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Author Topic: [UE4] Miraibo GO  (Read 2393 times)
spiritovod
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[UE4] Miraibo GO
« on: November 20, 2024, 20:51 »

Game: Miraibo GO (official site / playmarket)
UE4 version: 4.27

Use specific build from this topic for the game - no special override is required, simply choose proper engine version. Make sure you've read linked post carefully, because all games with such packages are using the same approach for assets.

All player animations are retargeted through single skeleton, you can use dummy mesh "female_body_empty" as base. Brief explanation for retargeting is available in this topic.  

There are two problem assets in the same folder (wzm_test_01.umap + wzm_test_01_builtdata.uasset), which should be removed after extraction, otherwise they'll cause errors. Apparently those are some leftovers from editor assets, which can't be properly supported anyway.


* Clipboard01.jpg (104.47 KB, 2547x1240 - viewed 578 times.)

* Clipboard02.jpg (94.85 KB, 2552x1243 - viewed 434 times.)
« Last Edit: March 30, 2025, 00:41 by spiritovod » Logged
imbachoii
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Re: [UE4] Miraibo GO
« Reply #1 on: November 25, 2024, 13:55 »

Is there a correct merge combination in uasset, ubulk and uexp? That's what I get after quickbms-ing the png file in Azure.
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spiritovod
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Re: [UE4] Miraibo GO
« Reply #2 on: November 25, 2024, 20:14 »

@imbachoii: At least pc version has simple layout (launcher is available at official site). Base png are stored in StreamingAssets, patch png are stored in Output folder. Extract base and patch packages, then move patch assets over base ones replacing existing files. If there is still something missing, those assets are not downloaded yet.
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imbachoii
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Re: [UE4] Miraibo GO
« Reply #3 on: November 27, 2024, 07:03 »

Thank you it works as intended now.
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spiritovod
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Re: [UE4] Miraibo GO
« Reply #4 on: April 02, 2025, 16:43 »

First post is updated with some notes about known issues. The game is now discontinued, but there is backup for latest client available at rin forums.
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