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Author Topic: [UE4] Crystal of Atlan  (Read 1558 times)
spiritovod
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« 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 improved materials use specific build from this topic with optional game specific override, which affects only materials.

The game is using custom packages format and you need to extract assets first with respective quickbms script from specific scripts bundle, available in topic with keys. For more info read sticked topic and this post. For additionally downloaded packages you need to use different script, like explained in the linked post.


* Clipboard01.jpg (119.54 KB, 2553x1243 - viewed 430 times.)
« Last Edit: August 11, 2023, 15:49 by spiritovod » Logged
jzm101010
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« 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
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spiritovod
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« Reply #2 on: September 16, 2022, 16:56 »

@jzm101010: All quickbms related questions or issues should be addressed to the linked rin 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.
« Last Edit: August 11, 2023, 19:25 by spiritovod » Logged
jzm101010
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« Reply #3 on: September 16, 2022, 20:36 »

@spiritovod, Thanks, everything works fine now.
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NHWFF
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« Reply #4 on: September 18, 2022, 14:44 »

How to view dat files with the viewer
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spiritovod
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« 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
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« Reply #6 on: October 03, 2022, 00:16 »

please give the game client
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805557409
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« 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 120 times.)
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spiritovod
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« 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
einherjar007
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« Reply #9 on: May 24, 2023, 00:06 »

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


spiritovod, in the current version, bms does not seem to work for additional downloaded pak. I sent the sample to your discord. Please check it out if you like.
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spiritovod
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« Reply #10 on: May 24, 2023, 01:30 »

@einherjar007: You're probably trying to extract downloaded on demand packages, which doesn't store filenames - they can be extracted with additional script, mentioned in the first post. Since zenhax is broken at the moment, you can also find it in custom scripts bundle, available at rin forum. I've updated the first post, it should be more clear now.
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emiyarin
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« Reply #11 on: February 24, 2024, 19:43 »

The new version seems to be unusable.


* 20240224233729.png (52.61 KB, 1468x766 - viewed 55 times.)
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xiaochen
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« Reply #12 on: February 25, 2024, 12:02 »

The new version seems to be unusable.
Have you found a solution?
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spiritovod
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« Reply #13 on: February 25, 2024, 16:40 »

@emiyarin, @xiaochen: I've tested latest pc client and both scripts still works fine. Make sure you're using scripts correctly, as script from specific scripts bundle is compatible only with base packages ("paks" folder), while script for raw extraction is compatible only with additionally downloaded packages (from "persistent" folder). I can't help with other game versions, in case they're different.

Also, quickbms and encryption related issues belongs to the topic with keys and scripts, not here - next time please address such issues to that topic. All such questions will be removed from this topic from now on.
« Last Edit: February 26, 2024, 18:52 by spiritovod » Logged
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