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Valorant
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Topic: Valorant (Read 99527 times)
spiritovod
Global Moderator
Hero Member
Posts: 2760
Re: Valorant
«
Reply #60 on:
February 04, 2021, 06:03 »
UE version: 5.3 (current version) / 4.22-4.27 (previous versions)
AES key: in the same place as usual (
link
)
For UE4 versions:
Use specific build from
this topic
with game specific override. It supports only 4.26-27 versions, for more older versions either use generic engine overrides or legacy build mentioned in the updates below.
For UE5 versions:
Use specific build from
this topic
- no special override is required, simply choose proper engine version. For current limitations and possible issues please read
this topic
.
Update:
Fixed umodel build for Valorant, based on latest git version and changes from fmodel, in the attachment.
Update 2:
Updated build with ability to skip unsupported animations.
Update 3:
Updated build with temporary fix for static meshes. Previous version of specific build is still available
here
(in case if you need to use it with older game versions).
Update 4:
Updated build with fix for materials mapping.
Update 5:
Updated build with fix for meshes in latest game version.
Update 6:
Separate specific build is now deprecated, please use ACL build from
this topic
with game specific override.
Clipboard01.jpg
(96.68 KB, 2551x1242 - viewed 1426 times.)
Clipboard02.jpg
(103.67 KB, 2552x1241 - viewed 235 times.)
«
Last Edit: July 30, 2025, 22:29 by spiritovod
»
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joeyq
Newbie
Posts: 11
Re: Valorant
«
Reply #61 on:
February 05, 2021, 23:27 »
What are the channels in textures with suffix "_MRAE", probably metallic, roughness, ambient occlusion and emmision but there are only 3 channels (RGB) in stead of 4 (RGBA).
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floxay
Full Member
Posts: 85
Re: Valorant
«
Reply #62 on:
February 06, 2021, 18:50 »
Quote from: joeyq on February 05, 2021, 23:27
What are the channels in textures with suffix "_MRAE", probably metallic, roughness, ambient occlusion and emmision but there are only 3 channels (RGB) in stead of 4 (RGBA).
Green holds two maps;
first half: AO
second half: emission mask
you can use two ColorRamps in blender to separate the masks
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joeyq
Newbie
Posts: 11
Re: Valorant
«
Reply #63 on:
February 07, 2021, 01:31 »
Quote from: floxay on February 06, 2021, 18:50
Quote from: joeyq on February 05, 2021, 23:27
What are the channels in textures with suffix "_MRAE", probably metallic, roughness, ambient occlusion and emmision but there are only 3 channels (RGB) in stead of 4 (RGBA).
Green holds two maps;
first half: AO
second half: emission mask
you can use two ColorRamps in blender to separate the masks
Thanks floxay!
So if i understand right:
R: Metallic.
G: 0.0-0.5 sRGB is Ambient Occlusion, 0.5-1.0 is Emission, adjust both ranges to 0.0-1.0 range.
B: Roughness.
So suffix should actually be named "_MAER".
In Blender it looks something like this:
because i have to set "_MRAE" texture to Non-Color in stead of sRGB I have to set greater than and smaller than nodes to something bigger than 0.5 but I don't know exact value (in this test I set them to 0.51).
Also does somebody know how to make the hair shader like in valorant, because it looks pretty cool.
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knifu
Newbie
Posts: 3
Re: Valorant
«
Reply #64 on:
February 07, 2021, 12:17 »
Another quick question: how do you guys handle the material instances like all the wood materials in "WorldMaterials"? I assume it has to do with tints, but I can't figure it out.
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Juso3D
Moderator
Hero Member
Posts: 909
Welcome to Gildor Forums
Re: Valorant
«
Reply #65 on:
February 07, 2021, 15:50 »
Quote from: knifu on February 07, 2021, 12:17
Another quick question: how do you guys handle the material instances like all the wood materials in "WorldMaterials"? I assume it has to do with tints, but I can't figure it out.
Custom Nodes would be a good start.
here quick example, same V-Shader (I made quickly so may not be 100% accurate has in game) in 2 different materials etc.
https://i.imgur.com/l3YADeY.png
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Blender + Linux User Here.
mcrksman
Newbie
Posts: 4
Re: Valorant
«
Reply #66 on:
February 18, 2021, 19:52 »
I know umodel has a psk option but i can't get it to work. Is fmodel able to export in any format other than uasset? Whats the best way to go from fmodel > blender?
