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Automation of the Fortnite Porting Process
The Modular Mountain Gallery Lava Buildable doesn't have any textures.
When i ever want to port Chris Redfield, i get this An unhandled error occurred.
I'm one blender 3.6.5.0
I run the FortnitePorting.exe and it does nothing. I have all the correct things installed for it.
1.please add an option to bulk import models like porting all models to selected folder.
2. importing styles for specific skins like memow skulls aurelian its exporting default skin instead of styles (basically cant export styles).
3. add an option to port poi and loading screens
4. Thanks ❤️
i tried to build the solution but failed due to dependencies not found .im not interested in the source anyhow, need build.
System.DllNotFoundException: Unable to load DLL 'C:\Users\vfxno.1\Downloads.data\zlib-ng2.dll' or one of its dependencies: The specified module could not be found. (0x8007007E)
at System.Runtime.InteropServices.NativeLibrary.Load(String libraryPath)
at ZlibngDotNet.Zlibng..ctor(String libraryPath)
at CUE4Parse.Compression.ZlibHelper.Initialize(String path)
at FortnitePorting.ViewModels.CUE4ParseViewModel.InitializeZlib()
at FortnitePorting.ViewModels.CUE4ParseViewModel.Initialize()
at FortnitePorting.ViewModels.HomeViewModel.<>c.<b__10_0>d.MoveNext()
--- End of stack trace from previous location ---
at FortnitePorting.Framework.Services.TaskService.<>c__DisplayClass1_0.<b__0>d.MoveNext()
The latest major release of Blender (Version 4.0 or newer) doesn't seem to import models correctly. Only the model's skeleton seems to import correctly. No errors appear in the console.
Hello, I have an issue with 2 skins the texture does not work when importing skins the texture does not work I try several methods but it does not work the 2 skins is Lexa and Orin
Hiya, I was looking for a way to play and/or export individual Jam Loops (drums, bass, lead, vocals) or just whole Jam Tracks. Is there a feature for this? If not, can this be added to, like, the Radio section or something?
Thanks in advance!
i tried importing kevin cube and got no texture at all, i tried any other thing and it correctly imported texture, but everytime you expport, the textures won't save in the file (tried obj, gltf, fbx)
edit: nothing will work, anything will export as blank texture
The following blender object(s) contain special characters or a white space in the name(s):
"M_MED_Headset_FaceAcc_LOD0.mo","M_MED_Headset_Head_LOD0.mo","M_MED_Headset_LOD0.mo","M_MED_Headset_FaceAcc_LOD0.ao","M_MED_Headset_Head_LOD0.ao","M_MED_Headset_LOD0.ao"
Note: the only valid special characters are "+", "-" and "_".
System.Collections.Generic.KeyNotFoundException: There is no game file with the path "/plugins/fortnitegame/content/content/balance/raritydata.uasset"
Uncaught exception while loading pak file C:\Program Files\Epic Games\Fortnite\FortniteGame\Content\Paks\pakchunk10-WindowsClient.o.utoc
if you update, then accidentally delete everything that the program has made, then (in the next launch) it will throw thousand of errors and won't load anything
Hi, as the title suggests, importing emotes messes with the skeleton for some female skins (i.e. Echo), like the shoulders get in a really high and unnatural position for the whole duration of the emote, and this counts for the majority if not all the emotes (I've tried around 150).
I've also tried messing with the export settings with no avail, changing the rig type doesn't do much and there is no option to choose between type CLM/CMF (like with PSA) to check if either works differently from the other, or maybe it's there and I just didn't see it. XD
Now, I only started using blender around a week ago so I know this might not be an issue actually worth reporting cause the solution is under my nose and I'm too stupid to smell it or something, but I'd really appreciate an answer that would at least partially explain what a possible solution could be (possibly without flaming my noob ass too much).
Cheers
I have installed dotnet-runtime-6.0.15-win-x64.exe
I have double clicked the FortnitePorting.exe
I get a message appear that says To run this application, you must install missing frameworks for .NET.
I click yes for it to download them but nothing happens.
