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Author Topic: The First Descendant  (Read 68260 times)
sukruis3891
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Re: The First Descendant
« Reply #60 on: July 03, 2024, 02:50 »

From the Day One version of the game, I am able to rip most things:
- Using Umodel UE5 Materials, we can rip meshes
- Using FModel, we can rip textures

It looks like the ripped mesh has a very basic armature. But the big issue now is that UModel's export isn't able to pull in any animations, and can't bring in textures/materials directly. You have to rip separately using two different programs then combine them later.

Get the AES key from the Rin thread.


* ss1.jpg (319.73 KB, 1988x1190 - viewed 1547 times.)
« Last Edit: July 04, 2024, 07:13 by sukruis3891 » Logged
spiritovod
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Re: The First Descendant
« Reply #61 on: July 03, 2024, 14:16 »

@FreohrWK: I'll take a look at materials a bit later, but you can simply disable them at startup screen if you want to batch export whole folders in current state.
Update: Materials shouldn't crash now in the updated build.

@sukruis3891: Please don't post full rips like that, unless it's required for tests in case of umodel issues. As for animations, they're supported, but due to current limitations of the build the process is a bit different, which is explained in the topic with known issues, mentioned in the first post. You can use screenshot from the first post as reference which skeleton and animation can be appended to the mesh to get general idea behind all this - but generic animations (for example for main character) can be retargeted through some master skeleton, which can be stored somewhere else (not in the folder with mesh).
« Last Edit: July 03, 2024, 15:15 by spiritovod » Logged
sukruis3891
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Re: The First Descendant
« Reply #62 on: July 04, 2024, 07:33 »

As for animations, they're supported, but due to current limitations of the build the process is a bit different, which is explained in the topic with known issues, mentioned in the first post. You can use screenshot from the first post as reference which skeleton and animation can be appended to the mesh to get general idea behind all this - but generic animations (for example for main character) can be retargeted through some master skeleton, which can be stored somewhere else (not in the folder with mesh).

Thank you for your patience and help. I see the explanation. It is working for other UE5 games, to load animations.

However with this game I have an issue. I found the player character skeleton, the animation, and the body SkeletalMesh. And a Skeleton which is 99% the player character skeleton:

Code:
Loading SkeletalMesh4 PC_004_A0101 from package /M1/Content/Characters/PC/MESH/PRESET/Bunny/PC_004_A0101.uasset
Loading Skeleton PC_Skeleton from package /M1/Content/Characters/PC/PC_Skeleton.uasset
No Skeleton object attached to the mesh, doing nothing

Note that the same error is present no matter which body I load, including the other SkeletalMesh under 004, not just the PRESET mesh.

The problem now, is that even though it is able to read the player character skeleton, it does not link the skeleton to the SkeletalMesh. Is there any way to force the skeleton to link onto the currently loaded mesh?
Or also to load the skeleton directly and then load the animations onto that?

We have all the pieces, they do not fit together because the Skeleton is not attaching to the SkeletalMesh, I think.
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:Dim0s
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Re: The First Descendant
« Reply #63 on: July 04, 2024, 11:52 »

Note that the same error is present no matter which body I load, including the other SkeletalMesh under 004, not just the PRESET mesh.

The problem now, is that even though it is able to read the player character skeleton, it does not link the skeleton to the SkeletalMesh. Is there any way to force the skeleton to link onto the currently loaded mesh?
Or also to load the skeleton directly and then load the animations onto that?

We have all the pieces, they do not fit together because the Skeleton is not attaching to the SkeletalMesh, I think.

Animation loading takes place in 3 steps:

1 - append SkeletalMesh
2 - append skeleton
3 - append animations

and only after all these additions, press CTRL+A.

the video shows how to use animation
« Last Edit: July 18, 2024, 21:33 by :Dim0s » Logged
sukruis3891
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Re: The First Descendant
« Reply #64 on: July 04, 2024, 13:53 »

Thank you, it seems the order is very important. That they have to be done in distinct steps. When done this way, it seems to work. Thanks!
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foulveins
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Re: The First Descendant
« Reply #65 on: July 04, 2024, 16:47 »

seems morph targets do not load at all

Quote
Serializing behind stopper (627936+4 > 627936)

