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Author Topic: [UE4] Blade & Soul Revolution  (Read 3366 times)
spiritovod
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Re: [UE4] Blade & Soul Revolution
« Reply #15 on: October 30, 2021, 18:40 »

Korean version is using ACL compression indeed, unlike the global(?) one, provided by Pinstripe. I don't see any reason why ACL Viewer wouldn't work (the game is using ACL version below 1.3, but they should be supported as well), though if akderebur is using hardcoded offsets for parsing animation data in assets, it may require some adjustments for this game. It's better to submit those samples to the tool's topic at xentax.
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Pinstripe
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Re: [UE4] Blade & Soul Revolution
« Reply #16 on: November 01, 2021, 09:02 »

Here is specific umodel build with fix for animations (link) - no special override is required, simply choose proper engine version (4.20). They've just introduced additional field(s) in animation data for some unknown reason, but the base format in general seems intact.

Thank you for that! Smiley
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WollieWoltaz
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Re: [UE4] Blade & Soul Revolution
« Reply #17 on: November 01, 2021, 23:32 »

The character animations of the korean version are not supported by the ACL anim viewer tool.
They are using an older version of ACL unfortunately.
See here:
https://forum.xentax.com/viewtopic.php?p=179277#p179277
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