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Author Topic: [UE5] Aion 2  (Read 10794 times)
3dextract
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Re: [UE5] Aion 2
« Reply #15 on: January 31, 2026, 19:06 »

looks like textures not true

@spiritovod materials have problem Sad


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« Last Edit: January 31, 2026, 20:21 by spiritovod » Logged
spiritovod
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Re: [UE5] Aion 2
« Reply #16 on: January 31, 2026, 20:30 »

@3dextract: Like explained in the first post, the game is using custom materials and most likely shaders to paint playable characters at runtime. Such things are out of scope of umodel and they can be recreated only in third party tools like blender (if possible) according to materials properties and other related things.

Also next time please use modify button to add something to your posts instead of creating multiple ones, this is not a chat.
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3dextract
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Re: [UE5] Aion 2
« Reply #17 on: February 03, 2026, 20:12 »

i think it's impossible to do this I've come a little close but it's still not complete


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* bkaNW.jpg (143.71 KB, 1446x820 - viewed 409 times.)
« Last Edit: February 06, 2026, 00:20 by spiritovod » Logged
3dextract
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Re: [UE5] Aion 2
« Reply #18 on: February 17, 2026, 19:19 »

any fix textures character suit guys ?
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hgclbfxxh
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Re: [UE5] Aion 2
« Reply #19 on: March 07, 2026, 23:26 »

Game: Aion 2 (official site (kr) / official site (tw))
UE5 version: 5.3
AES key: in the same place as usual (link)

Mostly supported with specific build from this topic. For general limitations and possible issues please read this topic. Many materials are custom. Most player animations are retargeted through two master skeletons (for male and female characters) - you can read brief explanation how it can be used in this topic (use respective "RootMesh" as base one).

To resolve the error about global files while trying to open the whole game folder, you need to copy global files to the folder mentioned in the error, for example to Paks\L10N\Text\en-US. By default umodel can find global container only in the folder with package and one folder up (for example if package is stored in Paks\~mods).

Hi @spiritovod, sorry for pinging u immediately.
May I confirm about the usmap file for aion2?
When I load it with the AES key, I can see the whole project but all needs a usmap file.
I also tried to get it by dll injection tools but failed finally.

Any advice will be so appreciated!
Thanks!
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spiritovod
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Re: [UE5] Aion 2
« Reply #20 on: March 08, 2026, 03:12 »

@hgclbfxxh: Mappings are not required for umodel to work with UE5 games, assuming you're using specific build mentioned in the first post. People are free to post mappings on this forum in game topics, but it's better to address such questions to respective communities, as I'm only providing support for umodel here (if possible).
« Last Edit: March 08, 2026, 03:14 by spiritovod » Logged
firehold2
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Re: [UE5] Aion 2
« Reply #21 on: April 11, 2026, 15:29 »

ExportSection <- ExportMeshLod <- ExportStaticMeshGLTF <- ExportObject: StaticMesh4'COM02_BlueBreathIsleTreeB02' <- ExportObjects <- ExportPackages <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based fix235

 error message: tarray:index 65393 is out of range (0) while export

this is the failed asset file:
Loading Material3 EMM_Object from package /AION2/Content/Material/BG/MM/EMM_Object.uasset
Exporting StaticMesh4 COM02_BlueBreathIsleTreeB02 to UModel/BG/Common02/Nature/Tree/GiantTree/BlueBreathIsleTree/COM02_BlueBreathIsleTreeB02.gltf

i got error while export aion2. umodel dispered while exporting,  it's a exception with raiseexception that  debug with x64dbg .
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spiritovod
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Re: [UE5] Aion 2
« Reply #22 on: April 11, 2026, 20:37 »

@firehold2: It should be fixed in the updated build. Now corresponding warning will be written to logs instead of a crash. Though I wouldn't recommend to export lods, in most cases it's not really needed and the option can be safely disabled in export window.
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jeenynz
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Aion2
« Reply #23 on: May 21, 2026, 12:52 »

Steam release in July

Since the update on 5/20, an error occurs when opening the model

OodleLZ_Decompress returned 0
appDecompressOodle <- appDecompress: CompSize=23177 UncompSize=65536 Flags=0xFD Bytes=959D <- FIOStoreFile::Serialize <- FArchive::ByteOrderSerialize <- UnPackage::CreateLoader: /AION2/Content/Character/Player/GF/Armor/0003/GF_0003_T04/GF_0003_T04_Body.uasset <- UnPackage::UnPackage: /AION2/Content/Character/Player/GF/Armor/0003/GF_0003_T04/GF_0003_T04_Body.uasset, ver=100000/0, game=0 <- UnPackage::LoadPackage(info): /AION2/Content/Character/Player/GF/Armor/0003/GF_0003_T04/GF_0003_T04_Body.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based fix237



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« Last Edit: May 21, 2026, 13:39 by jeenynz » Logged
spiritovod
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Re: [UE5] Aion 2
« Reply #24 on: May 21, 2026, 21:09 »

@jeenynz: Make sure you're using latest specific build and select correct engine version, because I can't reproduce the issue (or other possible issues) on latest korean version of the game, and the key didn't change either. It's also possible that your files are somehow corrupted, try to verify the installation in the launcher as well.
« Last Edit: May 21, 2026, 21:11 by spiritovod » Logged
gargon
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Re: [UE5] Aion 2
« Reply #25 on: June 12, 2026, 17:39 »

Does anyone have a .usmap file?
If anyone has made a dump, please share it!
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:Dim0s
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Re: [UE5] Aion 2
« Reply #26 on: June 20, 2026, 14:03 »

Does anyone have a .usmap file?
If anyone has made a dump, please share it!

try this => AION2-5.3.2.0.usmap
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raldenmei
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Re: [UE5] Aion 2
« Reply #27 on: Today at 05:21 »

Dear Sir,
I used FModel to unpack game assets from .pak/.utoc archives, but all the extracted .dat files show as garbled, unreadable binary data. I cannot tell whether they are encrypted, compressed with a proprietary algorithm, or just a custom format that FModel does not natively support.
I would really appreciate it if you could give me a brief hint on how to approach this issue, or recommend any tools for further analysis of these .dat files.



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« Last Edit: Today at 05:24 by raldenmei » Logged
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