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Topic: Valorant (Read 57796 times)
KrasheR
Newbie
Posts: 8
Re: Valorant
«
Reply #120 on:
March 03, 2022, 08:38 »
ive been trying to get the valorant first person additive animations to work for quite some time now but even after correctly applying the animation on top of the IdlePose one it looks scuffed, no matter which tool i use for export (UModel, FModel, Noesis) the result is still the same and i thought that maybe there is a way to fix it exporter-wise because it reads the animation wrong or something, that would be great
https://i.gyazo.com/a332a716c6ca99fc3d7cb0a907f5f9fb.mp4
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Eltra_
Newbie
Posts: 3
Re: Valorant
«
Reply #121 on:
March 03, 2022, 19:36 »
So I been trying to extract a model from Valorant. In the past, I got Neon and Viper without any issue. However, today, Im trying to get Sage and for some reason, its giving me this issue and I have no idea why.
Fatal error
RawArray item size mismatch: expected 0, serialized 12
Call Stack:
SerializeBulkArray <- FPositionVertexBuffer4<< <- FStaticLODModel4::SerializeStreamedData <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize: 0/3 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'TP_Thorne_S0_Skelmesh.TP_Thorne_S0_Skelmesh', pos=FBCDB, ver=518/0 (unversioned), game=ue4.25 <- UObject::EndLoad <- LoadWholePackage: /Game/Characters/Thorne/S0/3P/Models/TP_Thorne_S0_Skelmesh.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1544 based
Cant extract her or even preview her. Any help is welcome.
Before anyone asks, yes I am using valorant_v3
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floxay
Full Member
Posts: 83
Re: Valorant
«
Reply #122 on:
March 03, 2022, 20:37 »
Quote from: Eltra_ on March 03, 2022, 19:36
Fatal error
RawArray item size mismatch: expected 0, serialized 12
https://drive.google.com/file/d/1Ml45Ppu00oMWTUW9OQzwgZoQPMBO6K-x/view?usp=sharing
Use this build and choose "VALORANT" and not "4.25"
«
Last Edit: March 03, 2022, 21:31 by floxay
»
Logged
Eltra_
Newbie
Posts: 3
Re: Valorant
«
Reply #123 on:
March 03, 2022, 21:35 »
Quote from: floxay on March 03, 2022, 20:37
Quote from: Eltra_ on March 03, 2022, 19:36
Fatal error
RawArray item size mismatch: expected 0, serialized 12
https://drive.google.com/file/d/1Ml45Ppu00oMWTUW9OQzwgZoQPMBO6K-x/view?usp=sharing
Use this build and choose "VALORANT" and not "4.25"
Holy shit, thank you man. I was worried that I did something wrong. What was the issue with the older one then?
Logged
spiritovod
Global Moderator
Hero Member
Posts: 2163
Re: Valorant
«
Reply #124 on:
March 04, 2022, 00:49 »
Took a look at latest update, they've started to use packed vertices like in some other games (for example, Scavengers). I've updated my build to v4 in the
same post
to address this issue, but it was done more for research purposes, since there is properly maintained Mountain's build with ACL support and such.
P.S. v4 build should be backward compatible with previous versions, which were supported in v3 build. For much older game versions you still need to use v2 build.
«
Last Edit: March 04, 2022, 00:53 by spiritovod
»
Logged
floxay
Full Member
Posts: 83
Re: Valorant
«
Reply #125 on:
March 04, 2022, 01:00 »
Quote from: spiritovod on March 04, 2022, 00:49
Took a look at latest update, they've started to use packed vertices like in some other games (for example, Scavengers). I've updated my build to v4 in the
same post
to address this issue.
P.S. v4 build should be backward compatible with previous versions, which were supported in v3 build. For much older game versions you still need to use v2 build.
v4 is crashing with SMs, it seems they only use halfs for verts for SKs but there's a 4 byte 'bool' after NumVertices which indicates whether it's packed or not, or at least that's what I think
«
Last Edit: March 04, 2022, 01:09 by floxay
»
Logged
spiritovod
Global Moderator
Hero Member
Posts: 2163
Re: Valorant
«
Reply #126 on:
March 04, 2022, 01:33 »
@floxay: Oops, I should check it better next time, updated the build again.
Thanks for the reminder, actually I forgot to check SMs ヾ(・ω・*)
As for the bool, it's 1 for non-packed data and 0 for packed - it looks more like SM/SK flag this way, since it's the same buffer and engine can recognize it in the same way as umodel do, based on stride value. Also, the thing about backward compatibility is still valid, so it's possible to open a folder with meshes combined from different game versions (for whatever reason and purpose).
«
Last Edit: March 04, 2022, 01:38 by spiritovod
»
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Yumi
Newbie
Posts: 5
You know you can't keep up.
Re: Valorant
«
Reply #127 on:
March 14, 2022, 17:23 »
Hey guys, I'm not sure if this has been discussed here before, but I am trying to export VALORANT agent voice lines from the .pak files using umodel. But the thing is, I'm unable to do so. There is a guide on YouTube on how to do it, but it uses FModel and is almost a year old (so it's basically outdated)
What I'm essentially saying is, how can I extract every single audio file from VALORANT game files using UModel?
