Gildor's Forums
Gildor's Forums
>
English Forum
>
UE Viewer (English)
>
Unreal engine 4
(Moderator:
Juso3D
) >
Star Wars Jedi: Fallen Order
Pages:
1
...
3
4
[
5
]
6
7
8
Author
Topic: Star Wars Jedi: Fallen Order (Read 12709 times)
Cyborg
Newbie
Posts: 16
Re: Star Wars Jedi: Fallen Order
«
Reply #60 on:
May 11, 2020, 20:47 »
Convert them of course, your tool does not support maps
(xentax is full of tools for that)
, i need actual assets extracted.
So basically there's no way to skip that file to extract the game?
Logged
Gildor
Administrator
Hero Member
Posts: 7969
Re: Star Wars Jedi: Fallen Order
«
Reply #61 on:
May 11, 2020, 21:24 »
Quote from: Cyborg on May 11, 2020, 20:47
Convert them of course, your tool does not support maps
(xentax is full of tools for that)
, i need actual assets extracted.
It would be nice to have a link here
Quote
So basically there's no way to skip that file to extract the game?
Nope. UModel unpacks data with integrated kraken library which fails with that particular asset.
Perhaps you may use QuickBMS script, it may use "standard" kraken (oodle) library. and therefore won't fail with it.
Logged
Cyborg
Newbie
Posts: 16
Re: Star Wars Jedi: Fallen Order
«
Reply #62 on:
May 11, 2020, 21:30 »
Quote from: Gildor on May 11, 2020, 21:24
Perhaps you may use QuickBMS script, it may use "standard" kraken (oodle) library. and therefore won't fail with it.
Tried, it export lots of assets with 0kb in size, and Noesis crashes too before extraction even begins, your tool is only hope except it crashes, instead of just show the error and continue exporting.
Logged
spiritovod
Global Moderator
Hero Member
Posts: 2301
Re: Star Wars Jedi: Fallen Order
«
Reply #63 on:
May 12, 2020, 05:29 »
I would like to hear more about those "zero size" assets and stuff, because I've tested actual quickbms script and it works as expected with the game, no errors with UnchangedPRT or other assets and no anomalies in result files.
«
Last Edit: May 12, 2020, 05:31 by spiritovod
»
Logged
TrumpetPro
Newbie
Posts: 25
Re: Star Wars Jedi: Fallen Order
«
Reply #64 on:
May 29, 2020, 08:55 »
Quote from: Cyborg on May 11, 2020, 20:47
Convert them of course, your tool does not support maps
(xentax is full of tools for that)
, i need actual assets extracted.
So basically there's no way to skip that file to extract the game?
Wait what? There's a tool that can extract maps from UE4 games?
Also, quickbms is the way to go if all you want is the .uexp and .uasset files.
Logged
Wookie
Newbie
Posts: 1
Re: Star Wars Jedi: Fallen Order
«
Reply #65 on:
June 08, 2020, 23:34 »
I triple-read whole thread and nothing works on my issue.
1) Path to game files are chosen
2) @Override -> UE4 -> SW: FO
3) Checked only @Export-only classes -> Sound
4) @Package compression -> Auto
5) @Platform -> PC
(also tried to run "umodel.exe -sounds" in cmd)
If I try to export any Audio (with different export parameters), when I get error and no files are exported.
Loading package: /Game/Audio/Component/Comp_Audio_Actor_Continuous.uasset Ver: 517/0 Engine: 0 [Unversioned] Names: 105 Exports: 37 Imports: 52 Game: 1000150
Memory: allocated 57550929 bytes in 413284 blocks
Memory: allocated 57550929 bytes in 413284 blocks
Memory: allocated 57550929 bytes in 413284 blocks
Exported 0/0 objects in 0.0 sec
Please, help me export audio.
P.S. Also tried "quickbms" method, getting only .uasset files
P.P.S. If I miss something simple, my apologies
sw.JPG
(100.8 KB, 893x653 - viewed 381 times.)
Logged
TrumpetPro
Newbie
Posts: 25
Re: Star Wars Jedi: Fallen Order
«
Reply #66 on:
June 08, 2020, 23:40 »
Umodel doesn't support Fallen Order's audio, as it uses wwise rather than UE4's sound engine. You'll need a tool that can extract wwise .wem files, though there are approximately 19k files without names that you'll have to sort through. No, there isn't a way to extract them with names as the game simply doesn't contain that information.
If you have more questions, join the modding Discord:
https://discord.gg/tpWfYec
.
