Re: Dauntless
« Reply #40 on: May 28, 2020, 12:48 »

Try using new UModel, and set game to Dauntless.
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venturion
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Re: Dauntless
« Reply #41 on: May 29, 2020, 12:25 »


Everything worked now with the updated override.
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venturion
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Re: Dauntless
« Reply #42 on: November 06, 2020, 07:47 »

Just letting everyone here know that they've updated the engine again to 4.25.3, same problems. All but static mesh works, Dauntless override no longer viable for reading static mesh.


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InSaiyan
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Re: Dauntless
« Reply #43 on: November 09, 2020, 05:25 »

4.25/dauntless tag seems to stop working, the engine files show 4.25 although 4.26 fix skeletal meshes but static still have errors

here is example uasset
https://www50.zippyshare.com/v/w8m17h31/file.html
https://www81.zippyshare.com/v/Dzx3noag/file.html

I was wondering if someone can upload older pak folder that worked with static meshes.

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Gildor
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Re: Dauntless
« Reply #44 on: November 09, 2020, 09:50 »

Try newer UModel, I've pushed 4.26 support just a day or two ago.
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