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Author Topic: Marvel Rivals  (Read 15743 times)
spiritovod
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Marvel Rivals
« on: May 11, 2024, 21:37 »

Game: Marvel Rivals (steam page)
UE5 version: 5.3 (current version) / 5.2 (previous versions)
AES key: in the same place as usual (link)

Mostly supported with specific build from this topic, for latest game versions you need to use game specific override. For general limitations and possible issues please read this topic.

Update: Specific build now supports recent game versions without extraction, but in case of issues and for extracting normal packages from latest versions (which got upgraded to io store packaging) quickbms script is still recommended.

The game is using custom encryption 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.


* Clipboard01.jpg (104.72 KB, 2553x1241 - viewed 2086 times.)

* Clipboard02.jpg (112.72 KB, 2542x1246 - viewed 1479 times.)
« Last Edit: April 11, 2025, 22:20 by spiritovod » Logged
spiritovod
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Re: Marvel Rivals
« Reply #1 on: May 12, 2024, 11:56 »

Please address all quickbms related issues and requests for key updates to the topic with keys, just read first post there carefully before doing so.

Update: Previously mentioned issue should be fixed now in the updated script, but the key can be outdated.
« Last Edit: May 12, 2024, 12:21 by spiritovod » Logged
TRDaz
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Re: Marvel Rivals
« Reply #2 on: May 12, 2024, 21:05 »

The new bms script works, but every file I try and access in umodel now just gives me this error?

Edit: Must be a texture/material issue because disabling those lets me view meshes, but how are textures/materials viewed in the screenshots you shared?


* Screenshot 2024-05-12 180447.png (19.51 KB, 522x220 - viewed 570 times.)
« Last Edit: May 12, 2024, 21:08 by TRDaz » Logged
spiritovod
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Re: Marvel Rivals
« Reply #3 on: May 12, 2024, 23:20 »

@TRDaz: Try to open any texture separately. If only particular textures are causing crashes, it can be extraction issues - otherwise they could change something, while I've only checked some samples from initial game version. If that the case, feel free to provide samples of textures here or via PM.
« Last Edit: October 20, 2024, 21:19 by spiritovod » Logged
TRDaz
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Re: Marvel Rivals
« Reply #4 on: May 13, 2024, 01:02 »

Doesn't seem to work, here are some random textures I grabbed, maybe they changed something since the files you had.
https://drive.google.com/file/d/1dHiK9Q8YEO-S8LZQSqmsrFmH_vpvU8bs/view?usp=sharing
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GMatrixGames
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Re: Marvel Rivals
« Reply #5 on: May 13, 2024, 08:36 »

Current release build of game is 5.3.2, which brought a bool into UTexture2D deserialization.
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spiritovod
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Re: Marvel Rivals
« Reply #6 on: May 13, 2024, 19:39 »

@TRDaz: Thank you for samples and testing, they are indeed upgraded the game to 5.3 engine. I've updated specific build to support current game version and the first post with respective info.

Update: Issue with exporting some particular textures like "spray" ones should be fixed now as well. It was general umodel issue, which affects all games with such texture parameters.
« Last Edit: May 14, 2024, 01:56 by spiritovod » Logged
Getty
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Re: Marvel Rivals
« Reply #7 on: May 15, 2024, 18:08 »

so exporting skeletal meshes and textures worked fine but for animations I get this error
"WARNING: unable to load animation Emote_10110_T101_Lobby, missing Skeleton"
I'm able to play the animations inside umodel just fine but when I right-click - export on the uasset I get that error. Maybe I'm doing it wrong.
edit. thanks! it worked
« Last Edit: May 16, 2024, 16:43 by Getty » Logged
spiritovod
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Re: Marvel Rivals
« Reply #8 on: May 15, 2024, 21:51 »

@Getty: To simplify things, after you've added animations to mesh and you can preview them, you can export both mesh and those animations via Tools -> Export (or Ctrl+X). There is brief explanation why it's not possible to export some animations directly (actually it's applied to all UE5 games due to the build specifics).
« Last Edit: May 15, 2024, 21:56 by spiritovod » Logged
INSTICT
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Re: Marvel Rivals
« Reply #9 on: July 26, 2024, 02:52 »

is there going to be support for the latest beta? cuz fmodel dosent work and the Umodel version u got dosent work aswell
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spiritovod
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Re: Marvel Rivals
« Reply #10 on: December 04, 2024, 21:46 »

Please address all quickbms and encryption related issues to the topic with keys, like explained in sticked topic. Such posts will be removed from the topic.

