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Author Topic: [Switch] Oceanhorn 2  (Read 635 times)
spiritovod
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[Switch] Oceanhorn 2
« on: November 19, 2020, 01:22 »

Game: Oceanhorn 2: Knights of the Lost Realm (official site / eshop page)
UE4 version: 4.23

Static meshes and textures works fine - with the latest umodel build (1437 at the moment). Skeletal meshes and animations works fine with specific umodel build (link) - no special override is required, simply choose proper engine version. For animations, which rely on Hero_Skeleton, you need to choose "force mesh translation" retargeting mode manually (with Ctrl+R), or they will be completely broken.



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« Last Edit: May 30, 2021, 19:57 by spiritovod » Logged
g3stapo
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Oceanhorn 2
« Reply #1 on: November 20, 2020, 22:49 »

I am trying to export a character from the new Oceanhorn 2 game
what is the problem?
Give an error when opening:

Code:
Memory: bad allocation size -939735048 bytes
appMalloc: size=-939735048 (total=4 Mbytes) <- FArray::Empty: 838808062 x 4 <- TArray::SerializeSimple <- SerializeBulkArray <- FMultisizeIndexContainer<< <- FStaticLODModel4::SerializeStreamedData <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize: 1/5 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'Arcadian-Soldier.Arcadian-Soldier', pos=241A2, ver=518/0 (unversioned), game=ue4.24 <- UObject::EndLoad <- LoadWholePackage: /OH2/Content/Characters/Arcadian-Soldier.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1380

Either opens an empty space:

while exporting 0/0
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Ehlyon
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Re: [Switch] Oceanhorn 2
« Reply #2 on: November 21, 2020, 15:37 »

what is the problem?

Skeletal meshes are not supported, probably due to custom format:
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g3stapo
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Re: [Switch] Oceanhorn 2
« Reply #3 on: November 21, 2020, 15:54 »

I already understood that
umodel doesn't read it? and the author needs to update the program for this to work?
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spiritovod
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Re: [Switch] Oceanhorn 2
« Reply #4 on: November 22, 2020, 04:46 »

umodel doesn't read it? and the author needs to update the program for this to work?
Yes. But don't expect any fixes in the near future. Gildor works mainly on supporting assets, created with original UE versions without modifications. Check this topic and other related communities in a few months, maybe some solution will pop up somewhere.
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g3stapo
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Re: [Switch] Oceanhorn 2
« Reply #5 on: November 27, 2020, 00:37 »

@Gildor can I ask you to take a look at this and fix it?
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spiritovod
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Re: [Switch] Oceanhorn 2
« Reply #6 on: May 30, 2021, 20:02 »

First post updated with specific umodel build for skeletal meshes. It appeared that the game is built with 4.23 engine, not 4.24 as I suggested previously. Also, make sure you've read the part, related to animations, since most of them works properly only in mesh translation retargeting mode.
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