Hello,
So, last year when Dragon Quest XI - Echoes of an Elusive Age was out on PC/PS4, once the files were unpacked, textures could then be viewed and exported using UE Viewer when it was set to Unreal Engine 4.14.
Now with the Switch version, Dragon Quest XI S: Echoes of an Elusive Age - Definitive Edition, the files are unpacked, and when I try to use UE Viewer again, none of the options for Unreal Engine 4 work.
I attached an example from JackGame\Content\UIs_common\Texture\Icon\Sozai ; T_Hud_Icon_Item_I_BON_001, the uasset and uexp files. And a png from the PC version of what it should look like exported.
The error received upon trying to open or view the asset is:
assertion failed: SkipOffset H == 0
appMalloc:size=-1179475648 (total=0 Mbytes) <- FArray::Empty:-814117520 x 12 <- FPackageFileSummary::Serialize4 <- FPackageFileSummary<<:Ver=0/0 <- UnPackage::UnPackage:T_Hud_Icon_Item_I_BON_001.uasset, ver=508/0, game=ue4.14 <- UnPackage::LoadPackage:T_Hud_Icon_Item_I_BON_001.uasset <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1105
There's some discussion about how the package was compressed over here, I don't know if that would help:
https://zenhax.com/viewtopic.php?f=9&t=1005&hilit=dragon&start=1140#p51278Some excerpts from it.
The Game uses Unreal Engine 4.18.3 "SDK MW+EpicGames+UnrealEngine-4_18_3", pak is Version 4.
Files have a ZIP value of 03 in Unreal which has previously corresponded to Oodle. Based on their relative complexity they do seem to be Oodle or similar; some form of LZ compression, separate streams for literals/control/lengths in some cases, varying degrees of legibility in the literal stream (e.g. bit literals vs byte literals). I can't rule out that byte 2 is just the Oodle enum but the files aren't parsing with existing scripts. The longest files seem to have a chunk header of "2D03" and the shortest have a chunk header of "2D00" which would correspond to LZHLW and LZBLW, which seems like it's flipped if anything.
Looks like "lizard" may do it
Really? lizard is LZ5, never seen it adopted in any game yet... interesting
Yeah, I was very surprised... I found the string "lz5" in the exe and I thought it was LHA at first, it is a Japanese game. The script had no issues with any of the files so good job on the futureproofing.
I'm reposting the script because the first one didn't handle uncompressed files properly due to my messing around, there is no alteration to the base Unreal script needed beyond pointing ZIP == 3 to Lizard.
I am a simple man, I don't know if that all would be relevant to the extracted files from the package, but I hope it can help. I really want to get all the new artwork used in the story battles. I'm a sucker for Toriyama art.