Gildor's Forums

Author Topic: [UE4] Crystal of Atlan  (Read 430 times)
spiritovod
Hero Member
*****
Posts: 1265


View Profile
[UE4] Crystal of Atlan
« on: September 15, 2022, 21:04 »

Game: Crystal of Atlan (official site)
UE4 version: 4.27
AES key: in the same place as usual (link)

Meshes and textures work fine with the latest umodel build (1587 at the moment). All materials are custom. For animation support and custom materials use specific build from this topic with optional game specific override, which affects only materials.

The game is using custom packages format, so you need to extract assets first with respective quickbms script, available in specific scripts bundle here (also read this post).


* Clipboard01.jpg (119.54 KB, 2553x1243 - viewed 159 times.)
« Last Edit: September 16, 2022, 01:08 by spiritovod » Logged
jzm101010
Newbie
*
Posts: 4


View Profile
Re: [UE4] Crystal of Atlan
« Reply #1 on: September 16, 2022, 09:05 »

I tried to use ut4_0.4.25_raw_extract_coa.bms to extract assets, but failed
here is the error message
Code:
Error: incomplete input file 0: E:\Gamedata\Crystal_Of_Atlan\Character_A.pak
       Can't read 7 bytes from offset 000a7d69.
       Anyway don't worry, it's possible that the BMS script has been written
       to exit in this way if it's reached the end of the archive so check it
       or contact its author or verify that all the files have been extracted.
       Please check the following coverage information to know if it's ok.

       coverage file 0   100%   690285     687465     . offset 000a7d69

       Last script line before the error or that produced the error:
          142 get CHUNK_END_OFFSET longlong TOC_FILE
          coverage file 0   100%   690285     687465     . offset 000a7d69
Logged
spiritovod
Hero Member
*****
Posts: 1265


View Profile
Re: [UE4] Crystal of Atlan
« Reply #2 on: September 16, 2022, 16:56 »

@jzm101010: All quickbms related questions or issues should be addressed to the linked zenhax topic, info in the first post is provided here just for reference. Anyway, I've updated script for extracting unnamed files, it should work properly now.
Logged
jzm101010
Newbie
*
Posts: 4


View Profile
Re: [UE4] Crystal of Atlan
« Reply #3 on: September 16, 2022, 20:36 »

@spiritovod, Thanks, everything works fine now.
Logged
NHWFF
Newbie
*
Posts: 3


View Profile
Re: [UE4] Crystal of Atlan
« Reply #4 on: September 18, 2022, 14:44 »

How to view dat files with the viewer
Logged
spiritovod
Hero Member
*****
Posts: 1265


View Profile
Re: [UE4] Crystal of Atlan
« Reply #5 on: September 18, 2022, 16:50 »

@NHWFF: Usually you can rename them based on content and then use scan in umodel. For example Character_A contains animations and extraction order is uasset/uexp/uasset/uexp (mostly), so you can get proper pairs by renaming files like 000.dat -> 000.uasset, 001.dat -> 000.uexp and they can be picked up by related meshes automatically (animations don't require proper names). It's around the same with textures, except they can't be automatically linked without proper names. I could adjust script to produce correct extensions for uasset/uexp, but it will only raise more questions, because they will not be paired anyway and also there are other files, possible ubulk, only single files from pairs, mixed order and so on. I'm totally not interested in the game to dig into it more.
« Last Edit: September 18, 2022, 16:54 by spiritovod » Logged
OVERLINK
Newbie
*
Posts: 4


View Profile
Re: [UE4] Crystal of Atlan
« Reply #6 on: October 03, 2022, 00:16 »

please give the game client
Logged
805557409
Newbie
*
Posts: 1


View Profile
Re: [UE4] Crystal of Atlan
« Reply #7 on: October 03, 2022, 07:23 »

Game: Crystal of Atlan (official site)
UE4 version: 4.27
AES key: in the same place as usual (link)

Meshes and textures work fine with the latest umodel build (1587 at the moment). All materials are custom. For animation support and custom materials use specific build from this topic with optional game specific override, which affects only materials.

The game is using custom packages format, so you need to extract assets first with respective quickbms script, available in specific scripts bundle here (also read this post).
Why does it look like this when I open it with a specific version of umodel?


* 1 (2).png (42.56 KB, 940x727 - viewed 23 times.)
Logged
spiritovod
Hero Member
*****
Posts: 1265


View Profile
Re: [UE4] Crystal of Atlan
« Reply #8 on: October 03, 2022, 16:59 »

@805557409: You've already quoted the answer, which is second paragraph of the first post. Custom packages format is not supported in specific build and you need to extract assets first before using it.
« Last Edit: October 03, 2022, 17:02 by spiritovod » Logged
Jump to:  

Powered by SMF | SMF © 2006-2009, Simple Machines LLC
Leviathan design by Bloc | XHTML | CSS