Gildor's Forums

Author Topic: The Quarry  (Read 104 times)
Morgen0s
Newbie
*
Posts: 2


View Profile
The Quarry
« Reply #15 on: June 26, 2022, 05:01 »

can UE viewer open uexp? Because I can only open an asset
Logged
09williamsad
Sponsor
Jr. Member
*
Posts: 51



View Profile
The Quarry
« Reply #16 on: June 26, 2022, 18:58 »

@Spiritvod Thanks, I must have checked the override twice and made the mistake both times.

The current umodel_materials build seems to work on everything, barring 4 insignificant assets.
Game/MetaHumans/Caleb/Face/Caleb_FaceMesh.uasset
Game/Props/Vehicles/Circus_Trailer_B/Rig/VehiclesCircusTrailerB.uasset
Game/VFX/Meshes/LogDestroy/v05_leaf/MS_Blockout_LogDestroy_wLeaf_v3.uasset
Game/VFX/Niagara/Acts/Act_9/hacketthouserumble/ryanrun/Wall_Break/Mesh_v10/GC_act9_Bob_BreakWall.uasset
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2936


View Profile
The Quarry
« Reply #17 on: June 27, 2022, 01:28 »

@Morgen0s: uexp is additional data, it's not directly exposed in most UE4 tools to improve user experience - but you can extract it if needed, there is "save packages" option in umodel and "raw export" in fmodel for that. Just extract uasset and all related to asset files will be extracted if present (uasset+uexp+ubulk).

@09williamsad: Such meshes should be supported now in the updated builds.

Btw morphs are not supported because they have UE5 format. In UE5 morphs got noticeably reworked, pretty much like nanite stuff compared to usual static mesh.
Logged
ShadowFlames
Newbie
*
Posts: 2


View Profile
The Quarry
« Reply #18 on: June 28, 2022, 03:33 »

With the new rebuild Umodel, thank you Spiritovod. Do we still need to uncheck Morph Target and animations? Normally with other games I don't have to uncheck the boxes.

what I am trying to do is view everything by simply right click on the games folders and the Meshes and materials all load into the view. I can scroll through everything. I can this do this with a lot of other games. This one seems to be different then the rest.

I notice when I load one of the character models up and went to append animation to see it work in the viewer it won't work. Is this because of unchecking the animation box? I never had this issue before in umodel in the past.


« Last Edit: June 28, 2022, 04:49 by ShadowFlames » Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2936


View Profile
The Quarry
« Reply #19 on: June 28, 2022, 13:59 »

@ShadowFlames: Animations are supported only in the ACL build, but you need to disable morphs anyway. Most other things are already explained in my base post and the rest of the topic, please read it carefully.
Logged
ShadowFlames
Newbie
*
Posts: 2


View Profile
The Quarry
« Reply #20 on: July 01, 2022, 18:31 »

Tried running the specified build over assets.
All textures and static meshes are fine.

Here are some skeletal meshes with errors:
Content/Characters/DLC/Eighties/Dylan/Body/Return/DylanReturnBody.uasset
Content/Characters/DLC/Eighties/Kaitlyn/Body/Standard/KaitlynStandardBody.uasset
Content/Characters/DLC/Eighties/Kaitlyn/Body/ThroatTorn/KaitlynThroatTornBody.uasset
Content/Characters/Models/Abigail/Body/DecapitatedCleanCut/AbigailDecapitatedCleanCutBody.uasset


Some meshes aren't exporting, 09williams mention some of the examples on page one. Even following your suggestions or leave the check box's on default. Do these fall under the Base post, where some won't work?

