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Author Topic: Ghostwire: Tokyo  (Read 8027 times)
spiritovod
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Ghostwire: Tokyo
« on: March 24, 2022, 23:25 »

Game: Ghostwire: Tokyo (steam page)
UE4 version: 4.27
AES key: in the same place as usual (link)

Separate skeletal meshes, textures and animations works fine with the latest umodel build (1585 at the moment). For static meshes and the rest use specific build from this topic, you need to use game specific override. Batch operations are not recommended, they may crash umodel at some point.

Update: Separate override option is added to specific build. This way it should work correctly with static meshes.


* Clipboard03.jpg (95.43 KB, 2558x1242 - viewed 1498 times.)
« Last Edit: March 25, 2022, 04:04 by spiritovod » Logged
ludenov
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Re: Ghostwire: Tokyo
« Reply #1 on: March 25, 2022, 02:45 »

Character models work, but none of the environments do. They all give me


UnPackage::CreateImport: /Game/Snowfall/Environment/Landmark/109/Meshes/Deco/SM_MallDecoParts07.uasset:444496707 <- UnPackage::SerializeUObject <- UStaticMesh4::Serialize <- LoadObject: StaticMesh4'SM_MallDecoParts07.SM_MallDecoParts07', pos=168A4, ver=522/0, game=ue4.27 <- UObject::EndLoad <- LoadWholePackage: /Game/Snowfall/Environment/Landmark/109/Meshes/Deco/SM_MallDecoParts07.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based
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spiritovod
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Re: Ghostwire: Tokyo
« Reply #2 on: March 25, 2022, 04:02 »

I've updated specific build, the game now has separate override option. This way it should work correctly with static meshes.
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olavabtu78
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Re: Ghostwire: Tokyo
« Reply #3 on: March 26, 2022, 01:30 »

When exporting/viewing models with your custom build I get a missing sdl2.dll error. Do you know how to fix this by any chance?
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spiritovod
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Re: Ghostwire: Tokyo
« Reply #4 on: March 26, 2022, 01:46 »

@olavabtu78: Download latest official build and place specific build in the same folder.
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ludenov
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Re: Ghostwire: Tokyo
« Reply #5 on: April 03, 2022, 08:09 »

So is there any way to export staticmeshes using a .umap to place them in the correct positions? There were tools in the past that did this for other UE4 games but none of them work on Ghostwire Tokyo
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PhantomGuard
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Re: Ghostwire: Tokyo
« Reply #6 on: May 02, 2023, 05:37 »

What number/folder would Akito be listed under
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venkman
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Re: Ghostwire: Tokyo
« Reply #7 on: May 02, 2023, 12:58 »

So is there any way to export staticmeshes using a .umap to place them in the correct positions? There were tools in the past that did this for other UE4 games but none of them work on Ghostwire Tokyo

You'd want to speak to id_daemon about that. I'd be keen for a similar tool.
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