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Author Topic: Post Scriptum / Squad 44 SDK  (Read 1299 times)
Gortborg
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Post Scriptum / Squad 44 SDK
« on: June 26, 2024, 20:25 »

Hello, I was able to use UModel in the past to export assets from the Squad 44 SDK (back when it was known as Post Scriptum). I tried it again recently for the newer third party weapons (mainly the objects in Squad44ModSDK\Squad44\Content\PostScriptum\Third_Party\Mercury_Arts\Weapons\Greek), but now it appears that I'm unable to grab any meshes without the app crashing. I can grab textures without any difficulty, so its not like UModel isnt working at all. Here's the error message that I'm getting:

******** Loading object SkeletalMesh4'SK_FNM1922__2_.SK_FNM1922__2_' ********
*** ERROR: Serializing behind stopper (203E46+4 > 203E46)
FFileReader::Serialize: File=SK_FNM1922__2_.uasset <- FArchive::ByteOrderSerialize <- TArray::Serialize: 19417/1798144 <- FSkelMeshSection4<< <- TArray::Serialize: 0/65536 <- FStaticLODModel4<< <- TArray::Serialize: 0/262144 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'SK_FNM1922__2_.SK_FNM1922__2_', pos=203E46, ver=522/0 (editor), game=ue4.27 <- UObject::EndLoad <- LoadWholePackage: Content/PostScriptum/Third_Party/Mercury_Arts/Weapons/Greek/FN1922/SK_FNM1922__2_.uasset <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1590
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spiritovod
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Re: Post Scriptum / Squad 44 SDK
« Reply #1 on: June 27, 2024, 15:43 »

@Gortborg: Could you provide some problem meshes, you can extract them as-is via "save packages" option in context menu.
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Gortborg
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Re: Post Scriptum / Squad 44 SDK
« Reply #2 on: June 28, 2024, 02:02 »

The mesh file is bigger than the 512 kb limit, is there a preferred way to share files?
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Gortborg
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Re: Post Scriptum / Squad 44 SDK
« Reply #3 on: June 28, 2024, 03:07 »

Best I can do is a google drive link: https://drive.google.com/file/d/1iTuMAJlgnBpjqH8tKK7HAWi7SW9zZyMp/view?usp=sharing
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spiritovod
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Re: Post Scriptum / Squad 44 SDK
« Reply #4 on: June 29, 2024, 02:55 »

@Gortborg: Thanks for the sample. Like I thought, SDK is working with editor assets. Unfortunately umodel doesn't support editor assets for 4.22 engine and newer, though in some cases textures can be indeed loaded. You can either create cooked assets in the editor (SDK) and open them, or use mods based on already cooked assets. The game itself is supported with a single exception, which is explained in the game topic: https://www.gildor.org/smf/index.php/topic,9004.0.html
« Last Edit: June 29, 2024, 03:37 by spiritovod » Logged
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