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Author Topic: [UE4] Racing Master  (Read 11388 times)
Decal
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Re: [UE4] Racing Master
« Reply #15 on: November 21, 2024, 06:38 »

Game: Racing Master (official site (en) / official site (ch))
UE4 version: 4.26
AES key: in the same place as usual (link)

You need to use specific build from this topic with game specific override. Most materials are custom and some animations doesn't look properly due to retargeting.

The game is using custom packages 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. Note that the game also contains Ego engine assets (like sounds for cars), which are out of scope of umodel and this forum.

I am unpack racing master new version,but when i export the character texture ,the umodel view is 2048*2048,and final export the texture size only 64*64,who know  any way to export full textures?
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spiritovod
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Re: [UE4] Racing Master
« Reply #16 on: November 21, 2024, 16:50 »

@Decal: You can take a look at background window of umodel - if there is no warning about missing bulk while opening this texture, its real size is actually that small (otherwise it's extraction issue or missing package, for example not downloaded yet). Texture contains two sizes - editor and cooked, and cooked one is what actually included in the asset. Usually they're both the same, but cooked one can be smaller if developer is working with large textures in editor, but backing smaller textures into game for optimization reasons.
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Decal
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Re: [UE4] Racing Master
« Reply #17 on: November 27, 2024, 05:34 »

@Decal: You can take a look at background window of umodel - if there is no warning about missing bulk while opening this texture, its real size is actually that small (otherwise it's extraction issue or missing package, for example not downloaded yet). Texture contains two sizes - editor and cooked, and cooked one is what actually included in the asset. Usually they're both the same, but cooked one can be smaller if developer is working with large textures in editor, but backing smaller textures into game for optimization reasons.
Thanks a lot! some textures are normal,and character textures are error.
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spiritovod
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Re: [UE4] Racing Master
« Reply #18 on: November 28, 2024, 17:16 »

@Decal: I don't quite understand what do you mean. If it's some kind of crash, provide full error message (via copy button in crash window), otherwise explain the issue more clearly, preferably with samples of problem assets.
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GDL
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Re: [UE4] Racing Master
« Reply #19 on: December 01, 2024, 23:55 »

@Decal: I don't quite understand what do you mean. If it's some kind of crash, provide full error message (via copy button in crash window), otherwise explain the issue more clearly, preferably with samples of problem assets.

In newer versions of the game it seems the textures have 2 versions low-res and high-res, the high-res ones are stored inside the pak files inside the Content folder and the low-res version is stored in the pak files inside the Saved folder, at the time of extracting the paks and overwriting the extracted files from Content with the ones from Saved a lot of models show with lower resolution textures.
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spiritovod
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Re: [UE4] Racing Master
« Reply #20 on: December 05, 2024, 17:14 »

@GDL: Thanks for the info. I took a look at current PC version of the game, and apparently the issue is related to that umodel can't properly handle textures where first mip is loaded from bulk data but invalid (like bulk data is missing, which is also written in logs). I specifically checked if it could be result of files being overlapped due to overwriting, which is also default behavior of umodel and other tools (they are registering only one asset with the same name). But such bulk data is not present in packages at all, at least in initial download + patches applied before login. The game is also using its own patching method via "ci" packages, but from brief look they don't contain required bulk data either.

I've updated specific build, it now supports game packages directly without extraction. Workaround for problem textures is added to the build as well, it will load biggest mip from available ones instead of falling back. Since it's the second game with such approach, maybe it will be added as general fix for all games.
« Last Edit: December 05, 2024, 22:49 by spiritovod » Logged
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