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(Requests) SG/ZH: School Girl/Zombie Hunter


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  • 2 weeks later...
Posted
On 3/6/2020 at 11:37 AM, GinVulpes said:

how can i extract the .pak? there are no pak extractor (maybe i am not searching in correct places)...

 

Download umodel

 

Run it and open "(gamepath)\sgzh\Content\Paks\sgzh-WindowsNoEditor.pak" and override game detection as UE 4.12

 

Extract the files you want

 

 

 

But I ran into another problem, I have extracted COS05_00_SKM.psk and COS06_00_SKM.psk so far, but uasset renamer does not work.

When I run it in cmd with the line "uassetrenamer.exe COS06_00_SKM.psk COS05_00_SKM.psk" it says "Error: Failed to find first or second occurance of filename."

Nevermind, I was trying to rename the psk converted files.

 

  • 1 month later...
Posted
On 4/30/2020 at 10:38 PM, 08mod08 said:

 

Has anyone managed to get it to work? Could you share it with me?

More then likely if someone got it to work, they'd share it. So they haven't messed with it.

  • 4 weeks later...
Posted
On 8/15/2019 at 5:33 PM, forum_moderator said:

I thought that UE 4.12 doesn't work anymore on Win10, but by enabling High Contrast Mode (Windows setting), the editor works perfectly.

It means that you can easily build uasset files for modding using Unreal Editor 4.12, to completely replace body models.

No hex editing required. What a surprise!

 

## Updated Tutorial using Unreal

 

How to Mod Texture (assuming that you have basic knowledge on Unreal Engine):

  1. Enable High Contrast Mode on your Windows setting.
  2. Create empty project on Unreal Editor 4.12.
  3. In Content Browser, import image file and rename the asset to the same name as original.
          eg. Content/Obj/Player/PL00_face/Textures/pl00_body_TEX
  4. In File menu, open Package Project -> Packaging Settings, then disable "Use Pak File".
  5. In File menu, run Package Project -> Windows (64-bit).
  6. You should have pl00_body_TEX.uasset in your built folder.

 

How to Mod Model:

  1. Use UE Viewer to convert original model to psk file, then import psk file into Blender with the psk addon.
  2. Fix orientation/scale and edit mesh, then export it as FBX.
  3. The remaining steps are the same as above. Instead of image file, import FBX file into Content Browser.

 

Does the game accept loose files? If so, I can't seem to get the correct file structure. I'm using exactly the same structure from umodel viewer, which should be "sgzh\Content"

 

I guess the game isn't set up to read a build mod pak, like in "sgzh\mods" or "sgzh\Content\Paks\~mods, or would that be possible?

  • 2 months later...
Posted
On 1/4/2020 at 1:32 AM, Guest said:

Forgot to attach example screenshot in the previous post.

DOAHDM_sgzh.jpg.34a509c44c42efe9b75eb0631eaf89f0.jpg
 (imported DOAHDM mesh in SGZH)

as @ludger166 said here, you can share your mod here, you only need to put the credits for the creators of DOAHDM mods instead!(and maybe ask for permission to share because these meshs is from DOAHDM ,mod autor)

not all of us have knowledge to use UE4 to mod. or you can make a video teaching how to do that mod too.

  • 4 weeks later...
Posted
On 9/10/2020 at 6:16 AM, Rarity Mane Six said:

Looks like that "guest" guy is not gonna share the mod.? If someone manages to get the mod please share it ?

Only way you'll get it is if you make it. No one has made it. Before he nuked his account (or it got nuked?) he was known for giving the keys to the castle, but not the castle itself. Meaning, he'd give modding tutorials for games, you had to use his tutorials to make the actual mod. This game apparently didn't get enough knowledgeable people with time on their hands to produce a working mod.

Posted
15 minutes ago, The Butler said:

I gave it a try and managed to pull everything... 
However I'm not sure what I'm supposed to do with .uasset files now >.<
This is the WIP model.

Screenshot_1.png.0d038a0d28a4002dc96a9ea211e12114.png

I could take care of the UE4 part.
 

Can you tell me what you've done? I mean, the workflow you've followed to "pull everything"?

Posted
2 hours ago, Aneox said:

I could take care of the UE4 part.
 

Can you tell me what you've done? I mean, the workflow you've followed to "pull everything"?

