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The First Descendant
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Topic: The First Descendant (Read 68260 times)
mark2580
Full Member
Posts: 184
Re: The First Descendant
«
Reply #90 on:
July 16, 2024, 01:06 »
Quote from: GruesomeAnxiety on September 20, 2023, 18:08
Using fmodel and unreal mapping dumper I managed to extract the textures. All textures are OK I think.
The meshes though, I could only export them as .uasset, cant export them as 3d models
here is the mapping if anyone interested:
https://www.mediafire.com/file/ux5okoj7hnczt4n/Mappings.usmap/file
How did you manage to get the mapping file? Anti-cheat does not allow you to embed any third-party DLLs.
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MARK2580
floxay
Full Member
Posts: 85
Re: The First Descendant
«
Reply #91 on:
July 16, 2024, 10:56 »
Quote from: FreohrWK on July 05, 2024, 07:31
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
This has been fixed in CUE4Parse (the library Fmodel uses) thanks to Officer, the code is currently not merged but available in the
CUE4Parse/virtual-texture-rgb-fix branch
, so one of the next releases of FModel should contain the fix as well.
EDIT: fix is available now if "Update Mode" in FModel settings is set to "QA testing"
«
Last Edit: July 18, 2024, 00:27 by floxay
»
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FreohrWK
Newbie
Posts: 15
Re: The First Descendant
«
Reply #92 on:
July 18, 2024, 05:19 »
Quote from: floxay on July 16, 2024, 10:56
Quote from: FreohrWK on July 05, 2024, 07:31
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
This has been fixed in CUE4Parse (the library Fmodel uses) thanks to Officer, the code is currently not merged but available in the
CUE4Parse/virtual-texture-rgb-fix branch
, so one of the next releases of FModel should contain the fix as well.
EDIT: fix is available now if "Update Mode" in FModel settings is set to "QA testing"
was just about to say that the fix is up in QA Testing. so happy about it. the models look so pretty now...
now i'm gonna compile all the armor from each descendant into their own blend files.
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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.
spiritovod
Global Moderator
Hero Member
Posts: 2921
Re: The First Descendant
«
Reply #93 on:
July 18, 2024, 15:12 »
@bebi256: Aside from other explanations in the topic, your similar question was already answered on previous page. If you're going to ignore what people are telling to you, your posts will be simply removed.
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spiritovod
Global Moderator
Hero Member
Posts: 2921
Re: The First Descendant
«
Reply #94 on:
July 19, 2024, 16:43 »
I believe there is another thing, which could bother people while trying to open animations from UE5 games with io store packages (utoc/ucas). And probably it's the same thing that was confusing me upon certain tests. It's explained in
this post
with notes for latest build update.
«
Last Edit: July 19, 2024, 16:45 by spiritovod
»
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foulveins
Newbie
Posts: 12
Re: The First Descendant
«
Reply #95 on:
July 30, 2024, 00:02 »
Quote from: foulveins 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
is there any word on whether or not morph targets for the heads will be supported?
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spiritovod
Global Moderator
Hero Member
Posts: 2921
Re: The First Descendant
«
Reply #96 on:
July 30, 2024, 18:55 »
@foulveins: Like explained in the topic with current limitations, morph targets are not supported (and they're even disabled by default in specific build). There is no ETA for any of unsupported features.
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lifson
Newbie
Posts: 1
Re: The First Descendant
«
Reply #97 on:
August 03, 2024, 05:33 »
Quote from: FreohrWK on July 08, 2024, 17:58
.....
Hey, So I'm not sure if the _P textures are standard, or maybe mine are messed up, but for the "PC" meshes, outfits seem to use _P for emissives, while skin does seem to be ao/rough/metal or spec maybe. I am running the QA branch of fmodel too. I don't seem to have any textures that could be rough/metal for any of the outfit textures for the ones I've checked so far, like valby (mesh 010) The ID textures are likely for the in game paint customization from the looks of them. Any insights would be appreciated!
Edit:
So even stranger is the _P textures for the Face and body that attach the the skin material slot have wildly different green channels. I am not loving their texture map structures so far.