Logged
Yomi
babymammoth
Newbie
Posts: 7
Re: Valorant
«
Reply #128 on:
April 11, 2022, 00:15 »
Quote from: KrasheR on March 03, 2022, 08:38
ive been trying to get the valorant first person additive animations to work for quite some time now but even after correctly applying the animation on top of the IdlePose one it looks scuffed, no matter which tool i use for export (UModel, FModel, Noesis) the result is still the same and i thought that maybe there is a way to fix it exporter-wise because it reads the animation wrong or something, that would be great
https://i.gyazo.com/a332a716c6ca99fc3d7cb0a907f5f9fb.mp4
if this is an additive animation, some of them are pretty much unrecoverable due to the way UE4 cooks assets on build. simple additives can be recovered using some brute force though (the hands can be easily fixed with a parent constraint and ik solver but was too lazy):
https://streamable.com/ilp55c
Quote from: Yumi on March 14, 2022, 17:23
What I'm essentially saying is, how can I extract every single audio file from VALORANT game files using UModel?
valorant uses wwise, and umodel really isnt made to interact with wwise files. fmodel can read this format, or you could unpack everything with quickbms and then read the files with vgmtoolbox or foobar2000. they use event based packaging in this game (
https://www.audiokinetic.com/fr/library/edge/?source=UE4&id=using_workflow.html
), so it's fairly easy to see what each audio file corresponds to. before you'd have 1,000s of "587398.wem" files with no metadata attached.
«
Last Edit: April 11, 2022, 00:26 by babymammoth
»
Logged
RedArtz
Newbie
Posts: 9
Whatdoyoumean??
Re: Valorant
«
Reply #129 on:
July 18, 2022, 16:43 »
Quote from: babymammoth on April 11, 2022, 00:15
https://i.gyazo.com/a332a716c6ca99fc3d7cb0a907f5f9fb.mp4
Can you elaborate how you fixed the broken animations? The animations you showed in the video are basically all I need. But when I import a shooting or walking psk to blender or 3dsMax, its all bundled up and seems broken. Though it looks like the animation is still playing. So did you just use a special blend mode for these or are there any additional steps to get the shooting and walking to work?
Logged
Look at my Youtube:
https://www.youtube.com/channel/UCI5Z3WqaTmAYipJdG46sPzg?
Jaakeup
Newbie
Posts: 1
Exporting .umap files from umodel help
«
Reply #130 on:
July 24, 2022, 07:40 »
Hello,
I'm trying to export .umap files from umodel. Everything works fine with characters and weapons and buddies, etc. However, when I try to export a .umap file, nothing happens. I hit export but a maps folder isn't created, it just acts like I didn't do anything. Did Riot disable the ability to export .umap files or am I doing something wrong?
I would like to export the Ascent.umap file because I don't want to export all the assets and put them together in one Blender file.
Logged
floxay
Full Member
Posts: 83
Re: Valorant
«
Reply #131 on:
August 09, 2022, 19:49 »
VALORANT is on UE 4.26 as of today (5.03 patch).
«
Last Edit: August 09, 2022, 21:28 by floxay
»
Logged
fearlessvl
Newbie
Posts: 1
Re: Valorant
«
Reply #132 on:
August 12, 2022, 06:22 »
How can I view and save videos here?
https://prnt.sc/4DXPSCLWpR31
Logged
spiritovod
Global Moderator
Hero Member
Posts: 2163
Re: Valorant
«
Reply #133 on:
August 12, 2022, 14:37 »
@fearlessvl: umodel doesn't support those assets types. Also, it looks more like blueprints, so I don't think they actually contain any video data. If you mean streamed video, mentioned there, it's probably cached somewhere in the process (if it's a video and not in-engine scene).
@floxay: Thanks for the info and constant support for things I don't understand (。・ω・)ノ♪
Separate specific build is now deprecated, please use ACL build from
this topic
with game specific override. It properly supports ACL compressed animations and also can export vertex normals to psk thanks to floxay.
Clipboard01.jpg
(96.68 KB, 2551x1242 - viewed 115 times.)
«
Last Edit: August 22, 2022, 21:28 by spiritovod
»
Logged
floxay
Full Member
Posts: 83
Re: Valorant
«
Reply #134 on:
August 12, 2022, 17:51 »
Quote from: fearlessvl on August 12, 2022, 06:22
How can I view and save videos here?
https://prnt.sc/4DXPSCLWpR31
As @spiritovod said this has nothing to do with UEViewer tho I'll answer it.
Those videos are streamed. The URL for the one on your screenshot would be
https://valorant.dyn.riotcdn.net/x/videos/release-05.03/466718f4-4c49-7a4f-46a0-65a3bd5e8691_default_universal.mp4
So it's
https://valorant.dyn.riotcdn.net/x/videos/
BRANCH
/
UUID
_
QUALITY
_
CULTURE
.mp4
«
Last Edit: August 12, 2022, 23:48 by floxay
»
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