  1. Extract specific model file from .pak
  2. Open Blender and use .psk addon
  3. Do my edits to the model and import texture file to make sure it will align correctly
  4. After all done export as .fbx file
  5. Open Unreal 4.12 (Using windows in High contrast mode otherwise it will be extremely laggy)
  6. import .fbx file, import texture and assign them to the model.
  7. Uncheck packed files and export the model.

And Like that I will have .uassed model.

However I'm not sure where I'm supposed to put those.
I'll try extracting all files from the .pak

Posted
6 hours ago, The Butler said:
  1. Extract specific model file from .pak
  2. Open Blender and use .psk addon
  3. Do my edits to the model and import texture file to make sure it will align correctly
  4. After all done export as .fbx file
  5. Open Unreal 4.12 (Using windows in High contrast mode otherwise it will be extremely laggy)
  6. import .fbx file, import texture and assign them to the model.
  7. Uncheck packed files and export the model.

And Like that I will have .uassed model.

However I'm not sure where I'm supposed to put those.
I'll try extracting all files from the .pak

Okay, that's not the proper way to mod UE4 games. Here's an extremely brief explanation:

 

- Usually you should use UmodelViewer to extract the .psk files, so you have all the material references when you import the .psk to Blender. With Umodel, besides, you can extract the models as .gltf, which makes sure the normals and UV maps are preserved.

- After you've done your edits in Blender, before exporting it, you have to rename some assets according to the names you've seen in Umodel (usually they come with the correct name, but if you don't use Umodel, you probably won't know the name, dunno), and rename the skeleton too.

- In order to export it as .fbx, you have to do it with some specific settings, because if you don't, UE4 would probably mess up with the model scaling when packing the mod.

- After that, you have to start a blank project (you didn't, as some objects are in the screenshot of your project) in UE4, and then start creating the proper folder structure to place your files. This has to be done by loading the model info in a HEX editor, so it gives you the right paths for the folder structure.

- Then you can import the .fbx and start doing things in UE4 (creating the skeleton reference, physics assets, referencing material instances...)

- Once you're done, you have to pack the project, which is done with some specific setting.

- When the packaging is done, you have to remove everything you've added to fit the references the HEX editor gave you, and leave only what you edited (the model).

- Then you'll have to make the .pak by dragging the folder containing your packed files to the "packer" script (a .bat file you should have), and you're good to go. Just get the .pak and drop it to the ~mods folder.

 

Note that if you skip one step, something might go really weird when playing with the mod, but usually the game crashes.

 

If you want to know the whole process to mod UE4 games, here's a great video. It's really tough at first, but once you understand how it works, it's easy to replicate the method:

 

Posted

Welp thanks but I'll give up now, One drive screwed all my files. It started uploading it but then after I canceled the upload it downright deleted my files... And not only the mod files but everything that I had all together. (In Documents folder).
Maybe some time later in the future I go back....

And about the steps, I gave you the rough steps.. 

Posted
9 hours ago, The Butler said:

Welp thanks but I'll give up now, One drive screwed all my files. It started uploading it but then after I canceled the upload it downright deleted my files... And not only the mod files but everything that I had all together. (In Documents folder).
Maybe some time later in the future I go back....

And about the steps, I gave you the rough steps.. 

Duh, that had to hurt :(

 

Yes, I supposed you gave me the rough steps, but the UE4 part is the longest one, and tedious at first...

Posted
18 hours ago, The Butler said:

Welp thanks but I'll give up now, One drive screwed all my files. It started uploading it but then after I canceled the upload it downright deleted my files... And not only the mod files but everything that I had all together. (In Documents folder).
Maybe some time later in the future I go back....

And about the steps, I gave you the rough steps.. 

But why would you cancel the upload...? And it deleted everything in your documents folder just for canceling the upload? :classic_huh: Thats the first i've heard of something like that happening. Well... rip i guess :dissapointed:

Posted
1 hour ago, Rarity Mane Six said:

But why would you cancel the upload...? And it deleted everything in your documents folder just for canceling the upload? :classic_huh: Thats the first i've heard of something like that happening. Well... rip i guess :dissapointed:

Here is a explained reason of what happened and some additional info.

