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Author Topic: [UE4] Evangelion: Battlefields  (Read 14290 times)
Arisen15
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[UE4] Evangelion: Battlefields
« on: May 14, 2020, 22:54 »

Platform: Android/iOs
Release date: 02 april 2020
Engine verion: UE4.24
AES Encryption: Not present

Support

Textures: YES
Animations: YES (can export into .PSA but without skeleton or skeletal mesh there is no way to understand whether it's flawless or not)
SkeletalMesh: NO
Code:
Serializing behind stopper (1EEF+4000200 > 189F1B)
FPakFile::Serialize:file=/PRJ/Content/Assets3D/Character/ANG/ANG_001_001/MDL/ANG_001_001.uexp <- TArray::SerializeSimple <- FStaticLODModel4::SerializeRenderItem_Legacy <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize:0/1 <- USkeletalMesh4::Serialize <- LoadObject:SkeletalMesh4'ANG_001_001.ANG_001_001', pos=34DB, ver=517/0 (unversioned), game=ue4.23 <- UObject::EndLoad <- LoadWholePackage:ANG_001_001 <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1188
StaticMesh: NO
Code:
Serializing behind stopper (118AA+25C90 > 11945)
FPakFile::Serialize:file=/Engine/BasicShapes/Sphere.uexp <- TArray::SerializeSimple <- FStaticMeshLODModel4::SerializeBuffers <- FStaticMeshLODModel4<< <- TArray::Serialize:0/1 <- UStaticMesh4::Serialize <- LoadObject:StaticMesh4'Sphere.Sphere', pos=121B9, ver=517/0 (unversioned), game=ue4.23 <- UObject::EndLoad <- LoadWholePackage:Sphere <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1188



Package (
pakchunk0-Android_Multi.pak 420mb): https://drive.google.com/file/d/1E7Ji9THi7f7CDvyyKNWJrttC02CZKc4c/view
attached the saved ".uasset" of sample skeletal and static meshes

* eva_bf_meshes.zip (265.81 KB - downloaded 230 times.)
« Last Edit: May 29, 2020, 18:20 by Arisen15 » Logged
spiritovod
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Re: [UE4] Evangelion: Battlefields
« Reply #1 on: May 16, 2020, 03:03 »

Static meshes are actually working when LOD is not involved: https://i.imgur.com/MFeT9Ea.png

Update: Actually, all static meshes works fine. The rest of meshes are skeletal ones.
« Last Edit: November 03, 2020, 20:33 by spiritovod » Logged
Zoney
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Re: [UE4] Evangelion: Battlefields
« Reply #2 on: May 29, 2020, 05:02 »

Yeah, I was going through trying to see what could load and same type of error popped up as well for Skeletal Meshes.

Code:
******** Loading object SkeletalMesh4'CHR_ASK_002_main.CHR_ASK_002_main' ********
*** ERROR: Memory: bad allocation size -1878137536 bytes
appMalloc:size=-1878137536 (total=4 Mbytes) <- FArray::Empty:-364890219 x 64 <- TArray::Serialize:0/0 <- FSkelMeshSection4::SerializeRenderItem <- TArray::Serialize:1/6 <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize:0/1 <- USkeletalMesh4::Serialize <- LoadObject:SkeletalMesh4'CHR_ASK_002_main.CHR_ASK_002_main', pos=8C472, ver=518/0 (unversioned), game=ue4.24 <- UObject::EndLoad <- LoadWholePackage:CHR_ASK_002_main <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey:key=6F, down=1 <- VisualizerLoop <- Main:umodel_build=1192

Same with just opening the BasicShapes gives an error as well.

Code:
******** Loading object StaticMesh4'Cube.Cube' ********
*** ERROR: Serializing behind stopper (CE0+424800 > 1852)
FFileReader::Serialize:File=Cube.uexp <- TArray::SerializeSimple <- FDistanceFieldVolumeData<< <- PostLODCode <- UStaticMesh4::Serialize <- LoadObject:StaticMesh4'Cube.Cube', pos=15C6, ver=518/0 (unversioned), game=ue4.25 <- UObject::EndLoad <- LoadWholePackage:Cube <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1192

Sounds, Textures all seem to load/export out fine though.

Yeah seems what spiritovod said that its something dealing with the LODs that causes it to be read wrong.
« Last Edit: August 14, 2020, 17:50 by Zoney » Logged
eldora_evangelion
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Re: [UE4] Evangelion: Battlefields
« Reply #3 on: November 03, 2020, 19:47 »

I'm getting bad allocation when trying to extract any meshes, but as i can see, texture and anims export fine

static meshes in the scenery also throw the bad allocation error
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spiritovod
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Re: [UE4] Evangelion: Battlefields
« Reply #4 on: November 03, 2020, 20:37 »

Just to clarify things, all static meshes works fine (regardless of used LODs). The rest of meshes are skeletal ones.
The error above from @Arisen15 about static mesh is due to he was using 4.23 (and @Zoney was using 4.25), while the game is built with 4.24.
« Last Edit: November 03, 2020, 23:47 by spiritovod » Logged
eldora_evangelion
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Re: [UE4] Evangelion: Battlefields
« Reply #5 on: November 03, 2020, 20:56 »

ah, I get bad allocation when using 4.24 as a pointer, these uassets need to be identified or something
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spiritovod
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Re: [UE4] Evangelion: Battlefields
« Reply #6 on: November 04, 2020, 19:16 »