«
Last Edit: August 05, 2024, 20:23 by spiritovod
»
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Mehira
Newbie
Posts: 1
Re: The First Descendant
«
Reply #98 on:
August 04, 2024, 15:58 »
Could someone extract the voicelines files for me? I'm new to programming and would be grateful if someone would be so kind.
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FreohrWK
Newbie
Posts: 15
Re: The First Descendant
«
Reply #99 on:
August 05, 2024, 20:07 »
Quote from: lifson on August 03, 2024, 05:33
.....
Yeah, the weird thing about that is that most P textures aren't always standardized throughout armor/skin/enemies/other stuff. what i've figured out for skin is that the Green channel is sometimes needed to be inverted for faces, and the Blue channel is specular instead of metallic (For both skin and face).
(if you're in my discord just ping me (hydrateordie) so i can send some screenshots of what i'm talking about since putting images in here is frustrating at best)
Just re-read the first bit of your message, and get off QA Testing and turn it back on; the P Textures
should
work again, being that they actually look like texture stacks instead of what i showed later than what you replied to in this thread.
but as for the armor, it should all be standardized as AO/Rough/Metal for the P Texture. and yeah, ID is for the color stuff. I've made a node that has a
lot
of customization options for that, that also has the basic structure for the textures set up in it already. I'm still working on it so I haven't uploaded it online anywhere other than my discord since it's still being worked on and needs to be more open ended than specialized
since i used it for bunny and geared it towards that more so oops lmao
and yeah, their stuff is just so over the place all the time it's
really
annoying.
Overall, what i've found to be good base:
Red: Ambient Occlusion
Green: Roughness
Blue: Metallic
Alpha: Emission
but then the outliers have
Green: Smoothness (inverted roughness, only happens on some skin, usually the makeup textures)
Blue: Specular (Skin)
Alpha: Specular or fuzz (Lepic for some reason)
Alpha: maybe Roughness for some Skin, need more research
(a fun note is that the FX texture is instead used for Emission instead of the Alpha of P sometimes,which ties in well with Lepic's alpha being weird)
an image of the basic TFD armor setup with ID only affecting color:
«
Last Edit: August 05, 2024, 20:24 by spiritovod
»
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.
san
Silver Sponsor
Full Member
Posts: 99
Re: The First Descendant
«
Reply #100 on:
August 21, 2024, 01:07 »
HIya, Haven't used Umodel for a while! So just getting back to it now. Based on the info provided on this thread I am able to extract the meshes. For Textures is it only possible via FModel (If so where do I get it from?) Cheers
p.s, good stuff on the render set up for the material!
Quote from: FreohrWK on August 05, 2024, 20:07
Quote from: lifson on August 03, 2024, 05:33
.....
«
Last Edit: August 21, 2024, 01:50 by san
»
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san
Silver Sponsor
Full Member
Posts: 99
Re: The First Descendant
«
Reply #101 on:
August 21, 2024, 22:58 »
Mnaged to get the texture trough FModel. However having a small issue around armature.
UModel gives warning: no skeleton, animation will not work!
However I can sess that the model in Umodel as well as exported into Blender does have the armature. But as UModel is saying that there is no armature, I am not able to append any animation and export it. How are you all getting the animation (not the morphs) exported? Thanks
«
Last Edit: August 21, 2024, 23:44 by spiritovod
»
Logged
spiritovod
Global Moderator
Hero Member
Posts: 2921
Re: The First Descendant
«
Reply #102 on:
August 21, 2024, 23:47 »
@san: It's explained in
the topic
with known issues, mentioned in the first post, and on previous pages, for example
this post
.
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san
Silver Sponsor
Full Member
Posts: 99
Re: The First Descendant
«
Reply #103 on:
September 04, 2024, 13:00 »
Thanks mate! I will have a look. Much appreciated!
Quote from: spiritovod on August 21, 2024, 23:47
@san: It's explained in
the topic
with known issues, mentioned in the first post, and on previous pages, for example
this post
.
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Junsoo
Newbie
Posts: 15
Re: The First Descendant
«
Reply #104 on:
September 19, 2024, 12:32 »
Hello if I unpack using umodel and fmodel and bring in the bunny and put the texture on it, the texture is different from the original bunny, how do I work it out?
Do I have to post-process it at the Unreal Engine?
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«
Last Edit: September 19, 2024, 12:35 by Junsoo
»
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