Sword Art Online Fatal Bullet Ripping Help (solved) - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-115.html) +---- Thread: Sword Art Online Fatal Bullet Ripping Help (solved) (/thread-33137.html) |
Sword Art Online Fatal Bullet Ripping Help (solved) - KurainoOni - 06-29-2018 Hi guys, how are you? The DLC#2 for Fatal Bullet has finally been confirmed for july 3rd, so I thought of going through the games files once again. To extract the files is simple enough. Using umodel and using the settings UE4.17 and the games AES key, just navigate to the model files and textures( and maybe even materials) and hit export. The AES-Key is Code: h67GrjX2aGMgrAQeNwf9VmCYbt50ylJFeP3rIhbxh4e9bZXnqm8sbvEjWGOi6rgs The Textures are usually laid out like this: _cv - the Color Mask _n - the Normal Map( and maybe ambiant occlusion as well) _mres - the Metallic,reflection emission and specular maps seperated by color channel _d - the Diffuse Map The Textures color has to be recreated by eye/screen shot/ official artworks/anime images, as I don't know how to find or extract the color values. The Monster/Boss/Non Human models, as well as the Weapons and map props like chairs, doors and walls seem to work properly, as they don't need assembling. However where I'm struggling with is the assembled Character Models. Whenever I try to export for example LLENN from 3d Studio Max(tested with 2014,2015 and 2018) as an FBX file, either the program crashes(when editing a reimported FBX), or the face and the hair meshes will be reset to the ground in blender 2.79.* Are there any tricks that I could use? Preferably( unless there is no better way without) without having to do the editing in blender, as I'm still new to handling this behemoth of tool. * the model seem to work in noesis and unity without this annoying bug. Example here. ** an image of the bug I'm referring to will be added to this post later, to clarify what I mean. Edit: I've solved the problem. I literally had the solution sitting in plain sight the whole time watching Progress on the rips(Fire Emblem Warriors and Xenoblade Chronicles 2) by Kurokairaku. The solution is to press Alt+G, Alt+S and Alt+R to reset the translation from within Blender. RE: Sword Art Online Fatal Bullet Ripping Help (solved) - Chris Shade - 06-30-2018 Dude, it's been ages. I thought you were doing that Star Force model ripping? RE: Sword Art Online Fatal Bullet Ripping Help (solved) - KurainoOni - 07-01-2018 I had to stop working on the Star Force models, when lowlines console tools stopped working for me. My assumption was that I had somewhere messed up with my Java installation down the line. Since I had to use my PC for school back then and they required me to use some specific IDEs that came with their own Java environment( like netbeans and eclipse), so fixing that was sadly no option for me. Nowadays things are better with some great tools like apicula, that are comand line based, so I could pretty much batch convert the entire folder, without having to look for the model files beforehand. In fact I did one trial run on some of the files and managed to get a rigged model out of it. So I might return to it eventually when I feel like it. That may be sooner than you think, since I'm revisiting some older stuff I ripped in the past, doing some new stuff to keep me interested as I go. But I can't tell you exactly when that'll be. RE: Sword Art Online Fatal Bullet Ripping Help (solved) - AbsoluteZephyr - 09-19-2018 (06-29-2018, 07:37 AM)KurainoOni Wrote: Hi guys, How did you fix the bug ? I got the same bug when i import the model to 3ds max with ActorX importer |