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spiritovod
Global Moderator
Hero Member
Posts: 2760
Re: Valorant
«
Reply #67 on:
February 18, 2021, 20:52 »
@mcrksman: Just to be sure - umodel and fmodel are two different programs with different functionality. In umodel you can export supported meshes with Ctrl+X (or via Tools -> Export) when mesh is opened in the viewer, or via context menu -> Export. Exported psk meshes can be imported in blender with the help of
respective plugin
.
Logged
mcrksman
Newbie
Posts: 4
Re: Valorant
«
Reply #68 on:
February 19, 2021, 00:58 »
Quote from: spiritovod on February 18, 2021, 20:52
@mcrksman: Just to be sure - umodel and fmodel are two different programs with different functionality. In umodel you can export supported meshes with Ctrl+X (or via Tools -> Export) when mesh is opened in the viewer, or via context menu -> Export. Exported psk meshes can be imported in blender with the help of
respective plugin
.
Yes I've downloaded the psk import plugin and tried umodel - however i get the same 'bad memory allocation' error that @knifu was asking about a few questions ago. I was trying fmodel cos i saw it being mentioned in one of the replies. Anyway, what would be the best way to export from either program for blender? Is there a way to fix the bad memory allocation error?
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floxay
Full Member
Posts: 85
Re: Valorant
«
Reply #69 on:
February 19, 2021, 01:41 »
Quote from: mcrksman on February 19, 2021, 00:58
Anyway, what would be the best way to export from either program for blender? Is there a way to fix the bad memory allocation error?
https://www.gildor.org/smf/index.php/topic,7040.msg39129.html#msg39129
attachment...
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mcrksman
Newbie
Posts: 4
Re: Valorant
«
Reply #70 on:
February 19, 2021, 13:20 »
Quote from: floxay on February 19, 2021, 01:41
Quote from: mcrksman on February 19, 2021, 00:58
Anyway, what would be the best way to export from either program for blender? Is there a way to fix the bad memory allocation error?
https://www.gildor.org/smf/index.php/topic,7040.msg39129.html#msg39129
attachment...
ah my bad, the text for the attachment is so small i missed it and assumed the fmodel link was the attachment being referred to. I am however getting a trojan warning from windows defender on the download though
Logged
spiritovod
Global Moderator
Hero Member
Posts: 2760
Re: Valorant
«
Reply #71 on:
February 19, 2021, 16:25 »
@mcrksman: You have outdated defender/signatures then, since virustotal
shows nothing
.
Logged
meizbird
Newbie
Posts: 1
Re: Valorant
«
Reply #72 on:
February 25, 2021, 23:51 »
Hello, I am new to umodel and I'm wondering why I can't scan through the folders. this is what I'm getting, I am on build 1515 and have tried unreal engine 4.22-4.25.
"appMalloc: size=972033220 (total=29 Mbytes) <- FArray::Empty: 796830651 x 12 <- FPackageFileSummary::Serialize4 <- FPackageFileSummary<<: Ver=0/0 <- UnPackage::UnPackage: /Game/Characters/Clay/S0/CharSelect/Models/CS_Clay_S0_AnimGraph.uasset, ver=518/0, game=ue4.24 <- UnPackage::LoadPackage(info): /Game/Characters/Clay/S0/CharSelect/Models/CS_Clay_S0_AnimGraph.uasset <- ScanContent <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc <- UIBaseDialog::CustomMessageLoop <- UIBaseDialog::ShowDialog: modal=1, title="Choose a package to open" <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1515"
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Juso3D
Moderator
Hero Member
Posts: 909
Welcome to Gildor Forums
Re: Valorant
«
Reply #73 on:
February 27, 2021, 11:15 »
Use the umodel_valorant spiritvod posted....
Logged
Blender + Linux User Here.
mcrksman
Newbie
Posts: 4
Re: Valorant
«
Reply #74 on:
March 01, 2021, 18:35 »
Anyone know where the weapons and skins have gone? I've definitely found them before but they seem to have disappeared. There's nothing in the weapons folder. Strange
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