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Author Topic: [UE4] Blade & Soul Complete  (Read 15876 times)
Dreadfred
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Re: [UE4] Blade & Soul Complete
« Reply #60 on: July 10, 2023, 02:59 »


Hello Addeuss sorry for late reply,

I haven't got custom ue.4.22 or bns original files anymore.

I think you need everything to be present in whatever head folder your uncooking so for example if your uncooking jinf head make sure all content is there eg, JinF_001 folder with JinF_001_Skeleton, JinF_MorphTargetSet folder with all Morph Target files, JinF_001_Physics and JinF_001 skelmesh.

Always right click the skeleton asset first (JinF_001_Skeleton) next right click on JinF_001 skelmesh, if editor not crash ...Decook.

Next go into JinF_MorphTargetSet folder  and create a new folder, select all morph target files and copy them to the new folder, save new folder.

Duplicate JinF_001_Skeleton (create new folder, select JinF_001_Skeleton copy to new folder) save every thing, close ue4.

(In explorer) Delete cooked files and replace with duplicated /uncooked files (same thing with JinF_MorphTargetSet) open ue4 and everything should work, BnS models need the _MorphTargetSet folder and contents to work, maybe because it was ported from ue3?

If none of the above help then maybe video here https://www.gildor.org/smf/index.php/topic,7101.15.html will.



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Addeuss
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Re: [UE4] Blade & Soul Complete
« Reply #61 on: July 22, 2023, 00:24 »

I make it using FModel export, thanks Dreadfread, but your both methods not working for me. if some one need JinM Mesh with MorphTarget, you can download it here https://drive.google.com/file/d/1RNYm-Alj8xFR6pOw5NyBG5TEdfjYvjoG/view?usp=sharing, then import psk in blender, using psk add-on for blender. In blender will ShapeKeys it MorphTarget parameters.
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