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Author Topic: Marvel Rivals  (Read 15745 times)
JackJake
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Re: Marvel Rivals
« Reply #15 on: February 14, 2025, 13:52 »

Old models work fine but, new Models just added seem like they broke the umodel build with:

Code:
Package "Marvel/Characters/1050/1050300/Meshes/SK_1050_1050300.uasset": wrong name index -13
UnPackage::SerializeFName: pos=00004BBD <- FSkeletalMaterial<< <- TArray::Serialize: 1/14 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'SK_1050_1050300.SK_1050_1050300', pos=4BBD, ver=528/0 (unversioned), game=ue5.3 <- UObject::EndLoad <- LoadWholePackage: Marvel/Characters/1050/1050300/Meshes/SK_1050_1050300.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based fix100

here are uassets from the game: https://drive.google.com/file/d/1Bfez8ziscAWth9_FpgHewjD7lpsN62AP/view?usp=sharing
Code:
Marvel\Characters\1050\1050300\Meshes\SK_1050_1050300.uasset
« Last Edit: February 14, 2025, 13:55 by JackJake » Logged
spiritovod
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Re: Marvel Rivals
« Reply #16 on: February 15, 2025, 04:56 »

@JackJake: I've added game specific override to the updated build. With it both previous and new mesh formats should work properly. If there still will be issues, feel free to report them.
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eye
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Re: Marvel Rivals
« Reply #17 on: February 19, 2025, 16:10 »

help,error


* 2025-02-19_19-55-10.jpg (35.42 KB, 532x232 - viewed 73 times.)
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spiritovod
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Re: Marvel Rivals
« Reply #18 on: February 19, 2025, 23:57 »

@eye: It should be fixed now in the updated build. This update is rather general improvement and affects textures in almost all games, not just this one.

Also post with extraction notes is updated, since the game is using various packages with the same content, and it may be more convenient for some people to extract everything with automatically renamed assets rather than extracting those packages separately to their own folders. Though I should note that renamed assets can't be properly linked (like textures to materials, etc), because of the renaming.
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eye
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Re: Marvel Rivals
« Reply #19 on: February 20, 2025, 05:22 »

@spiritovod    Thank you so much for your help Wink
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eye
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Re: Marvel Rivals
« Reply #20 on: February 20, 2025, 05:33 »

@spiritovod    After updating to the latest version, when exporting, it not only reports errors but also crashes suddenly


* 2025-02-20_09-25-27.jpg (38.54 KB, 631x286 - viewed 65 times.)

* 2025-02-20_09-29-18.jpg (37.51 KB, 551x270 - viewed 66 times.)
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spiritovod
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Re: Marvel Rivals
« Reply #21 on: February 20, 2025, 17:40 »

@eye: The error is caused by improperly extracted assets. It's either incorrectly paired files (an asset consists of uasset + uexp + optional bulk here) or some of respective files are missing, for example due to incomplete extraction. Though I couldn't reproduce the issue, unless extraction of a package is canceled in the middle. If you have issues with quickbms script, batch extraction or other related questions, please address them to the topic with keys, not here.
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eye
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Re: Marvel Rivals
« Reply #22 on: February 26, 2025, 15:30 »

@spiritovod   ok~ rolleyes
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zangchunyu
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Re: Marvel Rivals
« Reply #23 on: April 03, 2025, 08:11 »

Quote
******** Loading object SkeletalMesh4'SK_WP_4020001_Book.SK_WP_4020001_Book' ********
*** ERROR: Memory: bad allocation size -352321536 bytes
appMalloc: size=-352321536 (total=69 Mbytes) <- FArray::Empty: 1016070144 x 304 <- TArray::Serialize: 0/0 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'SK_WP_4020001_Book.SK_WP_4020001_Book', pos=1794, ver=528/0 (unversioned), game=marv <- UObject::EndLoad <- LoadWholePackage: Marvel/Content/Marvel/NPC/Dracula/Weapons/Book/SK_WP_4020001_Book.uasset <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey: key=6F, down=1 <- VisualizerLoop <- Main: umodel_build=1579 based fix67

Error prompt when loading skeletal mesh "Marvel/Content/Marvel/NPC/Dracula/Weapons/Book/SK_WP_4020001_Book.uasset", it seems to be happening to all other skeletal meshes. The sample uasset files is attached below.

* Book.rar (155.93 KB - downloaded 27 times.)
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spiritovod
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Re: Marvel Rivals
« Reply #24 on: April 04, 2025, 19:53 »

@zangchunyu: You're using quite outdated specific build. Download latest one from the topic, mentioned in the first post, it works properly with current game version.
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zangchunyu
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Re: Marvel Rivals
« Reply #25 on: April 07, 2025, 08:47 »

@zangchunyu: You're using quite outdated specific build. Download latest one from the topic, mentioned in the first post, it works properly with current game version.
Yes, you are right.
Sorry for the false report, I hadn't thought that you are constantly upgrading the UE build and was using an old one. Grin
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JackJake
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Re: Marvel Rivals
« Reply #26 on: April 08, 2025, 20:02 »

Seems like with the upcoming season 2, they changed how they are packing their folders, it is now using IOStore method, 3 files (.pak/.ucas/utoc). Naturally, the QuickBMS-specific script no longer seems to work. Unclear if this is where to report it, let me know if it isn't I'll move it. Either way, I have uploaded some files as an example:

https://drive.google.com/drive/folders/1mWEuEyGKDtRPII3cqY3YmHZxPB8L_OR8?usp=sharing
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spiritovod
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Re: Marvel Rivals
« Reply #27 on: April 10, 2025, 04:54 »

@JackJake: Not sure it will work on upcoming version, but I've updated specific build based on those samples.

Also specific build now supports some previous game versions directly without extraction (except old ones). Though quickbms script is still recommended in case of issues with old game versions, and for normal packages from upcoming versions.
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Modphex
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Re: Marvel Rivals
« Reply #28 on: April 23, 2025, 02:58 »

@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.

Oh, i just saw this, thank you so much for the tips!


Greetings.
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