oscateexor Posted April 29, 2020 Posted April 29, 2020 On 4/29/2020 at 8:53 AM, oscateexor said: yeah I don't like replicated stuff. it's either 3 that may or may not happen. Someone builds custom umodel.exe that can export .psk with MorphTargets (ideal but unlikely) Custom umodel.exe that can export morphed figure (Ctrl + ]) as static mesh (then create shaped keys from it in Blender) A blender plugin that applies "MorphTarget" dumpfiles (indices + Vector3 delta) onto base mesh. Ok, I went plan B. Modified umodel.exe initial version, outdated Spoiler umodel_morph.zip 04/30 edit: umodel_morph_fix1.zip mirror Spoiler fixed my stupid error handling code that disabled the exporting function entirely if "Export Morphed Models" option is not checked, or the model has no morph. also added leading zeros in naming exported files for ease of batch renaming in Blender. (e.g. SK_pc06_01a_Morph5_eyelid_laugh1.psk -> SK_pc06_01a_Morph05_eyelid_laugh1.psk) Exporting LOD (low poly) models is still disabled in my custom umodel.exe, because I override that part of the code (not that it's useful for modding this game in particular). Just use the original umodel.exe for regular operations. I am not a programmer, please bear with me for the bad coding. Click spoiler if you are looking for how to edit models without losing MorphTargets. Spoiler I just copy-pasted CSkelMeshInstance::BuildMorphVerts() function onto the exporting process. This modded umodel.exe replaces "Export LOD Models" with "Export Morphed Models". This will export a number of models as much as it has MorphTargets + 1 (the original model). Import all files to Blender. Rename the original model to "armature" (cf. wutdahax's tutorial, part 3) The order matters. You don't have to rename submeshes (not yet). Click "Show Hierarchy" (Shortcut - Home) to expand trees in the Scene Collection panel. Ctrl click - Select all armatures, from bottom to top. With main focus on the original "armature", click the down arrow and select "Join as Shapes". This part is also covered by the pdf MorphTarget tutorial (By Aneox from Code Vein community) Now Shape Keys are created in the main armature. You can delete submeshes, check whether the keys are working properly. Rename the Shape Keys to have only MorphTarget names in their name. (delete "SK_****_***_Morph**_" and ".mo") (yeah, this step is very tedious. this can be and should be automated, but I'm not a programmer.) If you put the wrong name (Sike!), it doesn't work in the game. Edit the model whatever you like, deleting vertices is fine. But when you transform the meshes, select the "Basis" Shape Keys and click the "Shape Key Edit Mode" button on, before moving around the vertices. (I'm not certain how shape key feature works in Blender, this might be not the correct way to edit with shape keys. Please refer to generic Blender tutorials etc if you are gonna fully commit 3d modeling.) After done editing the model, make sure the shape keys are not broken yet. Your modifications on "Basis" should apply to all other shape key version of the models too, as long as you have edited in "Shape Key Edit Mode". If you forget it, or your model is already modified, then there are several ways to merge shape keys afterwards. in Edit mode, select vertices -> Vertex (button) -> "Blend from Shape" -> uncheck "Add" box, is what I found from quick googling, but again I might be wrong about how to use Blender, you should learn from the correct place when things are not specifically about modding. Let's export, the same options as per wutdahax's tutorial part 5, except you must uncheck "Apply Modifiers" which means the Shape Keys. You must scale down the exported object to 1/100 size, one way or another (using 0.01 Unit size here, because it's convenient in editing). Import to Unreal Engine, check "Import Morph Targets". Morph Targets are working fine in the preview window. The rest are covered by wutdahax's tutorial (part 6~). Create MaterialInstance from the materials, replicate the folder structure, and rename the assets. tada-! Hope we gonna see some good stuff. or better/faster/automated procedure. 10
azerty96 Posted April 29, 2020 Posted April 29, 2020 1 hour ago, eri1212 said: I'm sorry if it's hard to understand because it's machine translation. You can do it like in the image on UE4 Ow, ok I understand now, thank you very much
masterjdc Posted April 29, 2020 Posted April 29, 2020 26 minutes ago, oscateexor said: Ok, I went plan B. Modified umodel.exe umodel_morph.zip 866.42 kB · 4 downloads I am not a programmer, please bear with me for bad coding. Click spoiler if you are looking for how to edit models without losing MorphTargets. Reveal hidden contents I just copy-pasted CSkelMeshInstance::BuildMorphVerts() function onto the exporting process. This modded umodel.exe replaces "Export LOD Models" with "Export Morphed Models". This will export a number of models as much as it has MorphTargets + 1 (the original model). Import all files to Blender. Rename the original model to "armature" (cf. wutdahax's tutorial, part 3) The order matters. You don't have to rename submeshes (not yet). Click "Show Hierarchy" (Shortcut - Home) to expand trees in the Scene Collection panel. Ctrl click - Select all armatures, from bottom to top. With main focus on the original "armature", click the down arrow and select "Join