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Author Topic: [Switch] Master Detective Archives: Rain Code  (Read 856 times)
spiritovod
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[Switch] Master Detective Archives: Rain Code
« on: July 02, 2023, 04:13 »

Game: Master Detective Archives: Rain Code (eshop page)
UE4 version: 4.27

Most things works fine with specific build from this topic - no special override is required, simply choose proper engine version. Some materials are custom.


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« Last Edit: July 15, 2023, 14:27 by spiritovod » Logged
GDL
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #1 on: July 02, 2023, 11:12 »

funny, if I chose the "nintendo switch" option to see the files all the textures seem to be swizzled, but if I leave it as auto it shows all the textures properly Shocked
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spiritovod
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #2 on: July 02, 2023, 13:50 »

@GDL: UE doesn't use swizzling anymore since 4.26.2 and newer. I guess platform dependent texture optimizations are now done on RHI level or something.
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TheStarLight
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #3 on: July 03, 2023, 19:31 »

I've tried this, but I get the "There's No Visual Objected Loaded Now" Message.

I don't think I did anything wrong, so why is this?
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spiritovod
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #4 on: July 03, 2023, 23:11 »

@TheStarLight: I'd recommend to check some tutorials about general umodel usage, starting from the one at tutorials section.
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FCMakes
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #5 on: July 11, 2023, 23:35 »

For me, some characters are missing the textures in the files. (Using the "umodel_materials" found in the linked post). Am I doing something wrong?
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spiritovod
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #6 on: July 12, 2023, 15:02 »

@FCMakes: Those are most likely custom materials, which can't be previewed with umodel. You can switch to materials mode by pressing "M" and check if there are materials/textures even used for the mesh. Such materials can be only re-created manually in third-party apps with properties available upon export in separate files (when possible). In some cases there are no actual textures, but shaders, and materials can be applied at runtime - all of this is out of scope of umodel.
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FCMakes
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #7 on: July 12, 2023, 16:10 »

Thanks for the answer! Apparently, those were additional folders with variations/extra stuff for the base models. Didn't quite figure out the labeling system at that point.
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FCMakes
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #8 on: July 14, 2023, 19:05 »

Update: when exporting the meshes in both formats the UV maps are often not saved correctly. The shapes are correct but a lot of them are outside of the box designated for the textures. This is fixable in blender but mildly annoying. Pretty sure that's a bug. Also, when importing the materials are visible, but the textures are not auto assigned. Is that how its supposed to be or not?
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spiritovod
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #9 on: July 15, 2023, 00:32 »

@FCMakes: I guess it's expected behavior. It's worth to mention that UVs are stored as half floats in the game and umodel is using simplified conversion for half float to float, which doesn't handle edge cases like denormals. But the main problem is that UVs in some layers are not normalized to begin with and they're are using tiling (probably UDIM). It's most likely game specific approach, thus exporting values as-is would lead to such results.

I've updated specific build with game specific override for testing purposes. If it's used instead of generic engine override, UVs would be limited to normal bounds (0..1), though not sure whether results would be accurate anyway. Also, updated build is using more complex conversion to float, but that's shouldn't affect results much.  

Alternatively you can use blender's normalization for UVs ("constrain to image bounds" option). It would be interesting to compare results from both variants.

Update: Game specific override is removed to avoid confusion, since it's not an umodel issue.
« Last Edit: August 04, 2023, 01:48 by spiritovod » Logged
FCMakes
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #10 on: July 15, 2023, 12:15 »

Just checked out the new build. For me, its the exact same issue as before. The mesh I tested it on is SM_BG_Map14_Table_Counter_GiA (BG>Map14, the thing on the train where the drinks were). Also blender's constraints don't appear to change anything but maybe I'm doing it wrong?
Anyway, a separate issues, this time for the characters, is that I cannot seem to find the textures for their eyes. The textures that are there in the view are just black and have like a transparent oval if exported in the center. Not sure if the texture is bugged somehow or if its just some texture mask that its using because its the only thing it sees. There's still a possibility that they are stored somewhere else but as of yet I haven't located them.
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FCMakes
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #11 on: July 15, 2023, 12:19 »

Update: apparently I wasn't using the correct override. Anyway with it enabled it now distorted the UVs to just a straight line at the bottom of the UV square. Everything else still stands.
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spiritovod
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #12 on: July 15, 2023, 15:06 »

@FCMakes: I just took a look, it's surely game specific approach. Some UV sets are using tiling (which is most likely UDIM), which can be only handled in third party apps like blender manually - for example, existing plugins for importing psk has "split UV data" option and such tiles would be split into separate layers in most cases, which should be more convenient for manual rearranging. Also you can take a look at other UV sets (if present), in umodel it's available via Ctrl+U and U for switching them - they're also exported with the mesh as separate layers.
As for the eyes, it's one of custom materials, like it was already said above. You can check their properties in umodel in materials mode by clicking on them, and in separate txt files upon export. Such things also can be handled only manually.
« Last Edit: August 04, 2023, 01:48 by spiritovod » Logged
FCMakes
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #13 on: July 19, 2023, 23:10 »

Thanks for the previous answer. I have uncovered yet another thing I believe to be a glitch. The character models have animations that should change the expression on their faces. However, when loaded they do not change. There are bones that look like they should be the correct ones, but they move weird parts of the nose. Same happens with the eyes. Am I doing something wrong yet again?
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GDL
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #14 on: July 20, 2023, 00:11 »

Thanks for the previous answer. I have uncovered yet another thing I believe to be a glitch. The character models have animations that should change the expression on their faces. However, when loaded they do not change. There are bones that look like they should be the correct ones, but they move weird parts of the nose. Same happens with the eyes. Am I doing something wrong yet again?

I think they combine morphs with bone movement for some expressions.
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