Update: Script is updated to support latest game version.
« Last Edit: December 06, 2024, 18:17 by spiritovod » Logged
THOT_PATROLL
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Re: Marvel Rivals
« Reply #11 on: December 18, 2024, 22:05 »

I made a list of the characters and their id/numbers in the characters folder

1011: hulk
1014: punisher
1015: storm
1016: loki
1010: dr strange
1020: mantis
1021: hawk eye
1022: captain america
1023: rocket racoon
1024: hela
1025: cloak and dagger
1026: black panther
1029: magik
1030: moon knight
1031: luna snow
1032: squirl girl
1033: black widow
1034: iron man
1035: venom
1036: spiderman
1037: magnito
1038: scarlet witch
1039: thor
1041: winter soldier
1042: penny parker
1043: starlord
1045: namor
1046: adam warlock
1047: jeff
1048: psylocke
1049: wolverine
1052: iron fist
4016: galacta bot thingy
4017: galacta
4018: bigger galacta bot
9999: some weird untextured guy
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Modphex
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Re: Marvel Rivals
« Reply #12 on: December 22, 2024, 17:04 »

I have everything i need but when i run the custom build i don't see a "Marvel Rivals" from the menu, or in this case should i chose just 5.3?

Edit 1: I got an error before but i tried again and yes, we just need to chose 5.3, is strange since it used to be a specific name for the specific game before for the custom builds.

Edit 2: So i was trying to export the animations but none of the animations can be extracted, i'm trying with Jeff. Is it possible?... Is there a work around or i need to use Fmodel?

Sorry, i just rechecked the thread and saw how to do the extraction for the animations, so i was able to extract the animations but unfortunately is a big .psa and in Blender is a total mess, unless there is a way to apply just one animation to that export, is there a workaround?

Edit 3: Well yes, i was able to do it, you just need to append the animation you want and export it, then it will export just that animation, and it will also create the Animation folder, still not perfect and the animation seems to work correctly but for example if you see in the picture you can see the difference on his mouth inside blender with he animation applied and how his mouth looks in UE model viewer.

Edit 4: I noticed that UE viewer does a retargeting: default, if i change it to "Force mesh translation" it looks like in Blender, anyone knows how to fix that in Blender?


Thanks in advance. Greetings.


* Different.jpg (171.61 KB, 1639x642 - viewed 290 times.)
« Last Edit: December 22, 2024, 19:11 by Modphex » Logged
Modphex
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Re: Marvel Rivals
« Reply #13 on: December 23, 2024, 16:22 »

I made a list of the characters and their id/numbers in the characters folder

1011: hulk
1014: punisher
1015: storm
1016: loki
1010: dr strange
1020: mantis
1021: hawk eye
1022: captain america
1023: rocket racoon
1024: hela
1025: cloak and dagger
1026: black panther
1029: magik
1030: moon knight
1031: luna snow
1032: squirl girl
1033: black widow
1034: iron man
1035: venom
1036: spiderman
1037: magnito
1038: scarlet witch
1039: thor
1041: winter soldier
1042: penny parker
1043: starlord
1045: namor
1046: adam warlock
1047: jeff
1048: psylocke
1049: wolverine
1052: iron fist
4016: galacta bot thingy
4017: galacta
4018: bigger galacta bot
9999: some weird untextured guy

Thanks for taking the time and doing this, very useful! wink


* 2024_12_22_13_26_23.gif (434.32 KB, 96x96 - viewed 6473 times.)
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spiritovod
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Re: Marvel Rivals
« Reply #14 on: December 27, 2024, 19:57 »

@Modphex: Probably can't help with blender part, but if I remember correctly, for retargeted animations it would be vise versa - i.e. "disabled" retargeting mode should show the same as raw import to blender and "force mesh translation" is roughly expected result with retargeting. Maybe it's general case when the animation is retargeted through different skeleton - for different lobby / in-game models, like explained in this example. I'll check it later anyway to be sure.

Update: Yes, it's the case. If that animation is used with usual model of the same character (without "lobby" suffix), it works fine.
« Last Edit: December 29, 2024, 04:50 by spiritovod » Logged
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