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Author Topic: Star Wars Jedi: Fallen Order  (Read 5565 times)
Gildor
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Re: Star Wars Jedi: Fallen Order
« Reply #15 on: November 25, 2019, 18:40 »


Looking very nice!
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Dijon
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Re: Star Wars Jedi: Fallen Order
« Reply #16 on: November 25, 2019, 20:58 »

I've fixed crash with meshes (not the one related to oodle decoding).

Is the texture/oodle problem essentially permanent unless ooz gets updated?
I'll try to investigate the crash, however it's very hard for me because I'm unfamiliar with oodle and ooz.

Thanks, Gildor. No worries; I truly appreciate all of your efforts to help out modders. Is the texture crash only in the editor? If I run a batch export script, will umodel still crash? Thanks again for all of your hard work!
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Gildor
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Re: Star Wars Jedi: Fallen Order
« Reply #17 on: November 25, 2019, 21:28 »

To avoid crash, you should export everything with QuickBMS script or another tool which has oodle support.

Regarding effort, I like this game, and I think it worth spending any time doing support. This is only the game when I decided to integrate oodle decompression, despite it has been used in UE4 for years (e.g. in Fortnite Mobile, etc - in titles which in my opinion not worth spending any time).
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Arty
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Re: Star Wars Jedi: Fallen Order
« Reply #18 on: November 25, 2019, 21:47 »

Just saw that Cal image and holy shit, he looks so good! Would love to know how the hell that was pulled off!
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AESRYL
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Re: Star Wars Jedi: Fallen Order
« Reply #19 on: November 26, 2019, 04:17 »


Here's a pic.
Got some node groups as well i made to help out but im missing some things like detail tiling textures via ID maps.

If you want the blend file i can send that over if you like. Includes the lightsaber and BD-1 as well.

If you dont mind sharing the blend file for Cal, It would be very much appreciated its up to you.

You could send me a PM/DM on here or im mostly active on Discord you can always contact me there - AESRYL#1266
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Blenux
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Re: Star Wars Jedi: Fallen Order
« Reply #20 on: November 26, 2019, 08:57 »

I was gonna post some pictures too....

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Blender + Linux User Here.
Dijon
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Re: Star Wars Jedi: Fallen Order
« Reply #21 on: November 27, 2019, 00:52 »

Does umodel have a batch export option or do you still need to use a batch file?
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Blenux
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Re: Star Wars Jedi: Fallen Order
« Reply #22 on: November 27, 2019, 04:29 »

Right click on a Folder and Export?
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Dijon
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Re: Star Wars Jedi: Fallen Order
« Reply #23 on: November 27, 2019, 04:32 »

Right click on a Folder and Export?

How far can you go up the folder chain? Could I export the entire character folder?
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Blenux
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Re: Star Wars Jedi: Fallen Order
« Reply #24 on: November 27, 2019, 04:33 »

You could export whole game export main folder, though not sure if this game will crash uModel while doing so.
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Dijon
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Re: Star Wars Jedi: Fallen Order
« Reply #25 on: November 27, 2019, 04:36 »

You could export whole game export main folder, though not sure if this game will crash uModel while doing so.

That's what I'd like to find out. I don't have a very fast machine. Do you work with bms extracted files?
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Blenux
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Re: Star Wars Jedi: Fallen Order
« Reply #26 on: November 27, 2019, 04:39 »

Yes, I used QuickBMS to extract entire game in raw uassets, the use uModel to load those to export again into PSK..
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Dijon
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Re: Star Wars Jedi: Fallen Order
« Reply #27 on: November 27, 2019, 04:43 »

Did you find that there were missing files? Looking at my bms version in umodel yhere are missing skelmesh files that are present in the game version
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AESRYL
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Re: Star Wars Jedi: Fallen Order
« Reply #28 on: November 27, 2019, 04:46 »

How do you use QuickBMS with Jedi Fallen Order. ive never heard of it before
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Dijon
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Re: Star Wars Jedi: Fallen Order
« Reply #29 on: November 27, 2019, 04:50 »

How do you use QuickBMS with Jedi Fallen Order. ive never heard of it before

Search for QuickBMS and then get the unreal_tournament_4.bms file from xenhax. Run QuickBMS and it will prompt you for what it needs
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