as Shapes". This part is also covered by the pdf MorphTarget tutorial (By Aneox from Code Vein community) Now Shape Keys are created in the main armature. You can delete submeshes, check whether the keys are working properly. Rename the Shape Keys to have only MorphTarget names in their name. (delete "SK_****_***_Morph**_" and ".mo") (yeah, this step is very tedious. this can be and should be automated, but I'm not a programmer.) If you put the wrong name, it doesn't work in the game. Edit the model whatever you like, deleting vertices are fine. But when you transform the meshes, select the "Basis" Shape Keys and click the "Shape Key Edit Mode" button on, before moving around the vertices. (I'm not certain how shape key feature works in Blender, this might be not the correct way to edit with shape keys. Please refer to a generic Blender tutorials etc if you are gonna fully commit 3d modeling.) After done editing the model, make sure the shape keys are not broken. Your modifications on "Basis" should apply to all other shape key version of the models too, as long as you do editing in "Shape Key Edit Mode". If you forget it, or your model is already modified, then there are several ways to merge shape keys. in Edit mode, select vertices -> Vertex (button) -> "Blend from Shape" -> uncheck "Add" box, is what I found from quick googling, but again I might be wrong about how to use Blender, you should learn from the correct place when things are not specifically about modding. Let's export, the same options as of wutdahax's tutorial part 5, except you must uncheck "Apply Modifiers" which means the Shape Keys. Import to Unreal Engine, check "Import Morph Targets". Morph Targets are working fine in the preview window. The rest are covered by wutdahax's tutorial (part 6~). Create MaterialInstance from the materials, replicate the folder structure, and rename assets. tada-! Hope we gonna see some good stuff. or better/faster/automated procedure. Thanks a lot. I was about to rage quit :D ... because I went through the tutorial and installed everything and then: "Yeah LipSync will not work." ... so, now I'll give it a try. Thanks.
wutdahax Posted April 29, 2020 Author Posted April 29, 2020 1 hour ago, oscateexor said: Ok, I went plan B. Modified umodel.exe umodel_morph.zip 866.42 kB · 9 downloads I am not a programmer, please bear with me for the bad coding. Click spoiler if you are looking for how to edit models without losing MorphTargets. Reveal hidden contents I just copy-pasted CSkelMeshInstance::BuildMorphVerts() function onto the exporting process. This modded umodel.exe replaces "Export LOD Models" with "Export Morphed Models". This will export a number of models as much as it has MorphTargets + 1 (the original model). Import all files to Blender. Rename the original model to "armature" (cf. wutdahax's tutorial, part 3) The order matters. You don't have to rename submeshes (not yet). Click "Show Hierarchy" (Shortcut - Home) to expand trees in the Scene Collection panel. Ctrl click - Select all armatures, from bottom to top. With main focus on the original "armature", click the down arrow and select "Join as Shapes". This part is also covered by the pdf MorphTarget tutorial (By Aneox from Code Vein community) Now Shape Keys are created in the main armature. You can delete submeshes, check whether the keys are working properly. Rename the Shape Keys to have only MorphTarget names in their name. (delete "SK_****_***_Morph**_" and ".mo") (yeah, this step is very tedious. this can be and should be automated, but I'm not a programmer.) If you put the wrong name, it doesn't work in the game. Edit the model whatever you like, deleting vertices are fine. But when you transform the meshes, select the "Basis" Shape Keys and click the "Shape Key Edit Mode" button on, before moving around the vertices. (I'm not certain how shape key feature works in Blender, this might be not the correct way to edit with shape keys. Please refer to a generic Blender tutorials etc if you are gonna fully commit 3d modeling.) After done editing the model, make sure the shape keys are not broken. Your modifications on "Basis" should apply to all other shape key version of the models too, as long as you have done editing in "Shape Key Edit Mode". If you forget it, or your model is already modified, then there are several ways to merge shape keys. in Edit mode, select vertices -> Vertex (button) -> "Blend from Shape" -> uncheck "Add" box, is what I found from quick googling, but again I might be wrong about how to use Blender, you should learn from the correct place when things are not specifically about modding. Let's export, the same options as of wutdahax's tutorial part 5, except you must uncheck "Apply Modifiers" which means the Shape Keys. Import to Unreal Engine, check "Import Morph Targets". Morph Targets are working fine in the preview window. The rest are covered by wutdahax's tutorial (part 6~). Create MaterialInstance from the materials, replicate the folder structure, and rename the assets. tada-! Hope we gonna see some good stuff. or better/faster/automated procedure. I love you! ❤️ I have linked your post at the end of the tutorial for now but eventually I will merge your instructions into mine (and give credit of course). Also we can save time by doing batch file rename before importing psk files.
