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Author Topic: New Gundam Breaker PC  (Read 3737 times)
mr.pecel
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« Reply #30 on: July 12, 2019, 18:38 »

So, how do i export it to gitf format?
I'm using 3dsmax. How to import it in max?
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b9502032
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« Reply #31 on: July 12, 2019, 18:53 »

Theres a option tab you can choose export format in umodel gui, then Import to blender2.8 then export as fbx
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0Saph0
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« Reply #32 on: March 11, 2020, 08:19 »

how you could open the new gundam breaker files?
do you think you can add more gunplas or change the 3 vs 3 game mode?
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09williamsad
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« Reply #33 on: April 29, 2020, 00:14 »

Has anyone been able to get audio into a usable format?
I have the ACB 1.29 archive and it extracts using VGMToolbox but the extracted files have no header.
Samples https://mega.nz/folder/7OJ2CC7C#cCvY_oSeutNBHBLfOQQ0hw
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san
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« Reply #34 on: June 21, 2020, 16:45 »

Not a big issue but wondering if anyone else has come across the same thing and if there is any easy fix for this....For most of the gunpla models, the materials, meshes and textures are all stored in the same folder (sadly they are just numbered so pain to find the exact model). However in the mat file the diffuse texture is 99% mapped to a default image texture :-( So quite difficult to identify the model on the viewer...Export works fine and I can just assign the right texture...

Diffuse=HG_0001_col
Normal=HG_0851_nor
Emissive=HG_0851_P30

Wondering if this is how the game logic works or if there is any issue with UE Viewer writing out the mat file...

Sample file link...

https://drive.google.com/drive/folders/1bu81nHEP4TFKRVRxZ_wMFyJSpC-tGQ9p?usp=sharing
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09williamsad
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« Reply #35 on: June 21, 2020, 16:53 »

For the number ID issue I have the models converted and named in my archive as the folks over on Knockout made an index.
My archive: <removed>
Knockout thread: https://knockout.chat/thread/708/1
« Last Edit: July 10, 2021, 17:00 by 09williamsad » Logged
san
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« Reply #36 on: June 21, 2020, 19:22 »

Thank you so much! Man I miss that FacePunch forums :-( It was super useful and so many good resources ...


For the number ID issue I have the models converted and named in my archive as the folks over on Knockout made an index.
My archive: https://tinyurl.com/09williamsad
Knockout thread: https://knockout.chat/thread/708/1
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2ant
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« Reply #37 on: October 20, 2023, 17:04 »

Hi, Thanks for all the ressources !

I'm trying to use the new gundam breaker models in UE5.

I got the files from https://knockout.chat/thread/708/1 and imported the fbx and textures.

From the names i'm guessing the .psa files are animations ?

How can they be imported in UE5 or if they can't how can they be extracted in a different format ?

Any help is welcome
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spiritovod
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« Reply #38 on: October 21, 2023, 02:00 »

@2ant: psa are supported with either psk/psa blender plugins, or ActorX importer for 3ds max.
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2ant
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« Reply #39 on: October 21, 2023, 16:29 »

@spiritovod Thank you, i found this plugin : https://github.com/DarklightGames/io_scene_psk_psa

For the model i tried ( Hasmal ) i can import each psa (sadly one at a time) and then export the model + animation in an fbx.

I looked at other models and for example the neozeong anims are in one fbx file, is there a reason ?

I'm also wondering why the HG don't have animations ?

I'm also looking at the source files with umodel but i can't export anything without a crash.

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spiritovod
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« Reply #40 on: October 22, 2023, 02:20 »

@2ant: I have no idea, but from umodel side it's possible to export animations to psa (with psk meshes) and gltf (all in one). In both cases those files includes all animations that are appended to the mesh before export - which means they can contain any number of animations. If batch export is used, theoretically they may contain all compatible animations for particular mesh, but it's not always like that.

As for compatibility with umodel, I'd recommend the read this topic from the first page. The game requires specific override option and gltf export for most things to work properly.
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2ant
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« Reply #41 on: October 22, 2023, 15:18 »

@spiritovod Thanks again, i managed to export without crashing by doing this :

I've added support for this game. I have just a few files with skeletal meshes and textures, no skeletons, no animations, no statics. So it would be really nice if someone could test all assets.

To make things working, you should specify -game=ngb or select this game from UE4 list in UI.

I didn't add the game to compatibility table or readme yet, I need test results.

Iwas able to export everything in gltf with this settings :



I didn't find a way to make it so Unreal correctly import the material, i have to manually drag the textures in the material in Unreal.

Also the only way i found to export the animation in the gltf is to use " Find animations" in Umodel and then export from there one at a time.

If anyone was able to put extract other elements from the game, please share.
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