Gildor's Forums

Author Topic: [UE5] Project Nornium  (Read 691 times)
spiritovod
Global Moderator
Hero Member
*****
Posts: 1922


View Profile
[UE5] Project Nornium
« on: October 19, 2023, 18:24 »

Game: Project Nornium (taptap)
UE5 version: 5.1
AES key: in the same place as usual (link)

Use specific build from this topic - no special override is required, simply choose proper engine version. For general limitations and possible issues please read this topic.


* Clipboard01.jpg (137.78 KB, 2550x1248 - viewed 242 times.)

* Clipboard02.jpg (143 KB, 2548x1242 - viewed 211 times.)
« Last Edit: January 03, 2024, 19:00 by spiritovod » Logged
Tosyk
Sr. Member
****
Posts: 366



View Profile WWW
Re: [UE5] Project Nornium
« Reply #1 on: October 19, 2023, 23:23 »

thanks for sharing, but what engine version I'd need to choose?
Logged

Коллекционирую игровые модели.
my blog - http://cgig.ru
spiritovod
Global Moderator
Hero Member
*****
Posts: 1922


View Profile
Re: [UE5] Project Nornium
« Reply #2 on: October 21, 2023, 01:51 »

@Tosyk: That would be 5.1, like said the the first post. Also you may check this topic for current limitations and possible issues for that build.
Logged
unk35h
Newbie
*
Posts: 4


View Profile
Re: [UE5] Project Nornium
« Reply #3 on: December 27, 2023, 19:31 »

@spiritovod In CBT2 version, It seemed that the game was change to unreal 5.2. I tried to choose 5.1 in umodel_material_ue5.exe. It failed.
I checked the detail information of Nornium.exe. It showed that the version is 5.2.1.0. When I switched to the 5.2. It succeeded. The models can be extracted to .gltf successfully.

But the extraction of animations was a bit strange. For example, I tried to extract the model from GHS\Content\_Game\Characters\1001. The tool bound the all 20 animations to a special object called 1001_Cylinder. I import the .gltf into blender 3.6.5. The animations were in NLA Tracks. It was obvious that the tool bound the animation incorrectly. It should bind the animation seperately to correct objects.


Someone has shared the base client (without full 6gb chunk1 pak)

google drive
https://drive.google.com/file/d/1XkPgpb5fAVIW4jl3FiviNVor12R2sWsL/view?usp=drive_link

mega drive
https://mega.nz/file/B2smXQaZ#46mbUtKSTgjKQnxVas8lqJSZWDs48DMsw4rlmybcS_Q

sharepoint
https://7xp1qs-my.sharepoint.com/:u:/g/personal/saarchaffee_7xp1qs_onmicrosoft_com/EbtwneWU-_ZBuqiyf43jpcIB1_wPIieZ78KV8zsKls1lrA?e=kfqRIv
« Last Edit: December 27, 2023, 20:00 by unk35h » Logged
unk35h
Newbie
*
Posts: 4


View Profile
Re: [UE5] Project Nornium
« Reply #4 on: December 28, 2023, 07:58 »

And for the UI images in GHS/Content/_Game/TP_New , only Texture Class uassets can be exported. The Frame Class uassets can't be exported. The umodel showed that these Frame Class uassets used PaperSprite (maybe Paper 2D Sprites).
At least the Texture Class uassets can be extracted. So I will leave the Frame Class uassets along.
« Last Edit: December 28, 2023, 08:09 by unk35h » Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 1922


View Profile
Re: [UE5] Project Nornium
« Reply #5 on: January 01, 2024, 20:40 »

@unk35h: The game is using retargeting for some animations. You can take a look how it can be handled in umodel here, and also take a look at screenshots from the first post for examples (combat animations for characters are tied to mechas rather than characters themselves).
Logged
unk35h
Newbie
*
Posts: 4


View Profile
Re: [UE5] Project Nornium
« Reply #6 on: January 03, 2024, 06:48 »

@spirtovod
Thanks for the solution.
By the way, The umodel will throw exceptions when previewing or extracting the Morph target of Nornium uasset.
For example, when I tried to open the "1001_face.uasset" in "GHS/Content/_Game/Characters/1001/Model/face/" , the umodel threw the exception.
The log:
Serializing behind stopper (28+4 > 28)
FPakFile::Serialize: file=/GHS/Content/_Game/Characters/1001/Model/face/1001_face.uexp <- FArchive::ByteOrderSerialize <- TArray::Serialize: 0/1 <- FMorphTargetLODModel::Serialize4 <- TArray::Serialize: 0/1 <- UMorphTarget::Serialize4 <- LoadObject: MorphTarget'1001_face.Eye_angry_L', pos=1920, ver=527/0 (unversioned), game=ue5.2 <- UObject::EndLoad <- LoadWholePackage: /GHS/Content/_Game/Characters/1001/Model/face/1001_face.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based fix34
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 1922


View Profile
Re: [UE5] Project Nornium
« Reply #7 on: January 03, 2024, 19:05 »

@unk35h: Currently morphs targets are not supported for UE5 games. I've added reference to the topic with current limitations to the first post.
Logged
unk35h
Newbie
*
Posts: 4


View Profile
Re: [UE5] Project Nornium
« Reply #8 on: January 04, 2024, 09:58 »

@spiritovod
Thanks again. At least umodel can export the model from this game, while Fmodel can't do.
Logged
Jump to:  

Powered by SMF | SMF © 2006-2009, Simple Machines LLC
Leviathan design by Bloc | XHTML | CSS