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Author Topic: Lords of the Fallen  (Read 3780 times)
Ehlyon
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Lords of the Fallen
« on: October 13, 2023, 23:39 »

Game: Lords Of the Fallen
UE Version: 5.1
AES: None

Open with Specific Build from this topic disable materials as they'll likely crash umodel.
Skeletal meshes seems to be working as well as static meshes and textures too, in case of virtual textures, you should try with FModel.
Animations do work, despite the game using utoc/ucas, I guess this is applicable to every game using utoc/ucas (tested also with 1st descendant, remnant 2) you just need to Append the skeleton asset and the animations to the mesh -> Ctrl+A and everything's ready. Exporting seems to be working without any issue.


* immagine_2023-10-13_213256049.png (125.4 KB, 799x650 - viewed 817 times.)
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spiritovod
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Re: Lords of the Fallen
« Reply #1 on: October 14, 2023, 04:00 »

@Ehlyon: Wow, it actually works Shocked (though results may be quite confusing in particular cases). It's worth to be added to the topic with general explanations.

Update: Added it here. Appending order is important (skeleton -> animations), and also due to retargeting sometimes it would be hard to tell, which skeleton should be loaded for a mesh.
« Last Edit: October 14, 2023, 14:09 by spiritovod » Logged
cronablood
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Re: Lords of the Fallen
« Reply #2 on: October 14, 2023, 17:24 »

Fortunately, I think it's a regular texture, not a virtual texture. The problem is that the weight value of the model is terrible. The model's whole body stretches like rubber. It's not one or two vertexes, but dozens of them. The tool seems to need more modifications.
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spiritovod
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Re: Lords of the Fallen
« Reply #3 on: October 14, 2023, 18:13 »

@cronablood: Viewer supports only 4 weights per vertex, but upon export to gltf you can get all weights (up to 12), if respective option is selected in export window. Also you may want to check some Dreadfred's posts (for example this one) for possible further processing of exported meshes.
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cronablood
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Re: Lords of the Fallen
« Reply #4 on: October 14, 2023, 19:17 »

I've already tried that method with the format (gltf) you said. Even if I use that format, the model's limbs get messed up like this picture. The blender I use is version 3.6.4. The add-on I used is blender3d_import_psk_psa (matyalatte).

The problem is much more serious on the shoulder side of the model than the foot in the picture. I haven't checked all the models, but I'm afraid that others have bugs this way.


* 12.jpg (116 KB, 1158x740 - viewed 533 times.)
« Last Edit: October 14, 2023, 19:38 by cronablood » Logged
spiritovod
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Re: Lords of the Fallen
« Reply #5 on: October 14, 2023, 21:42 »

@cronablood: Almost all useful feedback about weights was provided by Dreadfred, and he said that Blender has its own issues with gltf format, that's why I suggested to read his posts related to the matter. I'm not qualified enough to tell if it's import issue or something else in this particular case, because it may be - retargeted animation, which is not fully compatible with the mesh (it seems like they're using quite complex IK things here) - additive animation, which is not supported by umodel in general - or something else. At least weights are exported as-is for this game, and it doesn't use high precision weights either, because this feature is available only for 5.2+ games.
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d4killzone
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Re: Lords of the Fallen
« Reply #6 on: October 30, 2023, 05:25 »

Ripped the game, when the forum announce it awhile back however looking in the viewer I was missing the armor sets as all the pieces are not there. Is there a step I am missing or another way to get all the set?
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Dreadfred
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Re: Lords of the Fallen
« Reply #7 on: December 08, 2023, 03:04 »

@cronablood: Bit late but I'd be happy to check original character file (you would need to send me it) to see what's what. Unless things have changed from ue4 to ue5 it will work, I imagine Gildor or spiritovod would know if things had.

https://www.gildor.org/smf/index.php/topic,8509.msg46145.html#msg46145
« Last Edit: December 08, 2023, 03:09 by Dreadfred » Logged
GatoAumentado
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Re: Lords of the Fallen
« Reply #8 on: August 03, 2024, 03:37 »

bump. the OP says to append a skeleton to the mesh but I havent been able to find a guide on doing so in umodel
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spiritovod
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Re: Lords of the Fallen
« Reply #9 on: August 04, 2024, 01:42 »

@GatoAumentado: Check this topic with current limitations of the specific build and brief explanation about how to work with animations in such cases. Also view recommended tutorial about general umodel usage from tutorials section.
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GatoAumentado
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Re: Lords of the Fallen
« Reply #10 on: August 06, 2024, 19:52 »

https://imgur.com/a/Z1VAd5m

gif in link

Im still stuck on the appending skeleton part. is there a step I am missing?
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GatoAumentado
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Re: Lords of the Fallen
« Reply #11 on: August 06, 2024, 21:31 »

oh I see. I need to open the skeletal mesh, then scan the folder. Then append all in the folder, then after that process the CTRL+A animation loading would work.

Although. for the player character I may be missing a step lol

(gif in link) https://imgur.com/a/q6C6U2k
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Ehlyon
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Re: Lords of the Fallen
« Reply #12 on: August 06, 2024, 22:29 »

oh I see. I need to open the skeletal mesh, then scan the folder. Then append all in the folder, then after that process the CTRL+A animation loading would work.

Although. for the player character I may be missing a step lol

(gif in link) https://imgur.com/a/q6C6U2k

You're appending, and thus using, the wrong skeleton, the right one for the player character is in Game/Characters/Skeletons/SK_Player_Skeleton.uasset
Appending everything makes things messier imo; find the files you're looking for, select one, or multiple of them and then in the bottom right press the arrow near "open" and "Append", after appending the skeleton you can append the animations and press CTRL+A to load them.
Scanning the folder is a step you can skip, or you can scan the entire game with "Tools -> Scan content". Scanning help you finding Skeletal meshes, textures, animations or static meshes but NOT other files some examples are the skeletons you need to append for the animations to play or audio files
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Mr. Kotonur
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Re: Lords of the Fallen
« Reply #13 on: February 25, 2025, 12:50 »

Ripped the game, when the forum announce it awhile back however looking in the viewer I was missing the armor sets as all the pieces are not there. Is there a step I am missing or another way to get all the set?
Same problem, game probably uses custom UE classes
Every single armor set from "\Content\Characters\PlayerMale\Pieces\ArmorSets\Enemies" missing at least 1 piece.
Intentional game design or anti-modding measures?  evil
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