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Author Topic: Outriders  (Read 2932 times)
spiritovod
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« Reply #15 on: July 10, 2021, 04:21 »

Specific build in the first post updated to v4, it should now handle presumably all skeletal meshes and general animations (not cinematic ones). Instanced materials are still not supported, but now they're simply skipped so you don't need to move or delete files.

If you're going to submit errors, please do not include error messages (they're useless anyway), just upload those non-working assets - note that for animations you should also include compatible mesh and skeleton with it, preserving original folders structure. Otherwise your report will be most likely ignored, since I don't have the whole game and only selected extracted samples from the demo.

P.S. In case if someone is interested, the game is using Gore System plugin for advanced handling of mesh parts and separated linked meshes, for gore effects. It was interesting stuff to dig into (actually not, but still) and currently umodel can use around 15% of total data, used by the game for gore skinned meshes. It also affects morphs for some reasons - while for cinematic faces there are like 100+ morphs for a character and umodel can actually see them, they're not parsed properly at the moment. And not sure it can be easily fixed.  
« Last Edit: July 16, 2021, 01:53 by spiritovod » Logged
09williamsad
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« Reply #16 on: July 10, 2021, 13:06 »

Thanks, I have tried that build on my character samples.
Alot is working but some skeletal meshes and textures have issues.

Creatures/Creature_Boss2/Meshes/Attachments/Blast/BM_Cocoon_Lv01_Shell.uasset
Creatures/Creature_Boss2/Meshes/Attachments/Blast/BM_Cocoon_Lv01_Shell.uasset
Creatures/Creature_Boss2/Meshes/Attachments/Blast/BM_L_back_leg01_01.uasset
Creatures/Lurker_Anomaly/Meshes/SK_Lurker_Prologue_01.uasset
Creatures/Lurker_Anomaly/Textures/T_Lurker_Anomaly01_D.uasset
Creatures/Lurker_Forest/Meshes/SK_JungleKing.uasset
character samples <removed>
« Last Edit: July 10, 2021, 16:54 by 09williamsad » Logged
spiritovod
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« Reply #17 on: July 10, 2021, 16:11 »

@09williamsad: Please remove the link, as it contains not just samples, but rips of whole games - or at least replace it with more specific one. Because it's not the first time you're doing this, I should remind that this forum is not for file sharing and for paid games (non-F2P ones) you better not to post anything except single sample assets.

If you or someone else are willing to share more than separate assets for testing purposes (not for this game, but in general), you should do it via PM. Thank you for understanding.
« Last Edit: July 10, 2021, 16:16 by spiritovod » Logged
09williamsad
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« Reply #18 on: July 10, 2021, 16:56 »

Ok, removed.
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spiritovod
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« Reply #19 on: July 10, 2021, 17:39 »

Thanks. Specific build updated to handle those kind of meshes as well (version didn't change, just "fix" tag added within). There was not any problem with the texture even in the old build though, so it can be probably reproduced only under specific circumstances (like bulk export, which is not recommended).
Also, some "effect" meshes will not be supported, because they're not even actual meshes and it's not worth it.
« Last Edit: July 10, 2021, 17:45 by spiritovod » Logged
09williamsad
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« Reply #20 on: July 10, 2021, 17:53 »

Thanks. Specific build updated to handle those kind of meshes as well (version didn't change, just "fix" tag added within). There was not any problem with the texture even in the old build though, so it can be probably reproduced only under specific circumstances (like bulk export, which is not recommended).
Also, some "effect" meshes will not be supported, because they're not even actual meshes and it's not worth it.

Alllies, Base, Creatures and Customization now export.
There are issues with skeletal meshes for Enemies:
Enemies/Berserker_Female/Meshes/SK_Berserker_Female_Items_01.uasset
Enemies/Berserker_Male/Meshes/SK_Enemy_Berserker_male_helmet01.uasset
Enemies/Den/Meshes/SK_Hound_attach02.uasset
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spiritovod
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« Reply #21 on: July 10, 2021, 20:23 »

@09williamsad: Thanks, another small update is now available in the first post (tagged "fix2"). It seems that all major issues with skeletal meshes are now solved and only fine-tuning is left here and there.
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09williamsad
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« Reply #22 on: July 11, 2021, 12:50 »

I ran the new build over all the unpacked pak assets.