One drive has a limit of 5gb of cloud storage...
In my Documents . I had over 25gb of files.
I only used One Drive to store important stuff before since I can/could uncheck which folders I didn't want it to synchronize with cloud storage and it was working as it should.
However for some F*CKing reason all my settings restored to default and it started uploading all my stuff to my online storage.
After reaching the 5GB cap. It started giving error due to max cap reached. And it wasn't letting me uncheck the folders since it was still synchronizing some files (which never ended).  
So I decided to go directly in my one drive storage (online) and delete all unwanted files there.
This was when things messed up. As soon as I delete my files from there it started deleting the same files from my PC as well.

This might be my fault for not taking the "synchronizing" to seriously as I only considered it a backup of important stuff. And I never in any moment thought that it would delete my files as well....

Posted

So I decided to redo the model.... However now I'm facing some kinda boring problem...
It's related to the UV Map.
Check below in spoiler to not take much space

 


There are quite a few Seams on the Arms and Legs Due to UV map. And I'm not sure how to fix it...

1597260814_UVmessedup.png.f2bd4f4633a8dcfdf9ab58cb3e579444.pngScreenshot_2.png.b8354b6712a1a2fc21508df735f923b6.png


I screwed up the UV at some point...
Anyone know how to fix it ?
Otherwise I might have to do it again >.<
Exporting it as is will likelely cause ugly seams in game....

Posted
15 hours ago, The Butler said:

Here is a explained reason of what happened and some additional info.

One drive has a limit of 5gb of cloud storage...
In my Documents . I had over 25gb of files.
I only used One Drive to store important stuff before since I can/could uncheck which folders I didn't want it to synchronize with cloud storage and it was working as it should.
However for some F*CKing reason all my settings restored to default and it started uploading all my stuff to my online storage.
After reaching the 5GB cap. It started giving error due to max cap reached. And it wasn't letting me uncheck the folders since it was still synchronizing some files (which never ended).  
So I decided to go directly in my one drive storage (online) and delete all unwanted files there.
This was when things messed up. As soon as I delete my files from there it started deleting the same files from my PC as well.

This might be my fault for not taking the "synchronizing" to seriously as I only considered it a backup of important stuff. And I never in any moment thought that it would delete my files as well....

Oh goodness. ? I've heard of that one drive before but not once did I ever thought of using it. I keep all my stuff in external drives. It scares me just thinking about if I were to ever loose all my stuff. So sorry to hear. ?

But maybe theres still a way to recover all your files? Like what if you restore your PC to 2 or 3 days before all your files got deleted? I mean you kept them in your Documents folder & that folder is part of the C:drive. or maybe not. Hmm... I don't know... yeah don't try it unless your familiar with that feature. But surely you didn't loose all 25GB of your files? Only some?

 

But anyways, glad you decided to redo the model. I'm no expert but maybe its not the UV? Maybe its the Normal &/or spec map? No nevermind, I just thinking of another game I mod. It's best if someone that knows about this give you a better answer. I'm very much will be looking forward to the final results. Don't give up ?? 

 

Posted
39 minutes ago, Rarity Mane Six said:

Oh goodness. ? I've heard of that one drive before but not once did I ever thought of using it. I keep all my stuff in external drives. It scares me just thinking about if I were to ever loose all my stuff. So sorry to hear. ?

But maybe theres still a way to recover all your files? Like what if you restore your PC to 2 or 3 days before all your files got deleted? I mean you kept them in your Documents folder & that folder is part of the C:drive. or maybe not. Hmm... I don't know... yeah don't try it unless your familiar with that feature. But surely you didn't loose all 25GB of your files? Only some?

 

But anyways, glad you decided to redo the model. I'm no expert but maybe its not the UV? Maybe its the Normal &/or spec map? No nevermind, I just thinking of another game I mod. It's best if someone that knows about this give you a better answer. I'm very much will be looking forward to the final results. Don't give up ?? 

 

I lost around 10gb.
As for the model I'm 100% sure it's the UV.
I believe it happened when I was merging some vertices as it was looking unatural..

I accidently merged the Legs/armas with the main body and it screwed up the UV.
I'll redo it again T-T. But well for a complete amateur in modeling I'm learning well.

Posted

Sorry for the double post but back to topic...
New Model with proper UV map...
I didn't put much time in this one,  just added nipples and a kinda meh pussy.
Other mods I actually changed Breast size and a few more personal touch but I fucked up and screwed the UV at some point.
Blender and FBX (generic FBX export) files attached.
If you want to mess with Unreal now is the time.

