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Author Topic: [UE4] Blade & Soul Complete  (Read 15360 times)
ragova1310
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« Reply #30 on: July 24, 2021, 16:48 »

I'm posting here the full paks for the new B&S frontline test,
UE 4.25
Key still the same: 0x383246F1AC0811FC28CE171F3E63C9C9ABCEE137FF1CF1EF4A6B8A47BAB5AA7C

Remember to update umodel~

https://www.mediafire.com/file/0vzxa32u8vb1ysc/Paks.7z/file

Link will be up for 1 month only so... get it 'till it last~

Link doesnt' work. Can you upload it? Thanks  grin
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SearchForHype
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« Reply #31 on: September 14, 2021, 15:08 »

Any idea why the files on the new UE4 Client on NC Soft don't scan?
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WollieWoltaz
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« Reply #32 on: September 15, 2021, 00:21 »

Maybe you inserted the wrong AES key?
This is the right one: 0xD2E5F7F94E625EFE2726B5360C1039CE7CB9ABB760A94F37BB15A6DC08741656
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gamer19771356
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« Reply #33 on: September 25, 2021, 20:52 »

Hi the key doesn't work for me
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WollieWoltaz
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« Reply #34 on: September 25, 2021, 21:01 »

It does for me. Are you using the latest Umodel version?
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gamer19771356
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« Reply #35 on: September 26, 2021, 08:09 »

yes i use the last version umodel
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gamer19771356
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« Reply #36 on: September 26, 2021, 08:11 »

you have exe file game
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drogan
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« Reply #37 on: October 04, 2021, 02:51 »

Hey, I'm currently trying to export animations from the paks and I've tried exporting to both ActorX (psa) and glTF 2.0.

For PSA files, when i export this: /Game/bns/Package/00006760/Skill_Standard_JinF_Animset/SW_A_Standard_Skl_blocking_Looping_Move.uasset

I get this error:
assertion failed: strlen(*Anim->TrackBoneNames) < sizeof(B.Name)

ExportObject:Skeleton'00001_JinM_Skeleton' <- ExportObjects <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1183

Gildor explained the issue here.

And for glTF, nothing gets exported. This is the message displayed in the console:
WARNING: ObjectProperty "UAnimSequence4::Animset" was not found
WARNING: NameProperty "UAnimSequence4::SequenceName" was not found
WARNING: BoolProperty "UAnimSequence4::bServiced" was not found
Loading Skeleton JinF_001_Skeleton from package /Game/bns/Package/00002691/JinF_001/JinF_001_Skeleton.uasset
Exporting objects ...
ERROR: glTF animation could be exported from mesh viewer only.
Memory: allocated 219153150 bytes in 645586 blocks
Exported 0/0 objects in 0.4 sec


It fails every time, for all animations, after the Loading Skeleton JinF_001_Skeleton line.

What other options do I have for exporting animations?  undecided

ERROR: glTF animation could be exported from mesh viewer only.
Did you read that? If you don't know what does this mean, just watch my recent youtube video.

Hi, sorry to bring this up again. I am experiencing the same problem - can't export some animations to .psa. Could you please tell me what was the answer to the problem or what the solution is?

Is this the youtube video that you were mentioning? https://www.youtube.com/watch?v=OJUTXF8ZQEw
I watched it, but wasn't much wiser after watching it. Thank you in advance.
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Gildor
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« Reply #38 on: October 27, 2021, 10:08 »

Fixed.
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Dreadfred
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« Reply #39 on: November 20, 2021, 23:45 »

Hello, when extracted the character textures have blocks of stripped out 4x4 pixels (no problem in UE viewer).
« Last Edit: November 20, 2021, 23:53 by Dreadfred » Logged
Gildor
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« Reply #40 on: November 20, 2021, 23:48 »

Hi. Probably these blocks are transparent (has something encoded into texture's alpha channel), so your image viewer just ignores any color of pixels when displaying it.
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Dreadfred
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« Reply #41 on: November 21, 2021, 02:40 »

Hi Gildor, Textures from the 4.22 client export good but with 4.25 there's a bunch of textures with black blocks (never smaller than 4x4pixels). They always show good with Umodel.
« Last Edit: November 21, 2021, 20:39 by Dreadfred » Logged
Gildor
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« Reply #42 on: November 21, 2021, 02:46 »

I don't know what to look at on your screenshots.
Still may be alpha channel. This is DXT5 texture format, which has alpha.
How the mesh appears in a viewer - is it displayed correctly?
Try exporting to dds format, it will be exported "as is", with no changes.
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Dreadfred
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« Reply #43 on: November 21, 2021, 03:05 »

Thanks Gildor dds format did the trick. edit to clarify/answer the problem I had for anyone else.
Some textures exported as png or tga showed random black blocks (it only happens with bns), If you use a mask texture in ue4/ue5 with black blocks it will look wrong, dds format did the trick .

Quick basic how to Uncook bns assets using decook code from coding section of forum, maybe use to somebody.
 
« Last Edit: February 11, 2023, 07:24 by Dreadfred » Logged
stephan
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« Reply #44 on: December 10, 2021, 15:21 »

Everything's fine, but the texture in many models seems to not be path correctly to the model or something else. When i open model in 3ds max i can put texture to the model, but with many models it will cost a looot of time to do it.  Is it something we can fix or it's nothing to be done?

https://i.imgur.com/7Hxm68D.png

Regards
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