Gildor's Forums

Author Topic: 2XKO  (Read 7173 times)
xrevo
Newbie
*
Posts: 9


View Profile
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 1553 times.)
« Last Edit: September 24, 2025, 20:21 by spiritovod » Logged
IllaoiFann
Newbie
*
Posts: 1


View Profile
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 817 times.)
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2874


View Profile
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.
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2874


View Profile
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 1143 times.)
« Last Edit: May 17, 2025, 06:14 by spiritovod » Logged
RedBear
Full Member
***
Posts: 231


View Profile
Re: 2XKO (Project L)
« Reply #4 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
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2874


View Profile
Re: 2XKO (Project L)
« Reply #5 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.
Logged
RedBear
Full Member
***
Posts: 231


View Profile
Re: 2XKO (Project L)
« Reply #6 on: September 24, 2025, 12:21 »

@spiritovod: Thanks, it works now.
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2874


View Profile
Re: 2XKO
« Reply #7 on: April 27, 2026, 19:41 »

@lhgaicxx: Apparently you're using outdated umodel build. Check the version at startup screen, it should be fix237 or newer. If not, download latest build from the topic, mentioned in the first post.
 
Update: Please return back when you'll understand what you're actually doing, until then all your posts like that will be removed from the forum. From the history of your posts, including the removed ones, you barely can make conclusions from what's written in topics or not willing to do it at all.
« Last Edit: April 28, 2026, 07:58 by spiritovod » Logged
Jump to:  

Powered by SMF | SMF © 2006-2009, Simple Machines LLC
Leviathan design by Bloc | XHTML | CSS