«
Last Edit: June 08, 2020, 23:44 by TrumpetPro
»
Logged
calebjbd
Newbie
Posts: 3
Re: Star Wars Jedi: Fallen Order
«
Reply #67 on:
July 07, 2020, 10:06 »
I recently started using umodel and it works great, my only trouble is that some heads are not attached to the body but instead are between the meshes feet. Is there a way to attach them in umodel or is there a solution to do it once exported? thanks
Logged
Juso3D
Moderator
Hero Member
Posts: 910
Welcome to Gildor Forums
Re: Star Wars Jedi: Fallen Order
«
Reply #68 on:
July 07, 2020, 10:11 »
You need to do it in DCC program like Blender or 3ds Max or alternatively a game engine like Unreal Engine.
Logged
Blender + Linux User Here.
Gildor
Administrator
Hero Member
Posts: 7969
Re: Star Wars Jedi: Fallen Order
«
Reply #69 on:
July 07, 2020, 10:16 »
In 3ds Max, when using my importer script, sometimes it does matter the order of mesh import, e.g. import body then head - ok, import head then body - head will be on the floor.
Logged
calebjbd
Newbie
Posts: 3
Re: Star Wars Jedi: Fallen Order
«
Reply #70 on:
July 09, 2020, 09:30 »
I was able to import the bodies and faces fine but when I import a psa into 3ds max the face mesh returns to the floor and drags half the body mesh with it. Any solutions?
Logged
adamthephantom
Newbie
Posts: 9
Re: Star Wars Jedi: Fallen Order
«
Reply #71 on:
July 09, 2020, 13:21 »
That happened to me when I was porting Resident Evil models into 3DS, you need to save the parts as individual MAX files, and then merge them into one file. The issue is because the bones link as you import the parts. Whereas if you merge, you can comfortably child-parent the nodes
Logged
Gildor
Administrator
Hero Member
Posts: 7969
Re: Star Wars Jedi: Fallen Order
«
Reply #72 on:
July 09, 2020, 13:27 »
Try viewing this animation in UModel. If it's not correct there - verify if there's red "additive" label on the bottom. Sometimes additive animations has "ADD_" prefix in their name, but this entirely depends on artist.
Additive animations doesn't work.
Logged
iio640
Newbie
Posts: 6
Re: Star Wars Jedi: Fallen Order
«
Reply #73 on:
July 10, 2020, 18:13 »
Quote from: adamthephantom on July 09, 2020, 13:21
That happened to me when I was porting Resident Evil models into 3DS, you need to save the parts as individual MAX files, and then merge them into one file. The issue is because the bones link as you import the parts. Whereas if you merge, you can comfortably child-parent the nodes
Hey man, I dont suppose you have any further info in this process? Im having the same issue as the previous user where the PSA animation will import and then distort the model. Problem is im a complete noob when it comes to max, did you watch any certain videos or could possibly go into a bit more detail how to achieve what you describe above? Thanks
Logged
calebjbd
Newbie
Posts: 3
Re: Star Wars Jedi: Fallen Order
«
Reply #74 on:
July 16, 2020, 08:51 »
Yeah, also new to max and been struggling to put the two together, if someone could help it would be appreciated
Logged
Pages:
1
...
3
4
[
5
]
6
7
8
Jump to:
Please select a destination:
-----------------------------
General Category
-----------------------------
=> General Discussion
===> Test
-----------------------------
Русскоязычный Форум
-----------------------------
=> UE Viewer (русский форум)
===> Новости
===> Документация
===> ActorX Importer (rus)
===> Unreal-кодинг
===> Проблемы с использованием
===> Unreal engine 4 (rus)
===> Mortal Kombat series (rus)
===> Lineage 2 (rus)
===> Азиатские игры
===> Устаревшие темы
=> Другие проекты
=> Разное
===> Локализация и модификация игр
-----------------------------
English Forum
-----------------------------
=> UE Viewer (English)
===> News
===> Documentation
===> ActorX Importer
===> Blender
===> Unreal coding
===> UE Viewer source code
===> Usage problems
===> Epic Games titles
===> Unreal engine 4
===> Unreal engine 5
===> Mass Effect
===> Bioshock
===> iOS and Android games
===> Lineage 2
=====> REVERSECODE
===> Asian games
===> Other games
===> Obsolete topics
=> Other projects
=> Miscellaneous
===> UE game localization and modding
===> Looking for resources
Powered by SMF
|
SMF © 2006-2009, Simple Machines LLC
Leviathan
design by
Bloc
|
XHTML
|
CSS
Loading...