@eldora_evangelion: Not sure what do you mean. I've just corrected myself from the previous post, and current situation is like this: textures and static meshes are fully supported with 4.24 in settings, skeletal meshes are not supported (and thus animations are also questionable). If you don't know which mesh is static and which is skeletal, you can simply disable "skeletal meshes" option on umodel startup. Most of them are skeletal though.
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eldora_evangelion
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Re: [UE4] Evangelion: Battlefields
« Reply #7 on: November 06, 2020, 23:42 »

that could work, I can always rerig them using Mixamo (with some changes)
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spiritovod
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Re: [UE4] Evangelion: Battlefields
« Reply #8 on: February 15, 2021, 21:28 »

While pull request with the fix for skeletal meshes is not merged with the main repo yet, here is temporary solution. Thanks to TGEnigma/Chris for the fix.

Update: Apparently, this fix is generic for almost all latest android games. While Gildor may decide to implement proper version of it for all latest android games (for example, as a single override option), I've created a temporary solution.
------------------------------------------------------------------
This build is now depricated, use it only for old games, which are not compatible with latest official umodel version
->Download special build<-

No special override is required (since update 6), simply choose proper engine version (for your particular game) for proper skeletal meshes support in latest android games. Note that the UE4 version can be different from suggested in the game topic, so if something doesn't work, try other versions.
------------------------------------------------------------------

Update 2: Updated this build to latest umodel git version. Usage is still the same. Also, the same build, but with morphs export option (based on oscateexor's changes) is now available in the post below.

Update 3: Included this commit into the build (fix for glTF animations).

Update 4: Updated this build to v3. Now 4.23 and 4.24 android games has separate override options, which should fix some particular games like Gran Saga. Not actual for latest updates.

Update 5: Updated this build to v4. Now 4.22 and 4.26 android games has their own separate override options. Not actual for latest updates.

Update 6: Updated this build to 1550 official base, it now supports oodle compression without additional library. Separate override options are now removed, simply use required engine version as in usual builds.

Update 7: Updated this build to 1556 official base and also added support for more astc compression schemes (not all of them).
« Last Edit: March 28, 2023, 06:35 by spiritovod » Logged
spiritovod
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Re: [UE4] Evangelion: Battlefields
« Reply #9 on: February 17, 2021, 19:37 »

This build is based on 1504 official with changes from previous post (except updates 6 and 7), and with ability to export morphs ("Export LODs" is replaced with "Export morphed models"). Port of oscateexor's changes to more recent build. Note that if morphs are not supported in the official build for you particular game, it will not work with this one as well.

Update: Since 22.06.2021 this build is separated into two builds for different platforms to avoid possible compatibility issues with games. No special override is required, simply choose proper engine version.

Update 2: Desktop version is updated to support latest 4.27 games. It should also work for 4.27 mobile games.


This build is now depricated, use specific build from this topic, it can export morphs (to gltf only at the moment). In case if you need old legacy builds, for example for old mobile games, you can download them through this link.
« Last Edit: July 06, 2022, 06:15 by spiritovod » Logged
GDL
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Re: [UE4] Evangelion: Battlefields
« Reply #10 on: March 31, 2021, 18:54 »

I found an issue where the export of some skeletal mesh comes out as a pskx instead of a psk, I think it's detecting it as a staticmesh but inside the viewer I can see the model, the bones and it animates correctly, happens to some random body and hair models.
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Gildor
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Re: [UE4] Evangelion: Battlefields
« Reply #11 on: April 01, 2021, 00:22 »

pskx is also used when the mesh has more than 64k vertices.
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GDL
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Re: [UE4] Evangelion: Battlefields
« Reply #12 on: April 01, 2021, 05:38 »

pskx is also used when the mesh has more than 64k vertices.

Ah, I see, thanks.

My problem had more to do with my reluctance to use 3DS Max, other apps have issues with pskx files, I guess I need to get used to 3DSM and it's awful interface :-P
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0x539
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Re: [UE4] Evangelion: Battlefields
« Reply #13 on: April 02, 2021, 21:10 »

Sorry but I'm a total noob when it comes to UE4 or anything remotely tied to model designs. So I've very few questions if you don't mind :

1) How did you get the .pak from the game's apk ? Besides the full game library (.so) and native android code obtained from decompilation, I haven't found any info on how to perform this

2) Using the specified UEViewer I can see all the models and play their animations. Yet, I see almost no textures ? Mostly some hair and just a head for most of them.

3) The .pak seems to lack a lot of data of newer seasons of the game. Hence why 1) and why I'd be interested in having the latest one possible.

Thanks for the information already provided here, regardless.
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spiritovod
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Re: [UE4] Evangelion: Battlefields
« Reply #14 on: April 03, 2021, 03:14 »

@0x539: If you mean android version, you either find latest obb cache (for example, via apk support) or install apk on your device/emulator and the game will download latest cache itself. Second question is covered in this post.
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