Roufas Posted April 29, 2020 Posted April 29, 2020 2 hours ago, eri1212 said: I'm sorry if it's hard to understand because it's machine translation. You can do it like in the image on UE4 That worked, no lip sync but the textures are in Thanks ! 2
koechophe Posted April 29, 2020 Posted April 29, 2020 So I was able to get my files packed using this particular batch on the unreal pak: http://modderbase.com/showthread.php?tid=834 None of my textures will show up in game though. I'll try a model edit and see if this method of packing actually works in game, and if something in just the raw editing of the texture files isn't translating for some reason.
wutdahax Posted April 29, 2020 Author Posted April 29, 2020 34 minutes ago, koechophe said: So I was able to get my files packed using this particular batch on the unreal pak: http://modderbase.com/showthread.php?tid=834 None of my textures will show up in game though. I'll try a model edit and see if this method of packing actually works in game, and if something in just the raw editing of the texture files isn't translating for some reason. Make sure you name and move your textures correctly and then dont include them in your pak. That will make your pakd skeletal mesh try to load your material from the location where you put them and find the original materials instead.
Linkund40fieber Posted April 29, 2020 Posted April 29, 2020 Has anyone figure it out the combination from eye texture to material ? If yes please a screenshot the others I now . Thx L40
Roufas Posted April 29, 2020 Posted April 29, 2020 Took the whole afternoon but now I got my not so great mod to work with lip sync thanks to you guys <3, now I just need to be taught how to tamper with the textures, I am an absolute newbie with blender too haha Edit : Sharing a sexier Vanadis, the best I could do for now, animations online yay Riez_Sexier_Vanadis_1_P.pak 2
kamuey Posted April 29, 2020 Posted April 29, 2020 I have an error when i try to pak my folder "Invalid Number of parameters" It gives me an file in pak folder but the size 1kb and if i put it in the game it crashes What does the error mean?
azerty96 Posted April 29, 2020 Posted April 29, 2020 6 hours ago, oscateexor said: Ok, I went plan B. Modified umodel.exe umodel_morph.zip 866.42 kB · 29 downloads I am not a programmer, please bear with me for the bad coding. Click spoiler if you are looking for how to edit models without losing MorphTargets. Reveal hidden contents I just copy-pasted CSkelMeshInstance::BuildMorphVerts() function onto the exporting process. This modded umodel.exe replaces "Export LOD Models" with "Export Morphed Models". This will export a number of models as much as it has MorphTargets + 1 (the original model). Import all files to Blender. Rename the original model to "armature" (cf. wutdahax's tutorial, part 3) The order matters. You don't have to rename submeshes (not yet). Click "Show Hierarchy" (Shortcut - Home) to expand trees in the Scene Collection panel. Ctrl click - Select all armatures, from bottom to top. With main focus on the original "armature", click the down arrow and select "Join as Shapes". This part is also covered by the pdf MorphTarget tutorial (By Aneox from Code Vein community) Now Shape Keys are created in the main armature. You can delete submeshes, check whether the keys are working properly. Rename the Shape Keys to have only MorphTarget names in their name. (delete "SK_****_***_Morph**_" and ".mo") (yeah, this step is very tedious. this can be and should be automated, but I'm not a programmer.) If you put the wrong name (Sike!), it doesn't work in the game. Edit the model whatever you like, deleting vertices are fine. But when you transform the meshes, select the "Basis" Shape Keys and click the "Shape Key Edit Mode" button on, before moving around the vertices. (I'm not certain how shape key feature works in Blender, this might be not the correct way to edit with shape keys. Please refer to a generic Blender tutorials etc if you are gonna fully commit 3d modeling.) After done editing the model, make sure the shape keys are not broken. Your modifications on "Basis" should