Spoiler

1360091664_Newmodel.png.2aed15ec0f8b2dd04d069cdc6056a3da.png361378283_Newmodel-2.png.8d5e608537d5af1b0c571e5f379c2983.png82318808_Newmodel-3.png.b6c4e579fb14abe289a5af0e28d6f449.png

 

sg-cos06.fbx sg-cos06.blend

Posted
14 hours ago, The Butler said:

Sorry for the double post but back to topic...
New Model with proper UV map...
I didn't put much time in this one,  just added nipples and a kinda meh pussy.
Other mods I actually changed Breast size and a few more personal touch but I fucked up and screwed the UV at some point.
Blender and FBX (generic FBX export) files attached.
If you want to mess with Unreal now is the time.

  Reveal hidden contents

1360091664_Newmodel.png.2aed15ec0f8b2dd04d069cdc6056a3da.png361378283_Newmodel-2.png.8d5e608537d5af1b0c571e5f379c2983.png82318808_Newmodel-3.png.b6c4e579fb14abe289a5af0e28d6f449.png

 

sg-cos06.fbx 1.76 MB · 3 downloads sg-cos06.blend 5.87 MB · 3 downloads

I won't be able to try this until this weekend, but in the meantime, could you post a screenshot that shows the settings you used to export that FBX please? Just to know if they're right. That would help much ^^

Posted
5 hours ago, Aneox said:

I won't be able to try this until this weekend, but in the meantime, could you post a screenshot that shows the settings you used to export that FBX please? Just to know if they're right. That would help much ^^

The FBX is not good. It's not exporting the skelleton correctly.

However you can create a new skelleton in unreal and assign to the Mesh.

 I double checked the bones and they seems to be the same.
As a sidenote I checked the original uasset model (with HxD) to make sure everything was ok and it seems that COS05_00 uses the skelleton and physics located in "Game\Obj\Costume\COS00_00\Meshes" Skelleton and Physics attached....

Now to note my progress so far.
Although I created the file structure correctly and assigned everything in Unreal.
After I created the .uassets files and packed it ( Your default ~mods with .pak and .sig)
The game won't launch However I fail to find where the problem is....
Might be something with the .fbx file, with the assignments or something ele entirely.

As I'm not familiar to how these kind of mods work I'm stuck.

PLbody_Skeleton.uasset PLbody_PhysicsAsset.uasset


Regarding .FBX export from blender
I found this video, it's directed to Unity3D but I decided to give it a try.

 


New .FBX files following those settings attached.
COS05_00.fbx - It's the same model as avoce. just with different name.

 

Something I just thought. I increased the number of polygons to increase the model quality overall. Maybe thats the issue ?

Posted
9 hours ago, The Butler said:

The FBX is not good. It's not exporting the skelleton correctly.

However you can create a new skelleton in unreal and assign to the Mesh.

 I double checked the bones and they seems to be the same.
As a sidenote I checked the original uasset model (with HxD) to make sure everything was ok and it seems that COS05_00 uses the skelleton and physics located in "Game\Obj\Costume\COS00_00\Meshes" Skelleton and Physics attached....

Now to note my progress so far.
Although I created the file structure correctly and assigned everything in Unreal.
After I created the .uassets files and packed it ( Your default ~mods with .pak and .sig)
The game won't launch However I fail to find where the problem is....
Might be something with the .fbx file, with the assignments or something ele entirely.

As I'm not familiar to how these kind of mods work I'm stuck.

PLbody_Skeleton.uasset 27.63 kB · 1 download PLbody_PhysicsAsset.uasset 31.82 kB · 1 download


Regarding .FBX export from blender
I found this video, it's directed to Unity3D but I decided to give it a try.

  Reveal hidden contents


New .FBX files following those settings attached.
COS05_00.fbx - It's the same model as avoce. just with different name.

 

Something I just thought. I increased the number of polygons to increase the model quality overall. Maybe thats the issue ?

The Mesh has to be rigged using the skeleton that comes with the model you've obtained from UmodelViewer. To be more clear:

- You have to extract the .uasset file (the model you want to edit) from the game using UmodelViewer. In Umodel you'll be able to consult the materials order that the model has.

