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Author Topic: Borderlands 3  (Read 2685 times)
OwenC
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Borderlands 3
« on: December 20, 2024, 17:56 »

it seems like LOD0 for certain stuff doesnt export the bones if its a skeletal mesh. but lod1, 2 etc does. is there any way to get the lod0 mesh to have bones on export?

So weapons for example:

LOD0 when exporting it exports as a pskx non skeletal mesh.

This weapon for example: Game\Gear\Weapons\AssaultRifles\Atlas\_Shared\Model\Rig exports as SK_AR_ATL.pskx BUT if you export the LODS 1, 2 etc. it exports as SK_AR_ATL_Lod1.psk (including the bones, where as the highest detailed LOD doesnt export bones.)

This happens for every weapon, It also occurs with alot of the enemies.

Also reguarding weapon exports. The diffuse map doesnt not get recognoized and doesnt export either. (This occurs with all the Gear)


This is what it looks like in the viewer:


This is an example of a models correct images: it should have a _c _d & _n maps.
« Last Edit: December 20, 2024, 22:28 by OwenC » Logged
spiritovod
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Re: Borderlands 3
« Reply #1 on: December 20, 2024, 20:10 »

@OwenC: You should provide more info while reporting possible issues, in case those are not crashes - like particular mesh names, some additional explanations (for example, why do you think it's not correct), preferably with some screenshots of the mesh loaded in the viewer.
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OwenC
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Re: Borderlands 3
« Reply #2 on: December 20, 2024, 22:15 »

@OwenC: You should provide more info while reporting possible issues, in case those are not crashes - like particular mesh names, some additional explanations (for example, why do you think it's not correct), preferably with some screenshots of the mesh loaded in the viewer.

I will update.
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spiritovod
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Re: Borderlands 3
« Reply #3 on: December 21, 2024, 17:47 »

@OwenC: I couldn't reproduce the issue with lods or just don't understand it. Maybe you got confused by file extensions, because in export window skeletal mesh is listed as psk and static mesh as pskx - but the only actual difference between them is that psk is used when number of vertices is less than 0xFFFF (65535), and pskx if number is larger. As result first lod (the one without suffix) is exported to pskx and lods 1/2 to psk for SK_AR_ATL in particular. I checked in blender, they're all loaded with bones.

As for textures - the game is using quite complex materials. In the case your mentioned there is no diffuse texture used directly. It's possible that some diffuse textures are inherited from parent material shared between multiple meshes, or that this material is rendered with some shader based on material properties without diffuse texture at all. You can view material properties in materials mode (by pressing "M" in the viewer and clicking on material name) and in separate files upon export. All of this is out of scope of umodel due to its complexity and such materials can be somehow recreated only manually in third party tools (to a certain extent).
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