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Author Topic: Projekt Melody: A nut between worlds  (Read 10991 times)
Haise Sasaki
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Projekt Melody: A nut between worlds
« on: January 14, 2023, 21:57 »

alpha runs in unreal 5.1 and the version of umodel here https://www.gildor.org/smf/index.php/topic,7906.0.html doesnt read them, any attempt to read a texture,material or model gives this result


* image.png (60.44 KB, 1083x506 - viewed 273 times.)
« Last Edit: July 23, 2024, 22:30 by spiritovod » Logged
spiritovod
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Re: Projekt Melody: A nut between worlds
« Reply #1 on: January 17, 2023, 17:55 »

I've added quick support for changes in 5.1 (presumably). Build is available in the same place, now 5.0 and 5.1 versions has separate override options. Though some really big static meshes (over 200MB) doesn't seem to work here, I'll look into that a bit later. General limitations are still applied - you need to disable materials for meshes to load properly in most cases.

Please read notes and know issues from this topic for more info.

@Haise Sasaki: I just understood that export of selected assets and selected folders is done differently, while I'm only testing export from flat view (selected assets), which worked normally. Just made quick fix15, export of selected folders should work now, if all assets from it can be exported in general.
« Last Edit: January 20, 2023, 07:21 by spiritovod » Logged
Haise Sasaki
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Re: Projekt Melody: A nut between worlds
« Reply #2 on: January 18, 2023, 02:12 »

I've added quick support for changes in 5.1 (presumably). Build is available in the same place, now 5.0 and 5.1 versions has separate override options. Though some really big static meshes (over 200MB) doesn't seem to work here, I'll look into that a bit later. General limitations are still applied - you need to disable materials for meshes to load properly in most cases.

@Haise Sasaki: I just understood that export of selected assets and selected folders is done differently, while I'm only testing export from flat view (selected assets), which worked normally. Just made quick fix15, export of selected folders should work now, if all assets from it can be exported in general.
thank you
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GDL
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Re: Projekt Melody: A nut between worlds
« Reply #3 on: July 22, 2024, 21:55 »

https://kemono.su/patreon/user/13396520/post/107553570

The latest version is using UE 5.4 and it makes the specific umodel for it crash a lot, sometimes even without an error message, it just closes; I know UE5+ support is kinda limited but I wonder if there's anything that can improve compatibility.
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spiritovod
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Re: Projekt Melody: A nut between worlds
« Reply #4 on: July 23, 2024, 22:27 »

@GDL: Support for 5.4 games should be improved in the updated build.


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GDL
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Re: Projekt Melody: A nut between worlds
« Reply #5 on: July 24, 2024, 00:08 »

awesome, thx
now, if only there was an easy way to convert hdr textures to something else without them looking all weird (washed out, wrong colors)
« Last Edit: July 24, 2024, 00:41 by GDL » Logged
spiritovod
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Re: Projekt Melody: A nut between worlds
« Reply #6 on: July 24, 2024, 12:53 »

@GDL: I couldn't find any HDR (BC6H) textures to test. Otherwise explain the issue more clearly with some examples.
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GDL
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Re: Projekt Melody: A nut between worlds
« Reply #7 on: August 23, 2024, 00:51 »

@GDL: I couldn't find any HDR (BC6H) textures to test. Otherwise explain the issue more clearly with some examples.

For instance this file:

T_PlaFem_NG_Head_C.hdr

when I open it in any of the applications that support that file extension I get a washed out texture, but when I use, for instance this website to conver it to some other format it returns a much different image with actual color (left: hdr, right: converted to png with website):

https://convertio.co/

Maybe it's just me not using the correct settings in photoshop to open the file  Shocked



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spiritovod
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Re: Projekt Melody: A nut between worlds
« Reply #8 on: August 23, 2024, 14:02 »

@GDL: For preview umodel is loading such textures directly without conversion, as opengl supports this format. While photoshop and some other tools are doing some pre-processing, because for them radiance (hdr) format means different things and they expect additional parameters such as exposure and gamma. It's somehow mentioned here, and if export would be in 32-bit_rle_xyze format, results would look correct in photoshop. As a possible solution, you can use tools which can load raw data from hdr and export to more usual formats like tiff, for example Photomatix. In photoshop it can be probably done by adjusting exposure, gamma and curves manually.
« Last Edit: August 23, 2024, 14:09 by spiritovod » Logged
GDL
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Re: Projekt Melody: A nut between worlds
« Reply #9 on: August 23, 2024, 14:19 »

@GDL: For preview umodel is loading such textures directly without conversion, as opengl supports this format. While photoshop and some other tools are doing some pre-processing, because for them radiance (hdr) format means different things and they expect additional parameters such as exposure and gamma. It's somehow mentioned here, and if export would be in 32-bit_rle_xyze format, results would look correct in photoshop. As a possible solution, you can use tools which can load raw data from hdr and export to more usual formats like tiff, for example Photomatix. In photoshop it can be probably done by adjusting exposure, gamma and curves manually.

Thx for the info, I'll check it out.
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spiritovod
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Re: Projekt Melody: A nut between worlds
« Reply #10 on: August 23, 2024, 15:27 »

@GDL: To clarify things, that brighter result in photoshop is actually the one you need, just with default exposure and gamma settings. Raw data in this case should be called rather unprocessed hdr and the result you want is hdr with stripped exponent component (RGB from RGBE input). If to compare it with some RGBA image, you want to strip A component, but it's not totally correct as you'll miss things after that. Texture itself doesn't contain additional info, I suppose it's handled later while processing materials, shaders, etc.

If you want to just ommit exponent, you can also export hdr to png with photoshop - or if not possible, to tif and then convert to png with any image viewer that doesn't handle exposure and gamma (like IrfanView or XnView).
« Last Edit: August 23, 2024, 15:32 by spiritovod » Logged
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