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Author Topic: 2XKO  (Read 6202 times)
xrevo
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2XKO
« on: August 08, 2024, 21:51 »

Game: 2XKO (Riot Games)
UE version: 5.4 (current version) / 5.3 (previous versions)
AES Key: none needed (at least for the alpha test)

Also append the *_skeleton for the characters in the animations directory to use anims

Use the ue5_materials build in this thread.
If you are experiencing issues consider reading this thread.


* umodel_materials_ue5_lspzjNFyA3.png (56.89 KB, 800x600 - viewed 1387 times.)
« Last Edit: September 24, 2025, 20:21 by spiritovod » Logged
IllaoiFann
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Re: 2XKO (Project L)
« Reply #1 on: August 13, 2024, 12:19 »

Hey

I'm having some trouble extracting the models, I'm using last version of UE viewer and the materials_ue5 exe from the post listed above.

A friend shared the pak file with me but when I try to load it up in the viewer the folder structure shows up and it's reading the file but nothing appears inside the folders.

Any help appreciated


* cap.JPG (33.36 KB, 1036x449 - viewed 691 times.)
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spiritovod
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Re: 2XKO (Project L)
« Reply #2 on: August 13, 2024, 17:29 »

@IllaoiFann: I assume that the game is using io store packages, in that case pak files doesn't contain any native assets (those supported by umodel) and you need the whole .../Content/Paks/ folder for proper work.
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spiritovod
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Re: 2XKO (Project L)
« Reply #3 on: May 17, 2025, 06:11 »

Latest game version is using 5.4 engine. In terms of compatibility it's still the same, considering that materials and skeleton can be linked automatically in recent versions of specific build.


* Clipboard01.jpg (109.68 KB, 2543x1234 - viewed 926 times.)
« Last Edit: May 17, 2025, 06:14 by spiritovod » Logged
spiritovod
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Re: 2XKO (Project L)
« Reply #4 on: May 19, 2025, 01:13 »

Regarding removed posts, I should remind people that requesting uploads is against posting rules. You can also read clarification about such requests in this post. All such posts will be removed until the game is available via official sources for wide public.
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RedBear
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Re: 2XKO (Project L)
« Reply #5 on: September 23, 2025, 08:17 »

Greetings, spiritovod.

Could you please tell me why animations with strange Rate values ​​don't play, even though their Frames aren't zero?
Here are two examples out of many:
/Lion/Plugins/GameFeatures/Champions/Darius/Champ_Darius/Content/Base/Meshes/darius_base_mesh.uasset

Anim:128/269 (darius_base_msc_taunt_respect)
Rate: 3.15258e-08
Frames: 201

Anim:168/269 (darius_base_nav_std_walk_forward)
Rate: 7.99908e-09
Frames: 51
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spiritovod
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Re: 2XKO (Project L)
« Reply #6 on: September 23, 2025, 19:54 »

@RedBear: It should be fixed in the updated build. Now if sequence length is parsed incorrectly (rate is calculated from it), rate is set to default value. I'll look if it possible to somehow improve this part.
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RedBear
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Re: 2XKO (Project L)
« Reply #7 on: September 24, 2025, 12:21 »

@spiritovod: Thanks, it works now.
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