apply to all other shape key version of the models too, as long as you have done editing in "Shape Key Edit Mode". If you forget it, or your model is already modified, then there are several ways to merge shape keys. in Edit mode, select vertices -> Vertex (button) -> "Blend from Shape" -> uncheck "Add" box, is what I found from quick googling, but again I might be wrong about how to use Blender, you should learn from the correct place when things are not specifically about modding. Let's export, the same options as per wutdahax's tutorial part 5, except you must uncheck "Apply Modifiers" which means the Shape Keys. You must scale down the exported object to 1/100 size, one way or another (using 0.01 Unit size here, because it's convenient in editing). Import to Unreal Engine, check "Import Morph Targets". Morph Targets are working fine in the preview window. The rest are covered by wutdahax's tutorial (part 6~). Create MaterialInstance from the materials, replicate the folder structure, and rename the assets. tada-! Hope we gonna see some good stuff. or better/faster/automated procedure. Great tutorial It's working very well for me, I will share my results in a few minutes on mod request topic
wutdahax Posted April 29, 2020 Author Posted April 29, 2020 1 hour ago, kamuey said: I have an error when i try to pak my folder "Invalid Number of parameters" It gives me an file in pak folder but the size 1kb and if i put it in the game it crashes What does the error mean? probably because you have a space in the path G:\Tom Paks\... Try this and let me know if it works u4pak_TOM.zip 1
kamuey Posted April 29, 2020 Posted April 29, 2020 18 minutes ago, wutdahax said: probably because you have a space in the path G:\Tom Paks\... Try this and let me know if it works u4pak_TOM.zip 2.98 MB · 5 downloads Yep it works:) I changed the folder name and used your file. Thank you. On to the textures now 1
wutdahax Posted April 29, 2020 Author Posted April 29, 2020 Updated the tutorial to include oscateexor's UModel mod ❤️ 1
Nameraca Posted April 30, 2020 Posted April 30, 2020 20 hours ago, wutdahax said: I don't know what to tell you... maybe try using UnrealPak.exe that comes with the engine? This method works. Insteall Unreal Engine through the Epic Games Launcher. The command is "C:\Program Files\Epic Games\UE_4.22\Engine\Binaries\Win64\UnrealPak.exe" "C:\ToMModding\Trials of Mana-WindowsNoEditor.pak" -Extract C:\TomMModding\unpak UnrealPak.exe [path of file to extract] -Extract [Extract Directory] I'm left with a lot of files. .uasset .uexp These look interesting for starter, How do I edit them? And are .uasset files only graphics? Apparently the only way to do so is through an HEX editor, Trying to see if I can import them in UE4...
wutdahax Posted April 30, 2020 Author Posted April 30, 2020 14 minutes ago, Nameraca said: This method works. I'm left with a lot of files. .uasset .uexp These look interesting for starter, How do I edit them? And are .uasset files only graphics? .uasset contains information about the asset .uexp is the asset They can be any type of file; datatable, image, mesh, sounds, movies... These are cooked in UE4 for distribution in the pak file. They are optimised for game performance and not meant to be edited. You can open them in a text editor or hex editor and try changing things to see what happens. I would start with the .uasset file and see what's inside first. Good luck!
Nameraca Posted April 30, 2020 Posted April 30, 2020 8 minutes ago, wutdahax said: .uasset contains information about the asset .uexp is the asset They can be any type of file; datatable, image, mesh, sounds, movies... These are cooked in UE4 for distribution in the pak file. They are optimised for game performance and not meant to be edited. You can open them in a text editor or hex editor and try changing things to see what happens. I would start with the .uasset file and see what's inside first. Good luck! Ah, I see. I may be on a wild goose chase then. If there's nothing to edit... Interestingly, all the movie are here in .mp4 format, no sound, no subs, since it's overlayed by the game (localization & such).
