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Author Topic: EndWar extracting issues  (Read 140 times)
sp111kg
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« on: January 24, 2023, 23:59 »

Hello. was hoping to pull endwar models for 3d printing.
I have been able to identify which XXX file i need in this case the JSFVehicles.
When I go to extract I get a error.

******** E:\umodel_win32\JSFVehicle.xxx ********

ERROR: Unable to read 1 bytes at pos=0x63E975
FFileReader::Serialize: File=JSFVehicle.xxx <- FArchive::ByteOrderSerialize <- FPackageFileSummary::Serialize3 <- FPackageFileSummary<<: Ver=329/0 <- UnPackage::UnPackage: JSFVehicle.xxx, ver=329/0, game=ue3 <- UnPackage::LoadPackage(info): JSFVehicle.xxx <- Main: umodel_build=1589

Same error as far as I can tell if I go through and use the program vrs drag and drop.
If I could be pointed in the right direction in either a explaning what to do here or a video Id be super grateful. Thanks.
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Gildor
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« Reply #1 on: January 25, 2023, 00:04 »

From readme.txt:
Quote
08.01.2011
- implemented EndWar package, texture, skeletal and static mesh support (requires
  "-game=endwar")

You're not using override, so UModel works with game files like with "vanilla UE3".
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sp111kg
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« Reply #2 on: January 25, 2023, 00:24 »

Ok. So went and selected over ride. U3 and then Endwar
went to extract option and then got this
CTypeInfo::ReadUnrealProperty: (UMaterialExpressionVectorParameter.DefaultValue, Type=10, Size=84, TagPos=1DC16E) <- CTypeInfo::SerializeUnrealProps <- UObject::Serialize <- LoadObject: MaterialExpressionVectorParameter'JSFVehicle.MaterialExpressionVectorParameter_9', pos=1DC192, ver=224/0, game=endwar <- UObject::EndLoad <- LoadWholePackage: UmodelSaved/OfGame/CookedContent/JSFVehicle.xxx <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1589

sorry. Ive honestly only discovered this today.
Thank you for the help.
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Gildor
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« Reply #3 on: January 25, 2023, 00:34 »

Hmmm... Well, I've verified changes for EndWar - it has global modification to data, it stored Vector as 4 components, not as 3. I've added support for this, breaking loading performance for all other games. One of my plans was to remove this game's support at all.

One of my recent works which I did for UModel (2 years ago) was support for material parameter values. You have crash in loading "vector parameter value", so I think there's something else what had to be fixed 12 years ago, when EndWar was supported - but at that point, material support wasn't so "advanced".

This information could be used as a hint for someone who will decide to modify umodel's code to recover EndWar support. Alternative, material parsing could be disabled for this game. Unfortunately, I'm no longer working on this project.
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spiritovod
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« Reply #4 on: January 25, 2023, 21:55 »

Actually there is already placeholder for this issue in form of bForceTaggedSerialize, where it's suggested that FLinearColor can't be natively serialized for EndWar (even though ItemType imply otherwise) - currently it's not used anywhere. Indeed, if FLinearColor is excluded from native serialization there and in CTypeInfo::SerializeUnrealProps, it's parsed correctly.

Though there is another issue, which presumably came after 64-bit builds appeared. In USkeletalMesh3::ConvertMesh TexCoords are defined as NumTexCoords = max(SrcLod.NumUVSets, SrcLod.GPUSkin.NumUVSets), but GPUSkin is serialized only for ArVer > 333 games and above - for cases like this (ArVer < 300) value SrcLod.GPUSkin.NumUVSets would be undefined. As a result, for 32-bit builds macros "max" is producing correct output due to limitations, but for 64-bit builds it will return undefined value and umodel bump into the next assertion (NumTexCoords > MAX_MESH_UV_SETS).
Probably that topic may be also related to similar issue with undefined value.

@sp111kg: You can use specific build from this topic with the same override option for now, I made some fixes based on explanations above. Though you need to disable animations, they are not supported for this game.
« Last Edit: January 25, 2023, 22:08 by spiritovod » Logged
sp111kg
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« Reply #5 on: January 25, 2023, 22:41 »

It worked. Thank you so much. I can now explore the assets and prep them for 3d printing. You guys are so awesome.
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