Animation can be exported though so it really no big thing if it don't work in the rebuild version no big deal.
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2936


View Profile
The Quarry
« Reply #21 on: July 01, 2022, 19:30 »

@ShadowFlames: All of the mentioned meshes can be previewed and exported with latest specific build, you're probably using an outdated version. And even those meshes, which may crash umodel on preview, should be exportable without previewing.
Logged
be2llhy
Newbie
*
Posts: 9



View Profile
The Quarry
« Reply #22 on: July 31, 2022, 22:58 »

The Quarry
AES key:0xB916405788667A528F252B78348541929BAFD27FA88933543CE6016BB2388408
Logged
Fanat921
Newbie
*
Posts: 9



View Profile
The Quarry
« Reply #23 on: February 09, 2023, 21:44 »

Hi everybody. I don't really understand this topic and wanted to ask questions.
1. Is it possible to import these models into your UE4 project somehow?
2. Why are The Quarry models in UMODEL without eyes? Even in 3ds max imported, still without eyes. Although in materials viewport (3ds max) everything is connected to eye textures.
I will be glad if you help me. Thanks in advance.


* 10.png (392.75 KB, 1875x1004 - viewed 365 times.)
« Last Edit: February 09, 2023, 21:53 by Fanat921 » Logged
fil1969
Newbie
*
Posts: 18



View Profile
The Quarry
« Reply #24 on: February 10, 2023, 09:52 »

Hi everybody. I don't really understand this topic and wanted to ask questions.
1. Is it possible to import these models into your UE4 project somehow?
2. Why are The Quarry models in UMODEL without eyes? Even in 3ds max imported, still without eyes. Although in materials viewport (3ds max) everything is connected to eye textures.
I will be glad if you help me. Thanks in advance.

I know you can import Psk files in UE engine, for the eyes, are imported correctly in 3dsmax...
Logged
Fanat921
Newbie
*
Posts: 9



View Profile
The Quarry
« Reply #25 on: February 10, 2023, 16:21 »

Thanks for the answer! I just don't really understand. Even in UMODEL, for some reason, the eyes are not textured.. In 3ds max, the path to the eyes is specified, but they are again without textures Undecided


* 11.png (169.81 KB, 1300x563 - viewed 341 times.)
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2936


View Profile
The Quarry
« Reply #26 on: February 10, 2023, 16:57 »

@Fanat921: This mesh has 4 UV sets, according to screenshot. You can take a look, maybe eyes are mapped to different UV set (in umodel it's Ctrl+U and U for switching them). Also you can check linked materials (M in umodel), maybe eyes are not just simple diffuse textures.
Logged
Fanat921
Newbie
*
Posts: 9



View Profile
The Quarry
« Reply #27 on: February 10, 2023, 18:45 »

@spiritovod
Okay, I looked it up. (Ctrl + U)
Here is such a picture. But there's even more, you can just attach only one photo. What does this mean and how exactly to check the materials in UModel?


* Скриншот 10-02-2023 174114.png (129.98 KB, 1879x731 - viewed 481 times.)
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2936


View Profile
The Quarry
« Reply #28 on: February 10, 2023, 20:06 »

@Fanat921: You need to learn how UV channels works in general, I believe there are plenty tutorials on that in the net. Though I should note that psk import plugins for blender, which are not based on befzz's one, may produce questionable results for second and the rest of UV channels from psk exported via umodel - though if you're using 3ds max and actorX importer, it should be fine.
As for materials properties, they're available in the viewer by pressing "M" and clicking on respective material name, and also in separate txt files upon export (props and mat). But learning how materials works in general is also out of scope of this topic.
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2936


View Profile
The Quarry
« Reply #29 on: February 15, 2023, 04:55 »

@Fanat921: I just took a look at the old game demo, it's combination of both UVs and materials. Eyes are mapped on second UV set for most models and also eyeShadow_mat is rendered on top of basic Eye material, that's why you can't see expected result. I've updated both builds with support for the game to exclude respective section from rendering in the viewer for better understanding (though everything will be exported in usual way). In third party software you can remove mesh section related to eyeShadow_mat and apply Eye material via second UV set to get expected result (aside from possible overlay effects from shadow material).


* Clipboard01.jpg (99.24 KB, 2544x1245 - viewed 427 times.)
Logged
Jump to:  

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