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Author Topic: [Switch] Shin Megami Tensei V  (Read 1038 times)
spiritovod
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« on: November 07, 2021, 17:01 »

Game: Shin Megami Tensei V (eshop page)
UE4 version: 4.23
AES key: in the same place as usual (link)

All works fine - including meshes, animations and textures - with the latest umodel build (1576 at the moment). Don't forget to set platform to Switch at startup screen, otherwise textures will be swizzled (though there are no issues with them, because they're using only DXT and BC formats).

Update: For grayscale textures and small non-square textures (under 128px in height) use specific build (link) - no special override is required, simply choose proper engine version.


* Clipboard10.jpg (114.04 KB, 2550x1241 - viewed 331 times.)

* Clipboard11.jpg (194.14 KB, 2545x1233 - viewed 267 times.)
« Last Edit: January 01, 2022, 17:53 by spiritovod » Logged
spiritovod
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« Reply #1 on: November 08, 2021, 17:42 »

First post updated, the game is fully supported with latest umodel build.
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Luminary3
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« Reply #2 on: November 22, 2021, 03:24 »

there is an issue with one texture I found, npc651_demi_fiend, T_npc651_body_mask, and T_npc651_face_mask. these textures are swizzled even after putting the platform on switch, though the weird thing is when I zoom out in the preview of the texture it starts to fix itself while it does the opposite when I zoom in, even if I export the texture it is still swizzled.
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Luminary3
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« Reply #3 on: November 22, 2021, 04:05 »

Game: Shin Megami Tensei V (eshop page)
UE4 version: 4.23
AES key: in the same place as usual (link)

All works fine - including meshes, animations and textures - with the latest umodel build (1576 at the moment). Don't forget to set platform to Switch at startup screen, otherwise textures will be swizzled (though there are no issues with them, because they're using only DXT and BC formats).

so apparently those mask textures i was talking about are using a format called PF_G8
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spiritovod
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« Reply #4 on: November 22, 2021, 21:05 »

@Luminary3: These are 8-bit grayscaled textures. Not sure why they're causing problems like this, for now just use this build for them.

Update: Specific build updated with fixes for small non-square textures (under 128px in height).
« Last Edit: January 01, 2022, 17:51 by spiritovod » Logged
Luminary3
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« Reply #5 on: November 23, 2021, 02:27 »

@Luminary3: These are 8-bit grayscaled textures. Not sure why they're causing problems like this, for now just use this build for them.

you have once again saved me lol, thanks.
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xtremegat
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« Reply #6 on: December 23, 2021, 20:47 »

When exporting the character introduction or the choices of the game (examples in the image) the export comes out with a swizzle
problem. For example on the texture T_E0251_sophia3, even if you try to fit the parts, you will notice that some parts have been removed creating a buggy and incomplete image.

List of the buggy textures (some choice textures seem to export fine but with a misalignmente issue)

L10N\en\Design\Event\Common\Widget: E0031_name_gustave, E0180_name_tao, E0185_name_miyazu, E0185_name_yuzuru
E0185_select, E0215_name_ichirou, E0235_select, E0251_name_sophia, E0260_select, E0300_name_gokou, E0330_name_joka
E0340_name_yakumo, E0350_name_abdiel, E0360_name_koshimizu, E0362_name_sahori, E0365_select, E0369_select
E0431_select, E0432_name_lahmu, E0435_select, E0470_select, E0490_select, E0510_select, E0750_select, E0805_select
E0850_select, E0970_select

Design\UI\Logo: Atlus_logo, UE_logo

even if you not modify the texture they will show up in game like this last image


* Atlus_Logo.png (74.05 KB, 1920x1080 - viewed 83 times.)

* T_E0251_sophia3.png (47.9 KB, 810x107 - viewed 73 times.)

* 010063b012dc6000_2021-11-19_16-21-01-854 (1).jpg (59.09 KB, 853x480 - viewed 96 times.)
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Gildor
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« Reply #7 on: December 24, 2021, 00:00 »

There's a known issue with some NSW textures in UModel. I've spent a lot of time trying to figure out how it should work, with no results (just made more textures working, but not everything). Noesis author provided me some hints about it, but they didn't work. So... you have what you have.

The bug usually happens with non-power-of-two textures, which are usually used for UI.
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spiritovod
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« Reply #8 on: January 01, 2022, 18:05 »

I've updated specific build in my previous post with a few fixes for small non-square textures, and also added it to the first post. Though large non-square textures are still affected, not sure if I'll manage to fix it, but they're less distorted by default.
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xtremegat
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« Reply #9 on: January 02, 2022, 03:18 »

Seems like this update fixed most of the issues, although unreal and atlus logo remain the same, some decisions of the game are a bit buggy. Nevertheless this update was really useful for what we are doing, thank you.


* T_E0435_s1.jpg (28.86 KB, 906x255 - viewed 45 times.)

* T_E0490_s2.jpg (31.13 KB, 845x300 - viewed 39 times.)
* T_E0235_s2.dds (70.63 KB - downloaded 21 times.)

* T_E0235_s1.png (203.5 KB, 869x175 - viewed 44 times.)
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pysis
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« Reply #10 on: January 22, 2022, 23:03 »

Any luck with the sounds/sfx? Game/CueSheet seems to be the best area but I always get 0/0 when trying to export the uasset/uexp files.

https://www.youtube.com/watch?v=Nxl0OcoArZ8
Seems I should get ue4opus files at this stage to view using vgmstream, although that example focused on music files that may be easier.  I can already play the awb files, but not the ums one, both of those being outside of the pak file.

Here is are my options: `'.../umodel_win32/umodel_64.exe' -aes="$key" -gui -nsw -sounds -game=ue4.23 -out="$outdir" -png "$dir"`
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spiritovod
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« Reply #11 on: January 23, 2022, 17:37 »

@pysis: wwise audio, used in most modern UE games, is not supported by umodel, it's recommended to use fmodel for this. As for usm, it's a video, which should be demultiplexed with vgmtoolbox (video demultiplexer -> CRI Movie 2), if it's not additionally encrypted.
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xtremegat
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« Reply #12 on: January 23, 2022, 23:23 »

Another way to extract is with an hex editor, most of the sfx and other things is in \Project\Content\Sound\CueSheet


Find an .uexp file that contains what you want and drag to the editor(usually the biggest uexp in file size), then look for @UTF, when you found that you will need to copy everything until the bottom of the file (even the @UTF), then create a new file in the editor and name it "(nameoftheuexp.acb)"after that drag it to sonic audio tool's acb editor.exe, it should extract everything.

But if you want to extract cutscene voicelines... it is possible but they will be super loud and corrupted.
« Last Edit: January 23, 2022, 23:31 by xtremegat » Logged
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