Call stack:
FIOStoreFile::Serialize <- FArchive::ByteOrderSerialize <- TArray::Serialize: 0/0 <- FMorphTargetLODModel::Serialize4 <- TArray::Serialize: 2/4 <- UMorphTarget::Serialize4 <- LoadObject: MorphTarget'PC_007_A_Face_000.AppleUp', pos=75AF, ver=527/0, game=first <- UObject::EndLoad <- LoadWholePackage: /M1/Content/Characters/PC/MESH/007/A/Skel/Face/PC_007_A_Face_000.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based fix56
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Voidrunner
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Re: The First Descendant
« Reply #66 on: July 04, 2024, 23:36 »

Does anyone know how to extract the textures for these models. I can't find where the default model textures are for Viessa. The uasset for her model doesn't seem to have any textures in it.
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foulveins
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Re: The First Descendant
« Reply #67 on: July 05, 2024, 00:33 »

you have to use fmodel, someone posted the mappings for it earlier in the thread. doesn't seem to even recognise the materials in umodel, unfortunately
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Voidrunner
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Re: The First Descendant
« Reply #68 on: July 05, 2024, 04:07 »

That's the thing I used it but I'm not sure if it's broken or the textures aren't just showing up. I have the mapping file set.
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foulveins
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Re: The First Descendant
« Reply #69 on: July 05, 2024, 05:47 »

oh, right

yeah, they're buried pretty deep folder wise, it's something ridiculous like skin>var>body>material in the skel folder of that particular character
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FreohrWK
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Re: The First Descendant
« Reply #70 on: July 05, 2024, 07:31 »

oh, right

yeah, they're buried pretty deep folder wise, it's something ridiculous like skin>var>body>material in the skel folder of that particular character

That's the thing I used it but I'm not sure if it's broken or the textures aren't just showing up. I have the mapping file set.

yea they're buried in the "materials" folder of the items, and the sorting is weird and took me a few searches to find the actual model files for the default skins.

also dearly hoping that the textures stuff for this gets fixed on UModel since the FModel textures has the 'P'/'Part'/'Pack' texture not working correctly- the alpha causes only the area it clears to show and blacks out everything else. it's very frustrating since those textures are the last ones i need to be able to make the models look like they do in-game.



example of what i'm talking about on a model, the white is the alpha and the colored bits are the actual p texture's color
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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.
Voidrunner
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Re: The First Descendant
« Reply #71 on: July 05, 2024, 11:00 »

I've found the textures thanks for the help @foulveins. A lot of the organization of the folders is somewhat confusing however things like eyelashes and the eyes textures are still hard to find. Also has anyone else had problems with the model being extracted with UE Viewer not extracting a full skel. Like the face not having all the bones that should be there.
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foulveins
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Re: The First Descendant
« Reply #72 on: July 05, 2024, 13:02 »

the game only uses bones for the eyes, the facial expressions are morphs:

seems morph targets do not load at all

Quote
Serializing behind stopper (627936+4 > 627936)

Call stack:
FIOStoreFile::Serialize <- FArchive::ByteOrderSerialize <- TArray::Serialize: 0/0 <- FMorphTargetLODModel::Serialize4 <- TArray::Serialize: 2/4 <- UMorphTarget::Serialize4 <- LoadObject: MorphTarget'PC_007_A_Face_000.AppleUp', pos=75AF, ver=527/0, game=first <- UObject::EndLoad <- LoadWholePackage: /M1/Content/Characters/PC/MESH/007/A/Skel/Face/PC_007_A_Face_000.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based fix56
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sukruis3891
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Re: The First Descendant
« Reply #73 on: July 05, 2024, 13:32 »

I've found the textures thanks for the help @foulveins. A lot of the organization of the folders is somewhat confusing however things like eyelashes and the eyes textures are still hard to find. Also has anyone else had problems with the model being extracted with UE Viewer not extracting a full skel. Like the face not having all the bones that should be there.

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?
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Voidrunner
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Re: The First Descendant
« Reply #74 on: July 05, 2024, 16:09 »

the game only uses bones for the eyes, the facial expressions are morphs:

seems morph targets do not load at all

Quote
Serializing behind stopper (627936+4 > 627936)

Call stack:
FIOStoreFile::Serialize <- FArchive::ByteOrderSerialize <- TArray::Serialize: 0/0 <- FMorphTargetLODModel::Serialize4 <- TArray::Serialize: 2/4 <- UMorphTarget::Serialize4 <- LoadObject: MorphTarget'PC_007_A_Face_000.AppleUp', pos=75AF, ver=527/0, game=first <- UObject::EndLoad <- LoadWholePackage: /M1/Content/Characters/PC/MESH/007/A/Skel/Face/PC_007_A_Face_000.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based fix56

@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.
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