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Author Topic: Star Wars Jedi: Fallen Order  (Read 10893 times)
Gildor
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Re: Star Wars Jedi: Fallen Order
« Reply #90 on: January 02, 2021, 19:25 »

This track has custom animation compression, plus curves - it won't work in UModel.
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bleedn
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Re: Star Wars Jedi: Fallen Order
« Reply #91 on: February 03, 2021, 09:14 »

Hey, I was wondering how you figured out serialization, im a modder and was hoping to figure out how you all did materials, we are all in desperate need of support for how you guys got materials and maps to load without crashing, thanks!
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bleedn
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Re: Star Wars Jedi: Fallen Order
« Reply #92 on: February 03, 2021, 09:14 »

wrong post to reply to, sorrty about that, was still curious though
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TrumpetPro
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Re: Star Wars Jedi: Fallen Order
« Reply #93 on: February 03, 2021, 10:10 »

wrong post to reply to, sorrty about that, was still curious though

All asset types are serialized differently - luckily umodel is open-source, so you can see *exactly* what changes were made to support Fallen Order.
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bleedn
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Re: Star Wars Jedi: Fallen Order
« Reply #94 on: February 03, 2021, 20:38 »

I've been looking for a while, I don't know where to look Sad
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adamthephantom
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Re: Star Wars Jedi: Fallen Order
« Reply #95 on: March 05, 2021, 18:52 »

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 Smiley

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

Yeah all I did was import each section into individual files and save them,
eg. Arms.max / Head.max / Body.max

Then create a new file, and 'Merge' all the max files into one. Then parent the bones using the magnet link in the top Smiley
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Tosyk
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Re: Star Wars Jedi: Fallen Order
« Reply #96 on: July 14, 2021, 12:45 »

trying to load static mesh of a gun and that's what I got:

FStaticMeshVertexBuffer4<< <- FStaticMeshLODModel4::SerializeBuffersLegacy <- FStaticMeshLODModel4<< <- TArray::Serialize: 0/3 <- UStaticMesh4::Serialize <- LoadObject: StaticMesh4'DC17.DC17', pos=F09F, ver=517/0 (unversioned), game=ue4.21 <- UObject::EndLoad <- LoadWholePackage: /Game/Items/blaster_dc17/Model/DC17.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1562

how to prevent this?
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Gildor
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Re: Star Wars Jedi: Fallen Order
« Reply #97 on: July 14, 2021, 14:37 »

This game has a special game override in UModel.
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Tosyk
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Re: Star Wars Jedi: Fallen Order
« Reply #98 on: July 15, 2021, 13:17 »

already found it. thanks. I'm confusing with these 2 ways of loading assets - sometimes it works auto, sometimes it should be overrided.
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Коллекционирую игровые модели.
my blog - http://cgig.ru
Tosyk
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Re: Star Wars Jedi: Fallen Order
« Reply #99 on: July 18, 2021, 22:14 »

I wonder why umodel doesn't show all the uassets.
for example cal kestis inquisitor armor? it's just not in the umodel tree. how to prevent this? maybe umodel skip many resources?
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Коллекционирую игровые модели.
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Gildor
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Re: Star Wars Jedi: Fallen Order
« Reply #100 on: July 18, 2021, 22:17 »

I think the asset just has a different name. This might happen for instance during development: the asset has some "working prototype" name, and then it has been changed for final game - without renaming the file.
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Juso3D
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Re: Star Wars Jedi: Fallen Order
« Reply #101 on: July 18, 2021, 22:24 »

I wonder why umodel doesn't show all the uassets.
for example cal kestis inquisitor armor? it's just not in the umodel tree. how to prevent this? maybe umodel skip many resources?

Try InquisitorCal_rig ?

if needed one can always found it online (FBX link here]
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Tosyk
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Re: Star Wars Jedi: Fallen Order
« Reply #102 on: July 19, 2021, 13:23 »

I think the asset just has a different name. This might happen for instance during development: the asset has some "working prototype" name, and then it has been changed for final game - without renaming the file.
no, I use another tool called fmodel, it showed me assets in exact folder with inquisitor cal textures, in a rig folder. but umodel in the same time show me empty rig folder

p.s.: almost all skeletal meshes in this game stores in own "Rig" folder.
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Коллекционирую игровые модели.
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Gildor
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Re: Star Wars Jedi: Fallen Order
« Reply #103 on: July 20, 2021, 09:39 »

Could you please post screenshots from both tools, showing the difference in lists of uasset files? The provided information is not enough to say anything particular regarding the possible issue.
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Tosyk
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Re: Star Wars Jedi: Fallen Order
« Reply #104 on: July 20, 2021, 12:52 »

Could you please post screenshots from both tools, showing the difference in lists of uasset files? The provided information is not enough to say anything particular regarding the possible issue.
sure


* jedi.jpg (479.95 KB, 2021x1189 - viewed 110 times.)
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Коллекционирую игровые модели.
my blog - http://cgig.ru
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