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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #15 on: October 15, 2021, 09:33 » |
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So I finally got around to trying it and I was able to compile the custom build successfully! Specifically I'm trying to import content from Spellbreak and as far as I've been able to tell it runs on 4.22, which is the version I compiled. However, I ran into some issues when trying to import some assets. I get this error when trying to open most assets or even place them into a level: And then Unreal crashes. The only thing consistently working is inspecting textures which is not very useful. Does anyone have any ideas on what I could try? I'm a bit lost here.
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #16 on: October 16, 2021, 09:37 » |
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You won't be able to load cooked resource if its format has been changed by game's developers. You'll need to reproduce their changes in UE4 source code.
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #17 on: December 11, 2021, 02:15 » |
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i need to understand something if you dont mind to answer me ok? normally cooked packaged cannot import to the engine right that mean you wont see any assets in the editor what i did before what i did by your tutorial give me in empty result so maybe you get a totall modification ue4 editor i dont know but normally the engine wont accept. no mattar what you wont be avilable to get assets access. sorry to disappointed you the only way you can work with ue4 assets is by gildor tool the UModel or the quickbms that the only way, be welcome back to the reality
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #18 on: December 12, 2021, 04:24 » |
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Hello mage200, It works for me with old 4.22 BnS and V4 Paks. UModel is still needed to find/save .uassets and export textures/sound. Only works with UE4.22 and UE4.23 though
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« Last Edit: November 02, 2022, 21:44 by Dreadfred »
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #19 on: December 25, 2021, 16:10 » |
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too bad i really hope its can work for a game based ue 4.17 its have something i really wanted
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #20 on: December 25, 2021, 17:04 » |
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UE4 has built-in possibility to use cooked content in editor. Here's the official documentation: https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/CookedContent/And it really appeared in UE4.22, I've checked the source code history for finding that.
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #21 on: January 26, 2022, 01:45 » |
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someone can confirm as i know bns now using 4.25 and they changed the client structure or something well its a thing been told in the bns community but now after i change the vanilla engine code as the tutorial and i try to put bns uassets and uexp from umodel after but the engine not detect them but as i try other game for example saofb that using 4.17 he said a serial issue , i did try the V4 and its working the question is why bns not working
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #22 on: January 27, 2022, 23:15 » |
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Hello mage200 what client are you trying this with? I used the 4.22 client from the Blade & Soul Complete thread in Asian games section The Link still works that Kiritomo shared.
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« Last Edit: January 31, 2022, 00:17 by Dreadfred »
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #23 on: January 28, 2022, 02:23 » |
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i used the latest na client but i will try this client now , thanks a lot buddy
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #24 on: January 30, 2022, 05:08 » |
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hey dear @Dreadfred i did try and its working but from some reason its not haveing a material in the first skeleton opening its fine but if i open another one you can see what error its bring http://i.epvpimg.com/hkhwgab.jpg
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #25 on: January 30, 2022, 07:19 » |
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You can only uncook Skeletal mesh, animations and physics assets (physics assets duplicates with the uncooker same as duplicating with right click) Anything other than simple material wil crash editor.
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« Last Edit: January 31, 2022, 00:16 by Dreadfred »
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #26 on: January 30, 2022, 08:02 » |
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as for now i just open them in the editor and they crash i didnt yet uncook anything
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #27 on: January 30, 2022, 08:22 » |
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well its not kind of what i want to do its a bit diffrent if you will scroll to the bottom you can see what i mean https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/CookedContent/decook it not possbile this right but what i want to do is simply open the editor as a raw what you see umodel cannot do it i can open the Textures Materials Static Meshes Sound waves Skeleton & Animations Both Working but didn't test the rest i know what you speak belive me but i belive i didnet explain myself very well so hope you understand
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #28 on: January 31, 2022, 00:11 » |
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Characters are linked to a character blueprint, the materials might be linked to a blueprint the animation bp will be inked to character blueprint, download any paragon character from epic and open in reference viewer in editor to see for yourself. The page you linked to is not intended for modders to open extracted content from shipped games in editor its for developers to use with own ip. short version- you cant do what you want to do.
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Re: [TUTORIAL] How to "Uncook" assets (with some limitations for the moment)
« Reply #29 on: January 31, 2022, 00:40 » |
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well thanks a lot appriciate your answer
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