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Author Topic: Senua’s Saga: Hellblade II  (Read 2363 times)
Modphex
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Senua’s Saga: Hellblade II
« on: May 22, 2024, 06:29 »

Senua’s Saga: Hellblade II (steam page) - Unreal Engine 5.3.2.0

I tried this custom build https://www.gildor.org/smf/index.php/topic,7906.0.html and it works but the skeleton is missing. And some other meshes like the head show error and the program crashes.


Greetings. Smiley


* Senua’s Saga- Hellblade II.jpg (70.5 KB, 798x600 - viewed 385 times.)
« Last Edit: June 05, 2024, 02:47 by spiritovod » Logged
arlon
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Re: Senua’s Saga: Hellblade II
« Reply #1 on: May 22, 2024, 13:01 »

Can you record a video explanation?
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Ehlyon
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Re: Senua’s Saga: Hellblade II
« Reply #2 on: May 22, 2024, 13:52 »

Senua’s Saga: Hellblade II - Unreal Engine 5.3.2.0.

I tried this custom build https://www.gildor.org/smf/index.php/topic,7906.0.html and it works but the skeleton is missing. And some other meshes like the head show error and the program crashes.


Greetings. Smiley

Most skeletons will crash umodel if you try to append them, one of the few i found working is the Draught Fodder one, but animations are messy


* pic.png (164.33 KB, 1158x822 - viewed 380 times.)
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Kanbara914
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Re: Senua’s Saga: Hellblade II
« Reply #3 on: June 04, 2024, 21:18 »

Some textures are not loaded as well, saying there is no mipmap
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spiritovod
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Re: Senua’s Saga: Hellblade II
« Reply #4 on: June 05, 2024, 02:45 »

Most random crashes should be fixed in the updated build (applied to all UE 5.1+ games). It was core problem, which is supposed to be solved now. For general limitations and possible issues please read this topic.

As for the particular game, different animations are retargeted through different skeletons. For example, general sequences for Senua are using "NT_biped" skeleton, while cinematic ones are using "Saga_biped". On top of that both neck and face has separate rigs, and it seems like everything is combined, post-processed and animated in a complex way, which is out of scope of umodel, thus a lot of things may look incorrect.


* Clipboard01.jpg (109.48 KB, 2554x1228 - viewed 214 times.)

* Clipboard02.jpg (114.43 KB, 2546x1243 - viewed 153 times.)
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Kanbara914
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Re: Senua’s Saga: Hellblade II
« Reply #5 on: June 05, 2024, 06:05 »

For general limitations and possible issues please read

Thanks for the quick fix, spiritovod!!
And, I was wondering what this means? Are those textures virtual textures mentioned in that thread?

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amado31
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Re: Senua’s Saga: Hellblade II
« Reply #6 on: June 05, 2024, 17:52 »

thanks for the update but there still some error continue reading some objects and rigs
+ some texture doesn't work


* F36Daj_XUAI73bs.jpeg (52.12 KB, 532x234 - viewed 100 times.)

* 20240605095815.png (48.27 KB, 800x650 - viewed 100 times.)
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spiritovod
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Re: Senua’s Saga: Hellblade II
« Reply #7 on: June 06, 2024, 00:33 »

@Kanbara914, @amado31: Virtual textures are not supported, it's explained in the topic with current limitations. They are mentioned in umodel logs.

Apparently the game is using modified materials. I've added game specific override for them to the build, but it's not very useful due to current limitations. For games with clear assets structure and self-explanatory textures it's usually not an issue, but here Senua's materials contains around 20 textures, 120 scalar and 20 vector properties per material, which would be a problem even if everything is linked properly.
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ClaimedInfinity
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Re: Senua’s Saga: Hellblade II
« Reply #8 on: June 07, 2024, 02:31 »

As for the particular game, different animations are retargeted through different skeletons. For example, general sequences for Senua are using "NT_biped" skeleton, while cinematic ones are using "Saga_biped".