yock0723 Posted April 30, 2020 Posted April 30, 2020 8 hours ago, oscateexor said: Ok, I went plan B. Modified umodel.exe umodel_morph.zip 866.42 kB · 33 downloads I am not a programmer, please bear with me for the bad coding. Click spoiler if you are looking for how to edit models without losing MorphTargets. Reveal hidden contents I just copy-pasted CSkelMeshInstance::BuildMorphVerts() function onto the exporting process. This modded umodel.exe replaces "Export LOD Models" with "Export Morphed Models". This will export a number of models as much as it has MorphTargets + 1 (the original model). Import all files to Blender. Rename the original model to "armature" (cf. wutdahax's tutorial, part 3) The order matters. You don't have to rename submeshes (not yet). Click "Show Hierarchy" (Shortcut - Home) to expand trees in the Scene Collection panel. Ctrl click - Select all armatures, from bottom to top. With main focus on the original "armature", click the down arrow and select "Join as Shapes". This part is also covered by the pdf MorphTarget tutorial (By Aneox from Code Vein community) Now Shape Keys are created in the main armature. You can delete submeshes, check whether the keys are working properly. Rename the Shape Keys to have only MorphTarget names in their name. (delete "SK_****_***_Morph**_" and ".mo") (yeah, this step is very tedious. this can be and should be automated, but I'm not a programmer.) If you put the wrong name (Sike!), it doesn't work in the game. Edit the model whatever you like, deleting vertices are fine. But when you transform the meshes, select the "Basis" Shape Keys and click the "Shape Key Edit Mode" button on, before moving around the vertices. (I'm not certain how shape key feature works in Blender, this might be not the correct way to edit with shape keys. Please refer to a generic Blender tutorials etc if you are gonna fully commit 3d modeling.) After done editing the model, make sure the shape keys are not broken. Your modifications on "Basis" should apply to all other shape key version of the models too, as long as you have done editing in "Shape Key Edit Mode". If you forget it, or your model is already modified, then there are several ways to merge shape keys. in Edit mode, select vertices -> Vertex (button) -> "Blend from Shape" -> uncheck "Add" box, is what I found from quick googling, but again I might be wrong about how to use Blender, you should learn from the correct place when things are not specifically about modding. Let's export, the same options as per wutdahax's tutorial part 5, except you must uncheck "Apply Modifiers" which means the Shape Keys. You must scale down the exported object to 1/100 size, one way or another (using 0.01 Unit size here, because it's convenient in editing). Import to Unreal Engine, check "Import Morph Targets". Morph Targets are working fine in the preview window. The rest are covered by wutdahax's tutorial (part 6~). Create MaterialInstance from the materials, replicate the folder structure, and rename the assets. tada-! Hope we gonna see some good stuff. or better/faster/automated procedure. Good job! I'll give it a try.
koechophe Posted April 30, 2020 Posted April 30, 2020 9 hours ago, wutdahax said: Make sure you name and move your textures correctly and then dont include them in your pak. That will make your pakd skeletal mesh try to load your material from the location where you put them and find the original materials instead. Oh, I meant I was trying to JUST mod textures without even touching the 3d models, but editing the texture files and making a new pak wasn't doing anything, so I'll try some model edits instead. I was trying not to dive in as deeply, but hey, the water looks nice!
wutdahax Posted April 30, 2020 Author Posted April 30, 2020 49 minutes ago, koechophe said: Oh, I meant I was trying to JUST mod textures without even touching the 3d models, but editing the texture files and making a new pak wasn't doing anything, so I'll try some model edits instead. I was trying not to dive in as deeply, but hey, the water looks nice! Editing only textures is possible, even without touching the materials (in fact we are not totally sure on the material graph so it's not possible to fully recreate the materials yet) You can skip everything to do with Blender in the tutorial, but you still have to put them in UE4 in the correct folders and package project, then put your uasset textures in a pak.
tigers Posted April 30, 2020 Posted April 30, 2020 ************ Guys's the mods are getting too cluttered and spread out. Its hard to identify a released mod or a pre release version. Please add a "Released mod" tag when your file is ready to work. Would really be appreciated. We need to find a better way to organize the released mods 1
Roufas Posted April 30, 2020 Posted April 30, 2020 9 hours ago, wutdahax said: Editing only textures is possible, even without touching the materials (in fact we are not totally sure on the material graph so it's not possible to fully recreate the materials yet) You can skip everything to do with Blender in the tutorial, but you still have to put them in UE4 in the correct folders and package project, then put your uasset textures in a pak. I have some experience editing textures, what I have no idea is how to find/extract them and replace them.
Linkund40fieber Posted April 30, 2020 Posted April 30, 2020 you need the whole model and any from export mod files and the files from the game that missing in the .pak and than look this tutorial ?.
tigers Posted April 30, 2020 Posted April 30, 2020 So anyone working on a proper nude mod? I really hope so
Linkund40fieber Posted April 30, 2020 Posted April 30, 2020 I work at nude mods for npcs and enemy's after them I go for player models 7
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