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 Post subject: Re: Injustice 2 (PC)
PostPosted: Sun Jan 07, 2018 10:37 am 
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ultra-n00b

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Can anyone explain how to correct the mesh UVs after importing the smds into blender? They don't match up with the textures. I tried all the variant textures to the arms, legs and torso, even the face and its the same issue. Do the uvs all need to be manually realigned? Is the problem only common with blender and not MAX?

Image

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 Post subject: Re: Injustice 2 (PC)
PostPosted: Wed Jan 10, 2018 5:31 pm 
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I keep getting these errors when using the program:

Error 1:
Unhandled Exception: System.IO.IOException: An attempt was made to move the file pointer before the beginning of the file.

at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.SeekCore(Int64 offset, SeekOrigin origin)
at System.IO.FileStream.Seek(Int64 offset, SeekOrigin origin)
at Injustice2_model.Injustice2_model.Main(String[] args)

Error 2:
Unhandled Exception: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Injustice2_model.Injustice2_model.Main(String[] args)

Error 3:
Unhandled Exception: OutOfMemoryException. (My computer has 32GB of RAM and there was plenty of memory left for the program to use, I checked in Task Manager)


Which files give these errors:

AA_Exterior_MapAssets: Error 1
BGND_BatCave_MapAssets: Error 2
BGND_BrainiacShip_MapAssets: Error 1
BGND_FortressOfSolitude_MapAssets: Error 2
BGND_JokerPlayground_MapAssets: Error 2
BGND_Kahndaq_MapAssets: Error 1
BGND_Metropolis_MapAssets: Error 1
BRS_Command_MapAssets: Error 1
BTC_BrotherEye_MapAssets: Error 2
GTM_Street_MapAssets: Error 3
KAH_ThroneRoom_MapAssets: Error 2
KAH_RockofEternity_MapAssets: Error 2
RSP_PowerCenter_MapAssets: Error 2

PS: How did you manage to get the object's positions in the map exporting? When I import the extracted map objects they create a mess of objects in the centre of the scene.
PPS: The importing of models requires a rotation of 270 on the X axis to get the models upright. Rotating every single object one by one manually is very frustrating and time-wasting. Please fix this.


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 Post subject: Re: Injustice 2 (PC)
PostPosted: Wed Jan 10, 2018 6:26 pm 
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Flandyn wrote:
PPS: The importing of models requires a rotation of 270 on the X axis to get the models upright. Rotating every single object one by one manually is very frustrating and time-wasting. Please fix this.

I have no idea what do you mean by this. All objects are extracted as they are in the game.

p.s. I did not yet published any tool version for map exports. Those pictures were only examples of the tool develop progress.


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 Post subject: Re: Injustice 2 (PC)
PostPosted: Thu Jan 11, 2018 9:18 am 
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daemon1 wrote:
Flandyn wrote:
PPS: The importing of models requires a rotation of 270 on the X axis to get the models upright. Rotating every single object one by one manually is very frustrating and time-wasting. Please fix this.

I have no idea what do you mean by this. All objects are extracted as they are in the game.

Whenever I try to import the .obj files into Marmoset Toolbag or the .smd files into Blender they always look like this:

Image

Also, when is the map export update going to be released?

EDIT: It also appears the models are flipped for some reason:

Image


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 Post subject: Re: Injustice 2 (PC)
PostPosted: Sat Jan 13, 2018 8:59 am 
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Flandyn wrote:
Also, when is the map export update going to be released?

no estimate time. After I finish other urgent tasks.

UE3 has coordinate system different from blender: its Y-up and left-handed. This is why models look like this.


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 Post subject: Re: Injustice 2 (PC)
PostPosted: Sat Jan 13, 2018 2:04 pm 
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daemon1 wrote:
UE3 has coordinate system different from blender: its Y-up and left-handed. This is why models look like this.

Is there any way to fix this?


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 Post subject: Re: Injustice 2 (PC)
PostPosted: Sat Jan 13, 2018 4:07 pm 
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Flandyn wrote:
Is there any way to fix this?

Load all parts and rotate them together. You dont have to do it for each model.


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 Post subject: Re: Injustice 2 (PC)
PostPosted: Sun Jan 14, 2018 3:23 am 
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daemon1 wrote:
Flandyn wrote:
Is there any way to fix this?

Load all parts and rotate them together. You dont have to do it for each model.

daemon, can you offer any advice on fixing the UVs in blender? do they need to be manually realigned? Or also flipped?


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 Post subject: Re: Injustice 2 (PC)
PostPosted: Sun Jan 14, 2018 8:17 am 
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Straight Edge wrote:
do they need to be manually realigned? Or also flipped?


no, nothing needs to be manually realigned. Just change vertical scale from 1 to -1.


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 Post subject: Re: Injustice 2 (PC)
PostPosted: Mon Jan 15, 2018 1:53 pm 
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n00b

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Is anyone planning on or already have the Wonder Woman, Starfire and Harley Quinn models, including their respective gear sets? Barring that, would anyone be willing to share the appropriate files so I can try to rip them myself?


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 Post subject: Re: Injustice 2 (PC)
PostPosted: Sun Jan 21, 2018 9:43 pm 
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Um, hello, i'm Kabalstein03, or OGLoc069 from DeviantArt.
I'm not sure if someone else has stated this earlier, but it seems that some character files still give errors while extracting. It usted to be Scarecrow and Sub-Zero, even though those 2 are now fixed, i'm recently experiencing errors with Brainiac's Files (BR_... / CHAR_Brainiac...) and also Black Lighting (Raiden_A...). I'm not sure if there are other characters who experience this as well, i'm willing to check every file of those i haven't seen to spread the word.


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 Post subject: Re: Injustice 2 (PC)
PostPosted: Sun Jan 28, 2018 1:07 am 
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n00b

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OK, manage to find most of the character files, only thing I can't find at this point is Enchantress. Anyone have her and is willing to share?


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 Post subject: Re: Injustice 2 (PC)
PostPosted: Sun Feb 18, 2018 12:58 am 
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Any updates, daemon? Would like to try out that map exporter with the tool, results looks amazing.


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 Post subject: Re: Injustice 2 (PC)
PostPosted: Sun Feb 18, 2018 7:33 am 
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no, i'm busy with other games


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 Post subject: Re: Injustice 2 (PC)
PostPosted: Thu Mar 15, 2018 9:37 am 
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Experimental version with map export support

Image

This version is fully functional: it exports models and textures (like before), and also maps.
Maps are only exported as ascii. Skeletal mesh instances will be exported as static models. Only one UV pair is exported into map.

Usage:

1. Run the tool on ...._MapAssets file
In addition to usual export, it will creare 2 folders: skeletalmesh.raw & staticmesh.raw, which will be needed for map export.

2. Run the tool on small main map files, such as MET_Exterior
This will read information about all mesh instances on a map, search for them in above mentioned folders, and export 2 map files, separate for static & skeletal meshes. If some meshes will be missing, it will give warning messages. Some meshes may be in other packages. If you need them, extract them and put in the same folder



Last edited by daemon1 on Sun Apr 08, 2018 8:19 am, edited 2 times in total.

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