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Author Topic: [UE4] Blade & Soul Complete  (Read 7882 times)
Gildor
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Re: [UE4] Blade & Soul Complete
« Reply #45 on: December 10, 2021, 15:26 »

Everything's fine, but the texture in many models seems to not be path correctly to the model or something else.
This was explained in FAQ.
https://www.gildor.org/projects/umodel/faq#Texturing-questions

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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?
I can't make 3ds Max to work faster.
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Rockman98
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Re: [UE4] Blade & Soul Complete
« Reply #46 on: February 28, 2022, 16:25 »

Hello,

I'm new here.

I want to export my character as 3D model to use it for another game.

Can i get my own BnS character as 3D model with UE Viewer?

Thanks,

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Rockman98
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Re: [UE4] Blade & Soul Complete
« Reply #47 on: February 28, 2022, 16:48 »

The client for Blade & Soul Complete (UE4 overhaul with content from the level 45 cap) was made available yesterday on NCSoft Korea's website. The game appears to be using UE 4.22. UModel is able to view and extract all data from the PAK files as far as I can tell. It seems like a majority of model data is inside UEXP files.




Pak Folder: https://drive.google.com/file/d/1g2mqsD-hdn8F33snuSeyY7SxUBQCb52z/view?usp=sharing

The Google Drive link does not work.
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zxhxy
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Re: [UE4] Blade & Soul Complete
« Reply #48 on: August 20, 2022, 20:45 »

I had a problem exporting the character animation
When opening the character's model, the skeleton of "00001_jinM_Skeleton" will be automatically loaded, which is inconsistent with its own naming, and the number of animations retrieved is also abnormal, so the character can never get the normal animation corresponding to itself. .
And even if the animation files can be exported normally, the capacity of the psa is larger than the data exported by other normal games

Currently the games I'm having the same problem with are Blade & Soul 2 and Dislyte (most characters)
I uploaded some Blade & Soul Complete files for testing
https://www.mediafire.com/file/sl1dgm47ljp8n15/Blade_%2526_Soul_Complete.zip/file


* 2022821-02515.png (83.58 KB, 784x577 - viewed 32 times.)
« Last Edit: August 20, 2022, 20:46 by zxhxy » Logged
spiritovod
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Re: [UE4] Blade & Soul Complete
« Reply #49 on: August 22, 2022, 15:37 »

@zxhxy: Thanks for samples, but apparently you misunderstood things. Some games, including this one and Dislyte, are using master skeleton for almost all similar models (or even all of them), and many animations are applied via animation retargeting (you can look into UE documentation for more info about it). In the same time, umodel supports animation retargeting only for previewing (to a certain extent), but not for export. Change retargeting mode with Ctrl+R while previewing animations to see the difference. As a result you can get more or less fine looking, or something like on your screenshot. Umodel can't tell if animation is fully compatible with the loaded mesh if retargeting is used, it's up to the user to decide that (also based on animation names or just appearance).

The actual issue here is inconsistency between export size of psa and gltf formats, which was already mentioned in Dislyte topic. Retargeting itself is not an issue, that's how things work. I can only suggest to add animations manually via "append" option from context menu, based on their names and location in folders.
« Last Edit: August 22, 2022, 15:44 by spiritovod » Logged
zxhxy
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Re: [UE4] Blade & Soul Complete
« Reply #50 on: August 22, 2022, 17:30 »

@zxhxy: Thanks for samples, but apparently you misunderstood things. Some games, including this one and Dislyte, are using master skeleton for almost all similar models (or even all of them), and many animations are applied via animation retargeting (you can look into UE documentation for more info about it). In the same time, umodel supports animation retargeting only for previewing (to a certain extent), but not for export. Change retargeting mode with Ctrl+R while previewing animations to see the difference. As a result you can get more or less fine looking, or something like on your screenshot. Umodel can't tell if animation is fully compatible with the loaded mesh if retargeting is used, it's up to the user to decide that (also based on animation names or just appearance).

The actual issue here is inconsistency between export size of psa and gltf formats, which was already mentioned in Dislyte topic. Retargeting itself is not an issue, that's how things work. I can only suggest to add animations manually via "append" option from context menu, based on their names and location in folders.
thank you for your reply. As you said, the shape of the character after using the redirection is indeed normal, but the center of gravity animation is lost, so it seems that it can only move in place forever
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MaxMouse
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Re: [UE4] Blade & Soul Complete
« Reply #51 on: August 27, 2022, 18:08 »

ncsoft has released the full client and I have uploaded it and .paks files to OneDrive--Link

Do you know exactly which pak file contains just the playable character models and animations for that character? having trouble finding them
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