- In Blender, once you've imported that model you want to edit, you can freely edit it, but you mustn't delete any mesh completely, because the materials need to be referenced to something. For example, if you want to remove a coat, you can't just delete it. Instead, you have to shrink it the most you can and hide it inside the body or move it much distance below the feet. For the body, you can just swap it, and assign your new body the material that belonged to the former, so you can delete the one you're not using anymore.

- After that, you have to make sure the materials order is the same as the shown in Umodel. 

- After you've done your edits, you have to rename the mesh to the same name it had in Umodel. Then you have to rename the header of the skeleton and the whole root that comprises the skeleton and the mesh to "Armature".
 

I think that's all, don't know if I miss something, but with these steps you should be able to export a proper FBX file. 

 

Did you use any HEX editor to find the paths that are attached to the mesh? If I remember well, that can be done by saving the .uasset itself (not exporting as .psk or .gltf) and drag & drop it to the HEX editor. You can consult in the right side of the table the different paths you have to create. When you're in UE4, you have to add every single file that is shown in those paths, creating them with the tools UE4 offer (Basic_Skeleton, Physics_Assets, Material_Instances for each material reference...), place them in their corresponding folders, and open the editor (by double-clicking on the mesh), to start referencing those files. Once you're done, you have to go to settings and find the .pak settings, disabling that when you export, the .pak creates, because the .pak is created manually. What you have to export is the project as a folder. Inside that folder, you'll find the folder structure you've created in UE4, and you have to delete everything you've added in UE4 (Skeleton, Material Instances...) except of the mesh, because it's the only thing that's been modified. I don't know if you've done all this in UE4, but if you did, then with the changes I mentioned to do in Blender, then it should be fine, at least to be loaded in game and test it.

 

The problem with modding UE4 games is that you have to reference everything even if you didn't edit it, so the mesh has all the data inside, so it can grab all the things you've edited from the base game.

Posted
33 minutes ago, Aneox said:

The Mesh has to be rigged using the skeleton that comes with the model you've obtained from UmodelViewer. To be more clear:

- You have to extract the .uasset file (the model you want to edit) from the game using UmodelViewer. In Umodel you'll be able to consult the materials order that the model has.

- In Blender, once you've imported that model you want to edit, you can freely edit it, but you mustn't delete any mesh completely, because the materials need to be referenced to something. For example, if you want to remove a coat, you can't just delete it. Instead, you have to shrink it the most you can and hide it inside the body or move it much distance below the feet. For the body, you can just swap it, and assign your new body the material that belonged to the former, so you can delete the one you're not using anymore.

- After that, you have to make sure the materials order is the same as the shown in Umodel. 

- After you've done your edits, you have to rename the mesh to the same name it had in Umodel. Then you have to rename the header of the skeleton and the whole root that comprises the skeleton and the mesh to "Armature".
 

I think that's all, don't know if I miss something, but with these steps you should be able to export a proper FBX file. 

 

Did you use any HEX editor to find the paths that are attached to the mesh? If I remember well, that can be done by saving the .uasset itself (not exporting as .psk or .gltf) and drag & drop it to the HEX editor. You can consult in the right side of the table the different paths you have to create. When you're in UE4, you have to add every single file that is shown in those paths, creating them with the tools UE4 offer (Basic_Skeleton, Physics_Assets, Material_Instances for each material reference...), place them in their corresponding folders, and open the editor (by double-clicking on the mesh), to start referencing those files. Once you're done, you have to go to settings and find the .pak settings, disabling that when you export, the .pak creates, because the .pak is created manually. What you have to export is the project as a folder. Inside that folder, you'll find the folder structure you've created in UE4, and you have to delete everything you've added in UE4 (Skeleton, Material Instances...) except of the mesh, because it's the only thing that's been modified. I don't know if you've done all this in UE4, but if you did, then with the changes I mentioned to do in Blender, then it should be fine, at least to be loaded in game and test it.

 

The problem with modding UE4 games is that you have to reference everything even if you didn't edit it, so the mesh has all the data inside, so it can grab all the things you've edited from the base game.


Yep I did all that. As for skeleton and physics , All costumes are borrowing files from from COS00_00. At least according HxD. So yes I got those files and assigned them to their corresponding locations.l. Still not working though.
I will take a break from it now... And I'll be using this model until we get everything working properly

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