Most are exporting but some are still causing umodel to stop in error.
Content/Character/Customization/BannerFlags/Meshes/SK_Banner_Flag_Set_01A.uasset
Content/Character/Global/Eyes/Materials/M_EyeRefractive.uasset
Content/Character/Hero/Materials/Hero_03/Outfit_04/Female_Character_Skeleton.uasset
Content/Character/Hero/SK_Hero_01_CINEMATIC_ONLY_COOK_OPT.uasset
Content/Character/Hero_F/Meshes/Piercing/H03/SK_HeroF03_Piercing_17.uasset
Content/Character/Hero_F/Meshes/Piercing/H09/SK_HeroF09_Piercing_08.uasset
Content/Character/NPC_August/Meshes/SK_NPC_August_Savage_body01.uasset
Content/Character/NPC_August/Meshes/SK_NPC_August_body01.uasset
Content/Character/NPC_August/Meshes/SK_NPC_August_robe01_morphing.uasset
Content/Character/NPC_Bandit_Leader/Textures/MadnessCharacter.uasset
Content/Character/NPC_Shira/Meshes/SK_shira_young_body.uasset
Content/Character/Pets/Dog_A/meshes/SK_Pet_Dog_A.uasset
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spiritovod
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« Reply #23 on: July 11, 2021, 17:55 »

@09williamsad: Thanks, another small update is now available in the first post (tagged "fix3"). Issues with Female_Character_Skeleton and MadnessCharacter are not actual issues. "Can't read 1 byte at" error means that required files for this asset are missing - they're either not extracted yet or it's just a placeholder and the game doesn't use it. M_EyeRefractive works fine even with the initial build, probably bulk export issue (which is not recommended).

With this I suppose research on meshes is complete. If something else doesn't work, it probably will not be fixed (at least, not now). There are still instanced materials to fix.
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09williamsad
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« Reply #24 on: July 11, 2021, 18:40 »

@09williamsad: Thanks, another small update is now available in the first post (tagged "fix3"). Issues with Female_Character_Skeleton and MadnessCharacter are not actual issues. "Can't read 1 byte at" error means that required files for this asset are missing - they're either not extracted yet or it's just a placeholder and the game doesn't use it. M_EyeRefractive works fine even with the initial build, probably bulk export issue (which is not recommended).

With this I suppose research on meshes is complete. If something else doesn't work, it probably will not be fixed (at least, not now). There are still instanced materials to fix.

Thanks, for the time being is it feasible to modify the build to skip/ignore unexportable files?
Relaunching umodel on every error makes batch exporting tedious.
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spiritovod
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« Reply #25 on: July 12, 2021, 01:41 »

@09williamsad: I doubt, since what can be skipped is being skipped even in official builds and the rest of errors are general ones (they can be triggered from different places) and ignoring them would require more work than for those fixes themselves.

Meanwhile, v5 build is now available in the first post with support for instanced materials. Some of them are noticeably complicated >_>
Updated "fix" version of it also supports almost all animations, except selected ones.
« Last Edit: July 12, 2021, 03:57 by spiritovod » Logged
09williamsad
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« Reply #26 on: July 12, 2021, 21:44 »

All of the Characters, Weapons, Vehicles, player etc converted with little to no errors, nothing that has not already been mentioned.

Models and audio uploaded to the usual place.
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HiryuX
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« Reply #27 on: July 15, 2021, 19:07 »

Specific umodel build in the first post updated, it can now handle static meshes as well. Make sure you're using it properly before submitting possible issues with static meshes or textures, since linked materials are still unsupported - it's all explained in the first post.

Update: Applied small fix for better support of static meshes and also for usual materials (M_). Instanced materials (MI_) still can't be used. First post updated to reflect those changes.

Hey spirit, thanks so much for all the increased functionality on the latest builds.  I'm still getting some errors, especially when I try to take a look at the meshes in character/hero (tried some random heads and helmets).  Below is the error message -- am I doing something wrong, or forgot a setting?  Thanks again

Unversioned properties problem
UObject::Serialize <- UTexture3::Serialize4 <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject: TextureCube4'HDRI_Epic_Courtyard_Daylight.HDRI_Epic_Courtyard_Daylight', pos=367, ver=522/0 (unversioned), game=ue4.26 <- UObject::EndLoad <- LoadWholePackage: Character/Hero/Meshes/Heads/SK_Hero01_head02.uasset <- CUmodelApp::ShowPackageUI <- UIMenuItem::HandleCommand <- UIMenuItem::HandleCommand <- CUmodelApp::WndProc <- VisualizerLoop <- Main: umodel_build=1544 based fix
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spiritovod
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« Reply #28 on: July 15, 2021, 20:28 »

@HiryuX: https://www.gildor.org/smf/index.php/topic,7700.msg40709.html#msg40709
Probably an issue with TextureCube assets, but without samples it's hard to tell (in your case it's "HDRI_Epic_Courtyard_Daylight").

Update: I was provided with sample TextureCube assets, there was indeed an issue with them (workaround for textures didn't work, because it's a different class). I've updated specific build in the first post, it should now handle them properly.
« Last Edit: July 16, 2021, 21:50 by spiritovod » Logged
HiryuX
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« Reply #29 on: August 03, 2021, 18:47 »

Thanks -- really appreciate it, @spiritovod
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