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Author Topic: RoboQuest  (Read 2676 times)
spiritovod
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RoboQuest
« on: September 12, 2020, 20:28 »

Game: RoboQuest (steam page)
UE4 version: 4.24 (old versions) / 4.26 (current version)
AES key: in the same place as usual (link)

All works fine - including meshes, textures and animations - with the latest umodel build (1387 at the moment). Many materials are custom.

Update: For latest game versions it's recommended to use specific umodel build from this topic - no special override is required, simply choose proper engine version.


* Clipboard01.jpg (110.01 KB, 2557x1242 - viewed 547 times.)
« Last Edit: January 14, 2023, 01:00 by spiritovod » Logged
kraccel
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Re: RoboQuest
« Reply #1 on: January 13, 2023, 23:03 »

Currently on build 1589, UE 4.26. Upon trying to export a folder's contents (as I'm looking to get a batch of files rather than one at a time; example here is the Game/Graphic folder), I am given this error:
Code:
assertion failed: !isUnicode

UnPackage::LoadNameTableIoStore <- UnPackage::LoadPackageIoStore <- UnPackage::UnPackage: /Game/Graphic/Environment/0_Basecamp/Buildings/SM_BaseCamp_Start_Level02.uasset, ver=522/0, game=ue4.26 <- UnPackage::LoadPackage(info): /Game/Graphic/Environment/0_Basecamp/Buildings/SM_BaseCamp_Start_Level02.uasset <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc <- UIBaseDialog::CustomMessageLoop <- UIBaseDialog::ShowDialog: modal=1, title="Choose a package to open" <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1589

Please let me know if others have this problem and/or a solution; we are using assets to provide images for the game's official wiki and it would help a lot to have access to in-game icons and HUD elements.
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spiritovod
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Re: RoboQuest
« Reply #2 on: January 14, 2023, 01:02 »

@kraccel: I've updated first post with relevant info and possible solution for the issue.
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kraccel
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Re: RoboQuest
« Reply #3 on: January 14, 2023, 07:15 »

Confirming that this works for now, thank you!
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Condorman
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Re: RoboQuest
« Reply #4 on: June 25, 2024, 19:23 »

Firstly, thanks to anyone who put in work to make this UEV compatible with Roboquest.

I'm currently trying to export the weapon models from the game, but when I extract what I think are those files I just don't see anything viewable by Blender (using the glTF extension).

Does anyone have any tips?


* roboquest.png (350.23 KB, 2163x879 - viewed 335 times.)
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spiritovod
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Re: RoboQuest
« Reply #5 on: June 26, 2024, 03:28 »

@Condorman: umodel doesn't export materials to gltf due to differences in formats. You need to export them separately and apply in blender manually. Though probably what people expect is that material properties and respective textures will be somehow exported upon exporting a mesh - and it works like that while choosing psk, but not gltf.

I've updated specific build mentioned in the first post, it should now export linked materials and textures when exporting a mesh to gltf (similar to psk). Not sure why it was not implemented before.
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Condorman
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Re: RoboQuest
« Reply #6 on: June 29, 2024, 00:31 »

@spiritovod: Thanks so much for the reply. I actually only need the mesh, no materials or textures necessary. Am I going about exporting just meshes the wrong way?

I think maybe the issue is I am ONLY exporting the materials and textures? I don't see anything that looks like it'd be the weapon meshes, I can only find weapon data in the "animations" folder.

Edit: I actually have now been successful exporting SOME models, but I can't find a single weapon model. Does anyone have any idea where they're located? I must've browsed ever folder I saw. |

Edit 2: I actually figured it out! I just wasn't looking in the right places. I used the Flat View and searched the item names individually and it was successful.
« Last Edit: June 29, 2024, 02:16 by Condorman » Logged
spiritovod
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Re: RoboQuest
« Reply #7 on: June 29, 2024, 03:21 »

@Condorman: I misunderstood the issue, since you showed folder with materials and textures on screenshot. Anyway, it's also possible to perform a full scan (via context menu on root folder) and then in flat view sort assets by supported types + apply name filter to find out particular meshes.
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