vault backup: 2024-02-09 15:22:19
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@ -160,6 +160,7 @@ D:\OtherTools\GameAssets\umodel_win32\umodel_scarlet_nexus_legacy.exe -path=D:\S
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- wp1000:电锯。
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- wp1000:电锯。
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- wp1100:手里剑。
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- wp1100:手里剑。
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- em:怪物模型。
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- em:怪物模型。
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- BrainCrash:里面主要是怪物处决的Qte动画。AS_BC_emxxxx_前缀后面代表对应的角色模型。
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- np:NPC模型。
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- np:NPC模型。
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@ -177,6 +178,97 @@ D:\OtherTools\GameAssets\umodel_win32\umodel_scarlet_nexus_legacy.exe -path=D:\S
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D:\OtherTools\GameAssets\umodel_win32\umodel_scarlet_nexus_v5.exe -path=C:\Game\ScarletNexus -out=C:\Users\BlueRose\Desktop\ScarletNexus -game=ue4.26 -aes=0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540
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D:\OtherTools\GameAssets\umodel_win32\umodel_scarlet_nexus_v5.exe -path=C:\Game\ScarletNexus -out=C:\Users\BlueRose\Desktop\ScarletNexus -game=ue4.26 -aes=0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540
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```
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```
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显示所有命令选项:
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```bash
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D:\OtherTools\GameAssets\umodel_win32\umodel_scarlet_nexus_v5.exe -help
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```
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```bash
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Usage: umodel [command] [options] <package> [<object> [<class>]]
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umodel [command] [options] <directory>
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umodel @<response_file>
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<package> name of package to load - this could be a file name
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with or without extension, or wildcard
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<object> name of object to load
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<class> class of object to load (useful, when trying to load
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object with ambiguous name)
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<directory> path to the game (see -path option)
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Commands:
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-view (default) visualize object; when no <object> specified
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will load whole package
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-list list contents of package
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-export export specified object or whole package
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-save save specified packages
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Help information:
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-help display this help page
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-version display umodel version information
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-taglist list of tags to override game autodetection (for -game=nnn option)
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-gamelist list of supported games
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Developer commands:
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-log=file write log to the specified file
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-dump dump object information to console
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-pkginfo load package and display its information
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-testexport perform fake export
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Options:
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-path=PATH path to game installation directory; if not specified,
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program will search for packages in current directory
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-game=tag override game autodetection (see -taglist for variants)
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-pkgver=nnn override package version (advanced option!)
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-pkg=package load extra package (in addition to <package>)
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-obj=object specify object(s) to load
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-gui force startup UI to appear
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-aes=key provide AES decryption key for encrypted pak files,
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key is ASCII or hex string (hex format is 0xAABBCCDD),
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multiple options could be provided for multi-key games
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-aes=@file.txt read AES decryption key(s) from a text file
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Compatibility options:
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-nomesh disable loading of SkeletalMesh classes in a case of
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unsupported data format
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-noanim disable loading of MeshAnimation classes
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-nostat disable loading of StaticMesh class
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-novert disable loading of VertMesh class
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-notex disable loading of Material classes
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-nomorph disable loading of MorphTarget class
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-nolightmap disable loading of Lightmap textures
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-sounds allow export of sounds
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-3rdparty allow 3rd party asset export (ScaleForm, FaceFX)
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-lzo|lzx|zlib force compression method for UE3 fully-compressed packages
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Platform selection:
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-ps3 Playstation 3
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-ps4 Playstation 4
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-nsw Nintendo Switch
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-ios iOS (iPhone/iPad)
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-android Android
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Viewer options:
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-meshes view meshes only
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-materials view materials only (excluding textures)
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-anim=<set> specify AnimSet to automatically attach to mesh
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Export options:
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-out=PATH export everything into PATH instead of the current directory
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-all used with -dump, will dump all objects instead of specified one
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-uncook use original package name as a base export directory (UE3)
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-groups use group names instead of class names for directories (UE1-3)
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-uc create unreal script when possible
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-psk use ActorX format for meshes (default)
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-md5 use md5mesh/md5anim format for skeletal mesh
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-gltf use glTF 2.0 format for mesh
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-lods export all available mesh LOD levels
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-dds export textures in DDS format whenever possible
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-png export textures in PNG format instead of TGA
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-notgacomp disable TGA compression
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-nooverwrite prevent existing files from being overwritten (better
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performance)
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```
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## 取得资产路径
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## 取得资产路径
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1. 批量选择动画资产
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1. 批量选择动画资产
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2. 右键点击Copy package path
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2. 右键点击Copy package path
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