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Author Topic: Blade & Soul  (Read 184047 times)
Gildor
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Re: Blade & Soul
« Reply #120 on: April 27, 2012, 09:53 »

Well, CBT3 is now supported. "-game=bns" options is not required anymore for this version because Blade & Soul is now detected by specific package encryption (but you're still need it for CBT1 and CBT2).

Interesting coincidence: B&S CBT1 were supported exactly one year ago!
Code:
27.04.2012
- updated Blade & Soul support for CBT3
...
27.04.2011
- implemented Blade & Soul CBT1 support
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Pezito
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Re: Blade & Soul
« Reply #121 on: April 27, 2012, 16:28 »

Wow, that was fast !! Thanks a lot. Grin

I've tried the new release and it does work with my CBT3 data - although, unlike what you said, I have to use the "-game=bns" option for it to work. Huh? Anyway it's awesome !

So far, I've run into two problems (which can be fixed, see below) :

1) Most if not all character models (player, NPC, creature) are 95% invisible.
2) Some character models use a reflection map that is waaayyy too strong.

To fix issue n°1, just look for a file named "00012963.upk" and rename (or delete) it. Character models won't find the weird alpha texture responsible for this opacity problem, and they will look perfect. Smiley

To fix issue n°2, look for a file named "00002640.upk" and rename (or delete) it. This will get rid of the excessive reflection map that still made some character models look weird.
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pixellegolas
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Re: Blade & Soul
« Reply #122 on: April 27, 2012, 17:35 »

First of all thanks gildor for updating one of the best looking unreal games.

Second, nice with the fix you give but make sure to use those packages when you extract because they are needed for a full character representation later on. The specular map is a must when looking at them in real time Smiley
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donggas90
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Re: Blade & Soul
« Reply #123 on: April 27, 2012, 19:52 »

Thank you so much.

It works with '-game=bns' option.  Smiley
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Gildor
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Re: Blade & Soul
« Reply #124 on: April 27, 2012, 20:06 »

As I said before, -game=bns is required for pre-CBT3 packages only. CBT3 should work without this option (it has no effect).
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pixellegolas
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Re: Blade & Soul
« Reply #125 on: April 27, 2012, 22:43 »

it does not work without, I have to use the tag

this is problem with previous bat file also because adding game=bns breaks the code
« Last Edit: April 27, 2012, 22:49 by pixellegolas » Logged
pixellegolas
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Re: Blade & Soul
« Reply #126 on: April 27, 2012, 22:50 »

nevermind, it was a small error from me Smiley

but still needs tag
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Pezito
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Re: Blade & Soul
« Reply #127 on: April 28, 2012, 01:13 »

There are so many files that it's a pain in the ass to check which ones are CBT2-type and which ones are CBT3 ! xD That's why I always use the "bns" tag, so that any type of data will work.

(Note : I'm currently working on a small program - not a batch file ^^ - to automate such tasks as viewing static meshes, loading animations and meshes at once, browsing and exporting lots of stuff with a single click or drag & drop. I will post it here when it's more advanced, if some of you are interested.)

By the way Gildor, I understand what you said about feeling bad for breaking NC Soft's protection of their property. In fact, I was surprised to see the poll results in the topic you created, about people's usage of umodel. I thought it would be 75% viewer and 25% exporter, but it's rather the contrary ! (°_°)? I understand really well the point of exporting, the possibilities of merging a game's model into another game... But as far as I'm concerned, viewing the resource is enough. It's like a collection of model kits I would display on a shelf. Cheesy
« Last Edit: April 28, 2012, 01:23 by Pezito » Logged
donggas90
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Re: Blade & Soul
« Reply #128 on: April 28, 2012, 01:35 »

Thanks again Gildor.


However I think exporting is not perpectly yet.


Exported and now matching assets.

But missing some important textures.


Example, Lyn male's diffuse map and mask map of face are exist.

But Jin Female's are not.

So cannot make up material for that.
« Last Edit: April 28, 2012, 01:42 by donggas90 » Logged
artisticVibe
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Re: Blade & Soul
« Reply #129 on: April 28, 2012, 11:54 »

Well, CBT3 is now supported. "-game=bns" options is not required anymore for this version because Blade & Soul is now detected by specific package encryption (but you're still need it for CBT1 and CBT2).

Interesting coincidence: B&S CBT1 were supported exactly one year ago!
Code:
27.04.2012
- updated Blade & Soul support for CBT3
...
27.04.2011
- implemented Blade & Soul CBT1 support

Just wanted to say thank you much for supporting the game with this wonderful program of yours!
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Gildor
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Re: Blade & Soul
« Reply #130 on: May 31, 2012, 10:56 »

I've tried to make a workaround for B&S so "-game=bns" option is no more required. Unfortunately I have no files from this game for testing. Somebody please test this for me and say whether it now works without -game=bns or not.
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zardalu
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Re: Blade & Soul
« Reply #131 on: May 31, 2012, 18:06 »

I tested some packages with the most recent version of UE Viewer and no -game=bns and get:

******** C:\SHARE\CookedPC\angsi_building.upk ********

ERROR: Unable to serialize 4 bytes at pos=1554618096
FFileReader::Serialize:File=angsi_building.upk <- FArchive::ByteOrderSerialize <- UObject::Serialize <- LoadObject:MaterialInstanceConstant'angsi_building.angsi_building_Mat1', pos=5CA996F0, ver=573/1, game=8000 <- UObject::EndLoad <- LoadWholePackage:angsi_building <- Main


-game=bns still works, though
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Gildor
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Re: Blade & Soul
« Reply #132 on: May 31, 2012, 18:11 »

Ok, so it is still required ...
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invisibleman
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Re: Blade & Soul
« Reply #133 on: June 14, 2012, 16:40 »

Can UModel make a screenshot of all object when extracting it ? It will very useful !!! Smiley Maybe it can be possible with some key like this "-screenshot" or ect.
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Gildor
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Re: Blade & Soul
« Reply #134 on: June 14, 2012, 17:53 »

No. In general it is not possible to implement such feature because you should position object in viewport before doing screenshot.
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