Can the animations be exported? How do you check them in the viewer? I open "NT_Biped_Skeleton" asset first, then open (append) animations from "Game\Animation\SingleCharacter\Senua", then open (append) skeletal mesh "SK_Senua_Body" and press Ctrl+A. But animations look broken.
« Last Edit: June 07, 2024, 02:33 by ClaimedInfinity » Logged
spiritovod
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Re: Senua’s Saga: Hellblade II
« Reply #9 on: June 07, 2024, 21:05 »

@ClaimedInfinity: Try to use "Saga_biped" skeleton instead. There are also animations, especially facial ones, which are most likely aimed for complex combinations and post-processing (even though they're not completely additive). The purpose of that post was to point out that it's worth to look for other skeletons rather than obvious ones (named like meshes).
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WARHEAD
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Re: Senua’s Saga: Hellblade II
« Reply #10 on: June 08, 2024, 14:25 »

@ClaimedInfinity: export animation works with the limitations mentioned by Spritovod (head hair only move with body)i use "saga biped". I got mesh deform in blender with animation (export psk an psa), not with export gltf.


* Clipboard 1.jpg (91.06 KB, 1030x1273 - viewed 179 times.)

* Clipboard 2.jpg (80.05 KB, 886x1238 - viewed 153 times.)

* Clipboard 3.jpg (124.88 KB, 1802x1155 - viewed 182 times.)

* Clipboard 4.jpg (183.65 KB, 1920x1080 - viewed 275 times.)
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amado31
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Re: Senua’s Saga: Hellblade II
« Reply #11 on: June 08, 2024, 20:33 »

how did you removed facial hair from senua face everything i tried severl methods broke blender and start to not responding
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WARHEAD
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Re: Senua’s Saga: Hellblade II
« Reply #12 on: June 09, 2024, 14:47 »

amado31: in blender i just seperate the mesh by material and then you can hide (or delete) facialhair
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illyaine
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Re: Senua’s Saga: Hellblade II
« Reply #13 on: March 06, 2025, 13:29 »

How do you do?

I was once told that I was welcome to report bugs and that there should be a separate topic for each one.
I wanted to extract Hellblade 2 times.

I took the latest special build from the following topic.
https://www.gildor.org/smf/index.php/topic,7906.0.html

It has already unpacked 121MB, then the following error occurred.
I hope he can help Smiley

Code:
UnPackage::CreateImport: /Game/Animation/Cinematics/Chapter02/CS_02_050_SeeingFargrim/Props/Arms/Arms_A_L_V2/DanC_Arms_A_L_V2.uasset:2814 <- UnPackage::SerializeUObject <- HandleSimpleProp: Count=1, Index=0 <- CTypeInfo::SerializeUnversionedProperties4: Type=USkeletalMesh4 <- UObject::Serialize <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'DanC_Arms_A_L_V2.DanC_Arms_A_L_V2', pos=16, ver=528/0, game=hell2 <- UObject::EndLoad <- LoadWholePackage: /Game/Animation/Cinematics/Chapter02/CS_02_050_SeeingFargrim/Props/Arms/Arms_A_L_V2/DanC_Arms_A_L_V2.uasset <- ExportPackages <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc <- UIBaseDialog::CustomMessageLoop <- UIBaseDialog::ShowDialog: modal=1, title="Choose a package to open" <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based fix109
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spiritovod
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Re: Senua’s Saga: Hellblade II
« Reply #14 on: March 07, 2025, 03:41 »

@illyaine: Apparently compatibility for the game was broken for a while after certain update. It should be fixed in the updated build.

Since skeletons can be linked automatically by scanning in recent builds, but the game is using retargeting, it's still worth to read my posts above. Dummy meshes with Saga_biped skeleton are usually present near full meshes of various characters (for example "invisible" ones), as well as dummy mesh in the same folder with NT_Biped skeleton. For brief explanation how retargeting can be used in umodel see this post and attached screenshot for reference.


* Clipboard01.jpg (159.51 KB, 2548x1238 - viewed 93 times.)
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