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Author Topic: The Dark Pictures Anthology: House of Ashes  (Read 1632 times)
Arty
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The Dark Pictures Anthology: House of Ashes
« on: October 22, 2021, 09:25 »

UE4 version: 4.26

Platform: PC

Same with other Dark Pictures games, everything works fine - skeletal meshes, static meshes, and animations - but MorphTarget must be disabled for skeletal meshes to open. Some materials are custom.



* Screenshot_1.png (149.43 KB, 334x507 - viewed 205 times.)

* Screenshot_4.png (186.93 KB, 351x457 - viewed 218 times.)
« Last Edit: April 14, 2024, 05:38 by spiritovod » Logged
spiritovod
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Re: House of Ashes
« Reply #1 on: October 22, 2021, 18:50 »

The game is called The Dark Pictures Anthology: House of Ashes (for indexing and search purposes). And it's built with 4.26, though currently there is no difference in this particular case.

Also, I took a look at morphs - if they're using the same approach for all games from the Dark Pictures series, I hardly doubt morphs will be supported due to the their unique implementation. Instead of two vectors per morph's delta they're using packed indices + corresponding array of packed vectors pairs (PositionDeltaThreshold and another one) per morph's delta.
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Arty
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Re: The Dark Pictures Anthology: House of Ashes
« Reply #2 on: October 22, 2021, 22:59 »

Apologies for the title goof, it has been fixed.
Also, the Morph thing is quite interesting, unfortunate that it probably won't be supported. It doesn't make a big difference either way, though.
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Ehlyon
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Re: The Dark Pictures Anthology: House of Ashes
« Reply #3 on: October 23, 2021, 00:20 »

I'm actually getting "Serializing behind stopper" error with animations. Is there something i'm missing? Yes i'm appending them, not loading them all at once.
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spiritovod
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Re: The Dark Pictures Anthology: House of Ashes
« Reply #4 on: October 23, 2021, 04:55 »

@Ehlyon: You are right, the game is using ACL compression for animations.
« Last Edit: August 22, 2022, 19:28 by spiritovod » Logged
MarkoJeff1
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Re: The Dark Pictures Anthology: House of Ashes
« Reply #5 on: October 27, 2021, 19:15 »

how one knows why am getting this error when trying to export a character head?
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Juso3D
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Re: The Dark Pictures Anthology: House of Ashes
« Reply #6 on: October 28, 2021, 08:09 »

how one knows why am getting this error when trying to export a character head?
What error?
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Blender + Linux User Here.
MarkoJeff1
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Re: The Dark Pictures Anthology: House of Ashes
« Reply #7 on: October 28, 2021, 13:37 »

Everything is working now i was having a problem with the animation but learnt it cant be done show but when ever i export a head to  blender i cant seem to apply the eye texture tho its all messy seems some layer covers their eye and cant let you see the models eye
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Juso3D
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Re: The Dark Pictures Anthology: House of Ashes
« Reply #8 on: October 28, 2021, 13:44 »

You may need to use a different UV layer perhaps (if there is more then 1).
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spiritovod
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Re: The Dark Pictures Anthology: House of Ashes
« Reply #9 on: August 22, 2022, 19:43 »

For latest game versions use specific build from this topic - no special override is required, simple choose proper engine version, and don't forget to disable morph targets as they're not supported for the game. In case of possible issues with some game versions try to use The Quarry / The Dark Pictures Anthology override.

A few notes: Animations for bodies and heads are not directly compatible, thus you can't assemble the whole character mesh in the viewer and then apply animations to it. Default position for most animations is probably tied to actual placement on the map, so mesh will be all over the place - it's not very convenient, but you can focus on current mesh position with "F" after changing animation. And don't try to add all compatible animations to a mesh with Ctrl+A (there are 11k of them) - even if you have enough RAM, it may fail for some particular cutscenes anims, depending on the mesh.


* Clipboard01.jpg (91.53 KB, 2548x1236 - viewed 171 times.)
« Last Edit: April 14, 2024, 05:27 by spiritovod » Logged
sharppy2
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Re: The Dark Pictures Anthology: House of Ashes
« Reply #10 on: April 13, 2024, 00:13 »

I still get errors on skeletal meshes. I disabled morphs using version 2.1 still throws errors. Any ideas ? Using PC files too. Even unpacked game contents from .pak. still throws errors.






EDIT:

Ok i found the issue it was not using The Quarry / Dark Pictures override it was just UE4.26. Got it working now!
« Last Edit: April 13, 2024, 02:08 by sharppy2 » Logged
spiritovod
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Re: The Dark Pictures Anthology: House of Ashes
« Reply #11 on: April 14, 2024, 05:36 »

@sharppy2: Thank you for the info. I should revise the rest of The Dark Pictures Anthology games, because even after they've upgraded earlier games to more recent engine at some point, it seems not all of them are using the same changes (or changes could be rolled back), which causing errors with specific override. I've updated my post above to reflect this.

Update: All respective posts are now updated with actual info. Latest versions of "Man of Medan" and "Devil in Me" are using the same adjustments as "The Quarry" and specific override is required for them, while "Little Hope" and "House of Ashes" are using standard 4.26 and generic engine override should work for them - but in case of issues it's recommended to try specific override for them as well.
« Last Edit: April 15, 2024, 03:49 by spiritovod » Logged
Hamster Ham
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Re: The Dark Pictures Anthology: House of Ashes please help
« Reply #12 on: April 25, 2024, 08:39 »

Im not sure if my other post uploaded but when i import the eye textures for the models for this game they look super flattened and really out of place, (like in the image)  i have been trying everything for a fix and just cant seem to make them look correct, anybody know a fix?


* Screenshot 2024-04-24 233625.png (460.72 KB, 656x588 - viewed 49 times.)
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spiritovod
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Re: The Dark Pictures Anthology: House of Ashes
« Reply #13 on: April 25, 2024, 21:18 »

@Hamster Ham: Maybe it's related to multiple UVs which can be used for a mesh, I remember something similar was discussed in The Quarry topic. Or it can be game specific things (like runtime changes), which are out of scope of umodel.
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