UModel (Unreal Engine) - Normals Request
Posted: Thu Jul 19, 2018 6:38 pm
Hey peeps. I'm looking for help on getting normal's supported through the unreal engine upk's. Either using Umodel which is open source, or a custom code set which just grabs out normal's from UPK's.
Gildor, the creator of Umodel made it clear he neither has the time, or desire to add Normals support (Source Here). He does not wish to add support for FBX or other file types which support normals. Not to sure why he hasn't thought of the probability of simply adding Normals within the .pksx filetype and reading it with his other tool "ActorX". He did state the pks cannot support it, but I heard conflicting information from others familiar with file types and models.
I am ignorant to the difficulty of that, and the only bases I have is witnessing a friend of mine immediately turn one of his tools into a max-script in 1 day, making a custom file type and importer for XC2 models, before PredatorCZ made his tool. I already attempted to find and ask for help from 5 people I know who deals with game models and extractions and no one had the time to help, its disappointing but understandable, that's why I turn to a request.
I am trying to rip out Normals from Guilty Gear Xrd Rev 2, where the Normals are EVERYTHING on a model. The devs themselves rave about how much their normal work is, so the models are nothing without them. Normal support would also benefit My Hero's One Justice and FighterZ extracts as well. I am merely looking for normal's, I am not asking for entire support, I'll be happy with the mesh + normal's as I can use Umodel afterwards and import the Normals into the rigged mesh there. I thought about using Ninja Ripper to grab the Normals, but NinjaRipper does not (I thought it advertises that it does?). GGXrd Rev 2 uses Unreal 3 while DB FighterZ uses 4, so I'm not to sure if the way Normals are stored changes. As it stands Guilty Gear Xrd Rev 2 model extracts suffer from "Granny Lips" due to the lack of normals. Cellshading shaders alleviate this to a degree, but it still misses a load of details.
If you think you could help, or hell, know of a way I could potentially rip normals out through the game process itself, please let me know. I don't wish to give up on this prospect so soon. I can provide files to look at and analyze.
Here is Ramlethal's UPK files as reference. Viewable in Umodel, follow the image Guide. Encrypted UPK also provided just in case for some reason the decryption loses normal data (who knows?)
https://mega.nz/#!QF9CQQ7A!aVcUibhR20QK ... 6O9AxtjBqg
Gildor, the creator of Umodel made it clear he neither has the time, or desire to add Normals support (Source Here). He does not wish to add support for FBX or other file types which support normals. Not to sure why he hasn't thought of the probability of simply adding Normals within the .pksx filetype and reading it with his other tool "ActorX". He did state the pks cannot support it, but I heard conflicting information from others familiar with file types and models.
I am ignorant to the difficulty of that, and the only bases I have is witnessing a friend of mine immediately turn one of his tools into a max-script in 1 day, making a custom file type and importer for XC2 models, before PredatorCZ made his tool. I already attempted to find and ask for help from 5 people I know who deals with game models and extractions and no one had the time to help, its disappointing but understandable, that's why I turn to a request.
I am trying to rip out Normals from Guilty Gear Xrd Rev 2, where the Normals are EVERYTHING on a model. The devs themselves rave about how much their normal work is, so the models are nothing without them. Normal support would also benefit My Hero's One Justice and FighterZ extracts as well. I am merely looking for normal's, I am not asking for entire support, I'll be happy with the mesh + normal's as I can use Umodel afterwards and import the Normals into the rigged mesh there. I thought about using Ninja Ripper to grab the Normals, but NinjaRipper does not (I thought it advertises that it does?). GGXrd Rev 2 uses Unreal 3 while DB FighterZ uses 4, so I'm not to sure if the way Normals are stored changes. As it stands Guilty Gear Xrd Rev 2 model extracts suffer from "Granny Lips" due to the lack of normals. Cellshading shaders alleviate this to a degree, but it still misses a load of details.
If you think you could help, or hell, know of a way I could potentially rip normals out through the game process itself, please let me know. I don't wish to give up on this prospect so soon. I can provide files to look at and analyze.
Here is Ramlethal's UPK files as reference. Viewable in Umodel, follow the image Guide. Encrypted UPK also provided just in case for some reason the decryption loses normal data (who knows?)
https://mega.nz/#!QF9CQQ7A!aVcUibhR20QK ... 6O9AxtjBqg