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Author Topic: Dragon Quest XI  (Read 16324 times)
arlaiste
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Re: Dragon Quest 11
« Reply #15 on: February 14, 2019, 18:06 »

You can use umodel with Tekkrn 7 mode export the model.
Most files of DQ11 use ue4.14, but models use their custom‘s。
Most tekken7's tool can be used for Dq11,only for model can not.
The model of DQ11 cooked with Event Driven Loader(EDL) and tekken7 not used it.So the two games's model have the same model type,but cooked with difference conditions。
tekken7‘s model only have uasset
DQ11‘s model have uasset and uexp
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Mandalorian
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Re: Dragon Quest 11
« Reply #16 on: February 16, 2019, 12:36 »

works fine with some files! thanks!
maybe you find some way to work correctly sea of thieves, fable legends, mu legend or lost ark
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Gildor
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Re: Dragon Quest 11
« Reply #17 on: February 16, 2019, 12:48 »

Tekken has some changes in StaticMesh data. Exactly the same modification used for HIT and Gears of War 4, but those games has other changes in other places too.
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arlaiste
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Re: Dragon Quest 11
« Reply #18 on: February 20, 2019, 17:43 »

I have guessed it used ue4.14.0-preview-1 source
but i get it and used for uasset&uexp,the uasset、uexp files is same as other 4.14 Editions。
ue4.14 Editions i used:ue4.14.0 source、ue4.14.3 source、ue4.14.0-preview-1 source
All their uasset and uexp files are samed.
How did they create this tpye uasset、uexp files of DQ11.What's the difference between it and ue4.14source‘’?
« Last Edit: February 21, 2019, 04:37 by arlaiste » Logged
arlaiste
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Re: Dragon Quest 11
« Reply #19 on: February 21, 2019, 04:57 »

Because Build.version is 4.13.1,So i think it just used ue4.13.
But it have uasset、uexp,So I think UE binary file used 4.14 source。
I‘d try it again。
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arlaiste
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Re: Dragon Quest 11
« Reply #20 on: February 23, 2019, 00:03 »

That's all.I get it:The skelectmesh model used ue4.14 for ps4 sdk 4.20.

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Luminary3
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Re: Dragon Quest 11
« Reply #21 on: February 25, 2019, 17:24 »

I was so close with fully exporting a character(Erdwin) it crashes when ever i try to export his hair, and his sword.
« Last Edit: February 25, 2019, 17:29 by Luminary3 » Logged
Luminary3
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Re: Dragon Quest 11
« Reply #22 on: February 25, 2019, 19:54 »

i think i finally have a method to export these models now
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WollieWoltaz
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Re: Dragon Quest 11
« Reply #23 on: February 25, 2019, 22:19 »

Could you explain what you did? And what about animations, can those be extracted?
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Luminary3
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Re: Dragon Quest 11
« Reply #24 on: February 26, 2019, 02:40 »

i haven't tested out animations, but for models with rigs, use tekken7 disable textures as thats something you can export separately, normals of hair or weapons always seem to crash so unchecking texture will circumvent that, for any props like weapons, shields and possibly environments, use friday the 13th. if you use friday the 13th the extension will be pskx instead of psk, just delete the x and it should work fine
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arlaiste
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Re: Dragon Quest 11
« Reply #25 on: February 26, 2019, 21:03 »

Animations can be export.The textures onliy _N.uasset can not be export with tekken7 or friday the 13th,others could be good.
« Last Edit: February 26, 2019, 21:06 by arlaiste » Logged
squall789
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Re: Dragon Quest 11
« Reply #26 on: February 27, 2019, 07:11 »

Thankyou Luminary3 for your detailed explanations.
I was able to view a number of the games animals this way, more just for testing if things worked correctly, but I didn't try to export anything yet.
I'm mainly looking at the static meshes, but it doesn't seem like its possible to open any of them, have you had any luck in that area at all?
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Luminary3
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Re: Dragon Quest 11
« Reply #27 on: February 27, 2019, 10:40 »

despite it saying no skeleton found, its still there, for environments it works, for architectures tekken7 works, for props like beds, chairs friday the 13th
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squall789
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Re: Dragon Quest 11
« Reply #28 on: February 27, 2019, 19:35 »

Thankyou.
I managed to get it working somewhat.
It doesn't open all the assets within a single folder, sometimes it opens none, othertimes it can open 50% of the folder.
I had more luck with architecture using the Friday the 13th setting than the tekken7setting however.

Doing a mass export could work well, but umodel gets caughtup on the files it can't read, which is to be expected i guess, if it can't read them, of course it'll crash.
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Stiffy360
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Re: Dragon Quest 11
« Reply #29 on: February 27, 2019, 20:09 »

What's the process for opening up the files? When I open it up there aren't any files showing up. This is the PC version btw.

Here's what I have set in umodel.
https://i.imgur.com/AZn4krG.png

Do I need to unpack the files first? Do I need to run umodel in a certain mode?
« Last Edit: February 27, 2019, 20:12 by Stiffy360 » Logged
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