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Author Topic: Borderlands 3  (Read 17071 times)
DaintyMalice
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Borderlands 3 Umodel Crash
« Reply #90 on: March 24, 2021, 17:53 »

When viewing and/or exporting certain files, Static Mesh, Rigs etc. I have been getting this error:

TArray: index 0 is out of range (0)

An example of the call stack is as follows:

Call stack:
ConvertLod: lod=0 <- UStaticMesh4::ConvertMesh <- UStaticMesh4::Serialize <- LoadObject: StaticMesh4'SM_BugBuilding.SM_BugBuilding', pos=84190, ver=516/0 (unversioned), game=border3 <- UObject::EndLoad <- LoadWholePackage: /Game/LevelArt/Environments/Pandora/Architecture/Buildings/Bug_Buildings/Model/Meshes/SM_BugBuilding.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527

This has been crashing Umodel every time. Is there a way to fix this? I've searched on the forums and not found anything about it related to Borderlands 3. I'm running on Windows 10. Really appreciate any help  Smiley Smiley
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Gildor
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Re: Borderlands 3
« Reply #91 on: March 24, 2021, 18:56 »

You should disable static meshes for loading this game's assets.
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DaintyMalice
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Re: Borderlands 3
« Reply #92 on: March 24, 2021, 18:58 »

Thank you! Will start doing so from now on.  Smiley
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Umutkrdgg
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Re: Borderlands 3
« Reply #93 on: May 13, 2021, 18:20 »

Added StaticMesh support.


well thanks but i cant export static meshes. skeletal meshes are no problem and i can preview static meshes but cant export them.
i launched umodel with cmd.

error:
TArray: index 0 is out of range (0)
ConvertLod: lod=0 <- UStaticMesh4::ConvertMesh <- UStaticMesh4::Serialize <- LoadObject: StaticMesh4'SM_Veh_Revolver_HeavyBooster.SM_Veh_Revolver_HeavyBooster', pos=F863, ver=516/0 (unversioned), game=border3 <- UObject::EndLoad <- LoadWholePackage: /Game/Vehicles/Revolver/Parts/Boosters/Heavy/SM_Veh_Revolver_HeavyBooster.uasset <- ExportPackages <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc <- UIBaseDialog::CustomMessageLoop <- UIBaseDialog::ShowDialog: modal=1, title="Choose a package to open" <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1544

« Last Edit: May 13, 2021, 18:22 by Umutkrdgg » Logged

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Re: Borderlands 3
« Reply #94 on: July 05, 2021, 22:08 »

Hi, i´ve been searching for the models of the people with crystals that appear in some places, but i cant find them, do anyone know what´s the name or how can i search for these models?


* Captura de pantalla (344) - copia.jpg (346.19 KB, 907x965 - viewed 186 times.)
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Mandalorian
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Re: Borderlands 3
« Reply #95 on: July 06, 2021, 16:37 »

try PD_Husk
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spiritovod
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Re: Borderlands 3
« Reply #96 on: August 18, 2022, 04:44 »

AES keys: in the same place as usual (link)

Animations are now supported in ACL builds from this topic (1.1 for PC version and 1.3 for switch version), use existing override for the game.

Update: Specific builds are updated with fix for some static meshes.
Update 2: Switch version of the game is using customized package format. You need to extract assets first with respective quickbms script from specific scripts bundle, available in topic with keys. For more info read sticked topic and this post.


* Clipboard03.jpg (125.41 KB, 2554x1246 - viewed 214 times.)
« Last Edit: October 15, 2023, 18:32 by spiritovod » Logged
Prinzmetal
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Re: Borderlands 3
« Reply #97 on: December 14, 2022, 00:09 »

Hello, fellas! I've learnt to edit textures, unpak and pak back the .pak files. I can export and then open in blender models. But do anybody know how the heck put edited models back to the game? Is it possible or no?
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spiritovod
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Re: Borderlands 3
« Reply #98 on: September 19, 2023, 18:14 »

Specific build mentioned above is updated with fix for some static meshes. In particular, if NumColorStreams = 0, ColorVertexBuffer couldn't be properly initialized for respective lod and umodel would crash trying to convert non-existent buffer.
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spiritovod
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Re: Borderlands 3
« Reply #99 on: October 15, 2023, 18:34 »

Info about switch version of the game is added to the post above.
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