Gildor's Forums

Author Topic: Delta Force: Hawk Ops  (Read 36867 times)
yjh45
Newbie
*
Posts: 18


View Profile
Re: Delta Force: Hawk Ops
« Reply #15 on: February 16, 2025, 09:08 »

@yjh45: Most likely it's named differently in game resources. I can only suggest to look for required mesh in other assets. Again, that particular asset contains exactly what you see in the viewer.


Use umodel to select the Delta Force folder. You don't need to select the Pak folder. This model is not in the Pak folder. It should be like this. When I run the game, I use umodel to extract the Delta Force/Delta Force path, which solves the problem.
Logged
yjh45
Newbie
*
Posts: 18


View Profile
Re: Delta Force: Hawk Ops
« Reply #16 on: February 21, 2025, 20:16 »

Hello, may I ask if when I use umodel to preview the action of changing the magazine, the character shrinks into a ball, and the exported action can only be applied to weapon bones and cannot be applied to 1P or 3P character bones. Is there any way to solve this?


* 72F1227FA4A82063AEE712CD9E150034.png (106.6 KB, 816x659 - viewed 1861 times.)
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2925


View Profile
Re: Delta Force: Hawk Ops
« Reply #17 on: March 18, 2025, 20:45 »

@yjh45: This is additive animation, currently they're not supported in specific build directly (though generally they are, see here). There are some third-party solutions mentioned in this topic, and fmodel supports additive anims as well (I guess).

Since campaign mode (Black Hawk Down) is using different engine and shipped separately from main game, I've created separate topic for it and added reference to the first post.
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2925


View Profile
Re: Delta Force: Hawk Ops
« Reply #18 on: April 26, 2025, 19:35 »

Specific build is updated to support latest game versions properly. First post is updated with all required info, please read it carefully along with the warning from the second post before submitting possible issues.
Logged
qwerty123
Newbie
*
Posts: 1


View Profile
Re: Delta Force: Hawk Ops
« Reply #19 on: July 19, 2025, 04:30 »

can somebody help me figure out the issue i have. i extracted all gun parts like recevers,barrels,stocks etc but when i open those gun part files in blender, they dont have sockets which needed to merge those parts into correct location. they have in UE Viewer tho


* blender1.jpg (195.3 KB, 1366x728 - viewed 1235 times.)

* umodel1.jpg (156.54 KB, 1366x729 - viewed 1236 times.)

* umodel2.jpg (97.55 KB, 602x401 - viewed 1158 times.)
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2925


View Profile
Re: Delta Force: Hawk Ops
« Reply #20 on: July 19, 2025, 15:49 »

@qwerty123: Mesh sockets are only available for preview, as current export formats doesn't support them explicitly from what I understand. Gildor previously suggested to export them as additional dummy bones, but it could be more confusing for some users. For now I can only suggest to recreate things manually based on the info from the viewer. Not sure it's possible though, maybe some other info should be additionally dumped to console as well?
Logged
Song
Newbie
*
Posts: 2


View Profile
Re: Delta Force: Hawk Ops
« Reply #21 on: July 31, 2025, 15:46 »

Excuse me, does anyone know where the Firing Range map file is located? The path for other map files is DeltaForce/Content/Maps/BuildMaps_HD, but no map files for the Firing Range were found within this directory.
Logged
qmsh
Newbie
*
Posts: 1


View Profile
Re: Delta Force: Hawk Ops
« Reply #22 on: October 01, 2025, 17:53 »

Does anyone know how to export maps from Delta Force: Hawk Ops to Blender? I'm running into an issue where the RelativeLocationproperty in many .umapfiles is set to null. As a result, all the assets get imported at the world origin regardless of the method I use.
« Last Edit: October 01, 2025, 18:04 by qmsh » Logged
805557409
Newbie
*
Posts: 9


View Profile
Re: Delta Force: Hawk Ops
« Reply #23 on: January 28, 2026, 21:02 »

 I have a question about the unpacking process. I followed the steps you mentioned and used umodel_acl_2.1.exe to unpack the files. I selected the "Delta Force: Hawk Ops" mode and used the decryption key:
Delta Force: Hawk Ops   0xC414EDA1F7B07ECFF62AF42273CA8DFFEA640D115CA0D0B7253C7856AD3

However, the result only shows one uasset file. Did I make a mistake somewhere, or has the game been updated recently? Could you help me check? The game I am trying to unpack is the Steam version of Delta Force: Hawk Ops.

game path:D:\SteamLibrary\steamapps\common\Delta Force\Game\DeltaForce\Content\Paks



* {7NP%R%L9M5_OA0{$QNA[7P.png (65.34 KB, 940x727 - viewed 513 times.)
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2925


View Profile
Re: Delta Force: Hawk Ops
« Reply #24 on: January 29, 2026, 17:12 »

@805557409: The game is using multiple keys. You can read how to obtain them here (which is also mentioned in the first post). After dumping the keys to separate file, you can copy all of them in umodel when asked.
Logged
relizc
Newbie
*
Posts: 2


View Profile
Re: Delta Force: Hawk Ops
« Reply #25 on: March 15, 2026, 19:01 »

Hello, i just want to ask why do i keep getting error while trying to open the extracted uassets?

ERROR: Serialized FString is not null-terminated
FString<< <- FPackageFileSummary::Serialize3 <- FPackageFileSummary<<: Ver=60923/65535 <- UnPackage::UnPackage: DeltaForce/Content/VehicleCollisionAudioDataAsset_Large_InWater.uasset, ver=60923/65535, game=ue4.24 <- UnPackage::LoadPackage(info): DeltaForce/Content/VehicleCollisionAudioDataAsset_Large_InWater.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based

this happens on every uasset file. I am sure this is unreal 4.24 and i am using umodel_acl_2.1.exe

i appreciate any help  :'(
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2925


View Profile
Re: Delta Force: Hawk Ops
« Reply #26 on: March 15, 2026, 19:34 »

@relizc: Like explained in the first post, you need to select game specific override (Unreal 4 -> Game Name) instead of generic engine version at startup screen. 
Logged
relizc
Newbie
*
Posts: 2


View Profile
Re: Delta Force: Hawk Ops
« Reply #27 on: March 16, 2026, 15:13 »

@relizc: Like explained in the first post, you need to select game specific override (Unreal 4 -> Game Name) instead of generic engine version at startup screen. 

oh that was awkward... i didnt knew u can actually scroll the version selector. anyways thanks a lot
Logged
shier
Newbie
*
Posts: 1


View Profile
Re: Delta Force: Hawk Ops
« Reply #28 on: April 15, 2026, 13:36 »

Hello everyone,

I'm trying to extract game assets from Delta Force: Hawk Ops using umodel, but I'm blocked by the AES encryption.
Could anyone please advise if there's a legal way to obtain the AES key for this game
Thank you for your help!
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2925


View Profile
Re: Delta Force: Hawk Ops
« Reply #29 on: April 15, 2026, 18:07 »

@shier: It was explained a few posts above: https://www.gildor.org/smf/index.php/topic,9048.msg49792.html#msg49792
Note that all quickbms and keys related issues should be addressed to the topic with keys, such posts are usually removed from this forum.
Logged
Jump to:  

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