I have also installed Blender as the instructions stated and VC_redist.x64.exe
im trying to download but im on Mac.
Hey Half I found a bug in the startupview.xaml.cs
{
Close();
if (!AppVM.MainVM.IsInitialized)
await AppVM.MainVM.Initialize();
// ^^^^^^ The problem maker
}
and since you are making a new UI for it
It should be changed to
{
Close();
if (!AppVM.NewMainVM.IsInitialized)
await AppVM.NewMainVM.Initialize();
}
and Don't forget to add the Bool to the Init function
[ObservableProperty] private ObservableCollection<StyleSelector> styles = new();
[ObservableProperty] private bool isPaused;
public bool IsInitialized; // add this too since in your code there wasn't one
// Sort
[ObservableProperty] private ESortType sortType;
[ObservableProperty] private string searchFilter = string.Empty;
[ObservableProperty] private bool ascending;
public async Task Initialize()
{
await Task.Run(async () =>
{
AppVM.CUE4ParseVM = new CUE4ParseViewModel(AppSettings.Current.ArchivePath, AppSettings.Current.CustominstallPath,AppSettings.Current.UeVersion , AppSettings.Current.InstallType); // Changing it to add support for older versions
await AppVM.CUE4ParseVM.Initialize();
IsReady = true;
AppVM.AssetHandlerVM = new AssetHandlerViewModel();
await AppVM.AssetHandlerVM.Initialize();
IsInitialized = true;
});
}
:3
When I start FortnitePorting, it tries to access a few files from https://halfheart.dev/ and fails due to my network policy.
Would it be possible to pack these files with the release?
Or could I manually download them somewhere else and place them in the FP folder for the app to work?
Thanks!
Im sorry for making lots of issues but all the skins have blurry textures. How do I fix that?
That involves Deku's Smash, Vault Keycard, and a whole lot more.
Hypnot Eyes seems to import without a material.
how do i compile the source code?
Idk if emotes are supported, but blender doesn't seem to load them
Anytime I try to insert a model, it only makes a collection, not the actual model or pose. Is this a porting issue or is it my blender/pc? Could you help me with this?
Now it's working perfectly, but i still have an error when exporting music " Cannot start process because a file name has not been provided. "
It says to install blenderfortniteportingsver.zip when I did install it. Please fix this
Hello,
first of all, great work... this tool is just amazing!
It was forking fine until the "star wars update" i think, now, i have an error at startup when it tries to initialize the Bundle downloader...
2023-06-09 09:18:52.432 +02:00 [WRN] Failed to initialize Bundle Downloader, high resolution textures will not be downloaded
I put the exe file through virustotal it marked it as malicious. Is this a bug or is it a virus?
if i import Kevin to blender, i get no texture.
IDK if it is a fortnieporting's fault or other
i get an error about "oo2core_9_win64.dll" missing
Try to access halfheart.dev results in the following error:
This site can’t provide a secure connection
halfheart.dev sent an invalid response.
ERR_SSL_PROTOCOL_ERROR
Which, in return, results in this error:
[07:30:59 INF] [Get] null (0): https://halfheart.dev/fortnite-porting/api/v1/broadcast.json
[07:30:59 ERR] System.ArgumentNullException: Value cannot be null. (Parameter 'source')
at System.Linq.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Linq.Enumerable.Where[TSource](IEnumerable1 source, Func
2 predicate)
at FortnitePorting.Views.LoadingView.OnLoaded(Object sender, RoutedEventArgs e)
at System.Threading.Tasks.Task.<>c.b__128_0(Object state)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
How do I find the action file for the character?
When exporting a role, can you automatically associate the role actions and export them to Blender
The function call here is affecting the solution compilation:
I had to hack the dependency to public but it seems like the latest update is in their branch as public now:
https://github.com/FabianFG/CUE4Parse/blob/4e955153559be8dc156d15fc93ff8c1016d3ebfe/CUE4Parse-Conversion/Textures/TextureDecoder.cs#L126
Not sure if there needs to be additional dependency updates to be addressed for this.
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