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Author Topic: Naruto To Boruto  (Read 8208 times)
Gildor
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Re: Naruto To Boruto
« Reply #15 on: April 17, 2019, 00:04 »

If I understand you right, I've exported a mesh as pskx and imported into Max with no problems. Then I think you're using Epic's ActorX plugin to re-export it from Max to psk, and it failed. Am I right?
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Darksimonus
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Re: Naruto To Boruto
« Reply #16 on: April 17, 2019, 00:08 »

AH  Cheesy

I find I export with LOD option, And I have PSK in my folder export

SK_CHR_Boruto_Lod1.psk work  Cheesy
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Darksimonus
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Re: Naruto To Boruto
« Reply #17 on: April 17, 2019, 00:11 »

Yes Gildor Load PSKX is good to 3DSMAX but after export with actorX PSK and I reload PSK with ImporterActorX Y have Bad mesh (like Screenshot)

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Gildor
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Re: Naruto To Boruto
« Reply #18 on: April 17, 2019, 00:14 »

Mesh is too large for psk format, and you're getting garbage (I think ActorX doesn't check mesh size). Also, I think you're trying to import it into older Unreal - otherwise you wouldn't need re-export to psk. Unreal started to support large meshes starting with some version of UDK (UE3).

And yes, LOD might work if it has less than 64k vertices.
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Darksimonus
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Re: Naruto To Boruto
« Reply #19 on: April 17, 2019, 00:17 »

thank you for these explanations, yes it is to put the good old Lineage 2 lol
LOD is perfect for Lineage 2 UE2
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MarioSonicU
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Re: Naruto To Boruto
« Reply #20 on: April 17, 2019, 18:35 »

Hey Glidor, I was testing the facial animations. They do load, but the facial animations don't show. Any ideas if these are facial morphs.
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Gildor
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Re: Naruto To Boruto
« Reply #21 on: April 17, 2019, 18:39 »

No, sorry.
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Rayzen
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Re: Naruto To Boruto
« Reply #22 on: August 30, 2019, 03:04 »

Im updating this post, if anyday with the love of god someone make umodel works with static mesh i would litteraly give him a bj

Naruto assets, building, houses, three rock etc.. are impossible to find on internet. This game with Umodel could make this possible !!

i still pray for it  :'( :'( :'( :'(


if that can help, i found that its always the same LOD4 for every assets that makes it crash

appMalloc:size=-92522752 (total=16 Mbytes) <- FArray::Empty:-92522752 x 1 <- TArray::SerializeSimple <- SerializeBulkArray <- FRawStaticIndexBuffer4<< <- FStaticMeshLODModel4::SerializeBuffersLegacy <- FStaticMeshLODModel4<< <- TArray::Serialize:0/1 <- UStaticMesh4::Serialize <- LoadObject:StaticMesh4'SM_WEP_Eff_D25NJ1_A_01.SM_WEP_Eff_D25NJ1_A_01', pos=22DB1, ver=513/0 (unversioned), game=ue4.16 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1085


dunno if that could help
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Gildor
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Re: Naruto To Boruto
« Reply #23 on: August 30, 2019, 09:33 »

This is not a LOD 4, you misread the error message Smiley
Code:
FStaticMeshLODModel4<< <- TArray::Serialize:0/1
means: serializing array of FStaticMeshLODModel4 objects, item #0 or 1.
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Detsumaru
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Re: Naruto To Boruto
« Reply #24 on: August 05, 2020, 06:47 »

Is there a solution for the static meshes? It would be nice to know what specifically is preventing the static meshes from being rendered but not the skinned meshes. The error just looks like random text to the untrained eye. Is there any chance that support for this will be added?
« Last Edit: August 05, 2020, 07:23 by Detsumaru » Logged
Harique
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Re: Naruto To Boruto
« Reply #25 on: August 18, 2020, 23:55 »

Did anyone find out how to get textures on models? Imported object and bones and stuff with psk but there are no textures just RGB maps. Any solution to make it work how the guy on first page of this thread made it work?
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condemn
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Re: Naruto To Boruto
« Reply #26 on: September 20, 2020, 22:03 »

Well you just extract them in the textures folder for the char you want in UModel and apply them manually in your software.
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Soulax
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Re: Naruto To Boruto
« Reply #27 on: April 28, 2021, 12:59 »

Is there a solution for the static meshes? It would be nice to know what specifically is preventing the static meshes from being rendered but not the skinned meshes. The error just looks like random text to the untrained eye. Is there any chance that support for this will be added?

There are a lot of ppls from the Naruto community that would love if Gildor can take a look at this, we sent him several requests but he said he is very busy with his work and cannot do it sadly.

We still keep an eye on the forum and hope that maybe one day he'll give us that ^^
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spiritovod
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Re: Naruto To Boruto
« Reply #28 on: May 05, 2021, 04:24 »

Actually the game has multiple problems with static meshes. It's like the engine was downgraded in the part related to static meshes (around IndexBuffer parts), because it's using values, marked in umodel as older ones (prior to 4.16). I've managed to load small meshes, but big ones are still crashing - and you can notice it even now, because of different kind of errors for different meshes.

Update: Resolved the rest of issues. Here is specific umodel build for the game (link). No special override is required, simply choose proper engine version (4.16).


* Clipboard02.jpg (147.93 KB, 2546x1236 - viewed 252 times.)
« Last Edit: May 05, 2021, 06:27 by spiritovod » Logged
andreasSetr
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Re: Naruto To Boruto
« Reply #29 on: December 21, 2021, 20:52 »

I try 4.16 but it still doesn't decrypt my characters  Huh?
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