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Author Topic: The First Descendant  (Read 68260 times)
foulveins
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Re: The First Descendant
« Reply #75 on: July 05, 2024, 20:00 »

@foulveins So I followed the advice in this post but I'm still getting that error when I have the morph target selected. However with that unchecked it exports like normal but with no face bones.

from what i could see, these models do not use face bones at all outside of eye movement

unless there's another facial skeleton i've missed, but that'd be a weird way of handling it, especially when there's already morphs in place

I have not found eye textures other than the normal map. There is some stuff in the Common, but the eye textures all seem to be blank?
Specifically, the game seems to allow customizable irises, and there is no mesh or proper texture set for them. So the models have sclera but no irises, when ripped. Does anyone know if there exist iris mesh and textures?

m1/content/basematerials/characters/material/eyes

they should live there, i would assume one of the materials for characters controls the default colour of them
« Last Edit: July 05, 2024, 21:59 by foulveins » Logged
sukruis3891
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Re: The First Descendant
« Reply #76 on: July 05, 2024, 23:27 »


m1/content/basematerials/characters/material/eyes

they should live there, i would assume one of the materials for characters controls the default colour of them

I am aware of these, but the textures in that directory are all empty (zero bytes). Or at least that's what I was able to get out of FModel. UModel doesn't seem to be able to read them.
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Voidrunner
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Re: The First Descendant
« Reply #77 on: July 06, 2024, 00:45 »

So how do you get the morphs cause it just pauses when I have the morph target selected.
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Voidrunner
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Re: The First Descendant
« Reply #78 on: July 06, 2024, 00:55 »


m1/content/basematerials/characters/material/eyes

they should live there, i would assume one of the materials for characters controls the default colour of them

I am aware of these, but the textures in that directory are all empty (zero bytes). Or at least that's what I was able to get out of FModel. UModel doesn't seem to be able to read them.

Before you can extract textures make sure you have that mapping file mentioned earlier in this thread. Those are definitely the eye files though they are one of the weirdest layouts for eye textures. Also make sure FModel is set to UE version 5.2.
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sukruis3891
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Re: The First Descendant
« Reply #79 on: July 06, 2024, 03:20 »

Before you can extract textures make sure you have that mapping file mentioned earlier in this thread. Those are definitely the eye files though they are one of the weirdest layouts for eye textures. Also make sure FModel is set to UE version 5.2.

Looks like I had the wrong mappings. By loading the right ones, I can load the eye textures. (Thank you).

But we're still missing an important piece, which is the iris mesh? There doesn't seem to be one that I can find, and the models don't seem to have the irises properly animated from what I can see. So when we load the models and animations the eyes are still messed up, right now.
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sukruis3891
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Re: The First Descendant
« Reply #80 on: July 06, 2024, 03:24 »

Also, I found a texture that will not load, even using those mappings.

Code:
M1/Content/BaseMaterials/Character/Material/Master/Texture/T_Eyelash_D.uasset
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sukruis3891
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Re: The First Descendant
« Reply #81 on: July 06, 2024, 03:54 »

An additional question: Does anyone know what data is packed in the channels of the _P textures? There are lots of them everywhere, but I'm not sure what material properties they correspond to.
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Voidrunner
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Re: The First Descendant
« Reply #82 on: July 06, 2024, 05:14 »

@foulveins Have you been able to export the face morphs?
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foulveins
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Re: The First Descendant
« Reply #83 on: July 06, 2024, 05:21 »

no, it seems they won't work with the current ue5 version of umodel
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FreohrWK
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Re: The First Descendant
« Reply #84 on: July 08, 2024, 17:58 »

An additional question: Does anyone know what data is packed in the channels of the _P textures? There are lots of them everywhere, but I'm not sure what material properties they correspond to.


My best guesses are: Roughness, Metalness, and AO; but because most of the _P textures are blacked out because of some weird stuff with the Alpha, i'm unable to actually set the whole model up and correctly guess. and on the items that don't have the P blacked out doesn't really help with figuring it out.

..except for the boss enemies... i'll edit this post when i've set those up and figured out the _P textures on them, which SHOULD be standard across everything


what I found out by setting up the gravewalker:
Red Channel: Ambient Occlusion
Green Channel: Roughness
Blue Channel: Metallic/metalness
Alpha Channel: Emission Mask


« Last Edit: July 08, 2024, 18:24 by FreohrWK » Logged

I've ripped models from SAO:FB, Code Vein, Infinity Blade, Destiny, The First Descendant, ARK: SE+SA, Armored Core, and other games I'm interested in.
bebi256
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Re: The First Descendant
« Reply #85 on: July 13, 2024, 09:57 »

Is animation still not supported yet?
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sukruis3891
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Re: The First Descendant
« Reply #86 on: July 13, 2024, 11:36 »

Is animation still not supported yet?

Animation can work. Read the mentioned threads carefully.
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bebi256
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Re: The First Descendant
« Reply #87 on: July 15, 2024, 07:48 »

I have the newer version, and not a single animation (psa) can extracted
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sukruis3891
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Re: The First Descendant
« Reply #88 on: July 15, 2024, 10:22 »

I have the newer version, and not a single animation (psa) can extracted

You have to:
- open the model
- append the skeleton
- append the animations

then export.

it works fine.
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Ky
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Re: The First Descendant
« Reply #89 on: July 16, 2024, 00:30 »

Hi, first: I am new to it so sorry if I made sth wrong or don't understand

--

Gotta say I have the same problem with animations.

import .gltf  (for example Preset-Bunny)
then I get the error message with "... nothing indicated".

To avoid this, i Imported .pskx and joined the 2.
but when i import a animation (.psa) the whole model gets somehow twisted and mirrored  Grin

Oh, using Blender-Version 4.1

--

and second question: Does anyone know how to extract the audio or cinematic files? Found them but they are not playable or empty
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