For this tutorial I will explain how to batch files with umodel in cmd. This can be used if you are having issues with crashing or other errors that prevent you of dumping the full folder.
For this tutorial I will explain how to batch files with umodel in cmd. This can be used if you are having issues with crashing or other errors that prevent you of dumping the full folder.
You can see there are several settings you need to change in the file for it to find everything correctly. Everything is pretty much laid out for you just change the locations of the file paths.
In this script we are using "Destruction Allstars" as an override. These are called the taglist. You can do this by using cmd drop in umodel.exe [space] -taglist. Once you have the abbrevation of the game you can enter that into the set game=.
Set the version of umodel in set umodel=
Here is a list of all functions, it will help you to understand the functions of the script.
Usage: umodel [command] [options] <package> [<object> [<class>]]
umodel [command] [options] <directory>
umodel @<response_file>
<package> name of package to load - this could be a file name
with or without extension, or wildcard
<object> name of object to load
<class> class of object to load (useful, when trying to load
object with ambiguous name)
<directory> path to the game (see -path option)
COMMANDS:
-view (default) visualize object; when no <object> specified
will load whole package
-list list contents of package
-export export specified object or whole package
-save save specified packages
HELP:
-help display this help page
-version display umodel version information
-taglist list of tags to override game autodetection (for -game=nnn option)
-gamelist list of supported games
DEVELOPER COMMANDS:
-log=file write log to the specified file
-dump dump object information to console
-pkginfo load package and display its information
-testexport perform fake export
OPTIONS:
-path=PATH path to game installation directory; if not specified,
program will search for packages in current directory
-game=tag override game autodetection (see -taglist for variants)
-pkgver=nnn override package version (advanced option!)
-pkg=package load extra package (in addition to <package>)
-obj=object specify object(s) to load
-gui force startup UI to appear
-aes=key provide AES decryption key for encrypted pak files,
key is ASCII or hex string (hex format is 0xAABBCCDD),
multiple options could be provided for multi-key games
-aes=@file.txt read AES decryption key(s) from a text file
COMPATIBILITY OPTIONS:
-nomesh disable loading of SkeletalMesh classes in a case of
unsupported data format
-noanim disable loading of MeshAnimation classes
-nostat disable loading of StaticMesh class
-novert disable loading of VertMesh class
-notex disable loading of Material classes
-nomorph disable loading of MorphTarget class
-nolightmap disable loading of Lightmap textures
-sounds allow export of sounds
-3rdparty allow 3rd party asset export (ScaleForm, FaceFX)
-lzo|lzx|zlib force compression method for UE3 fully-compressed packages
PLATFORM:
-ps3 Playstation 3
-ps4 Playstation 4
-ps5 Playstation 5
-nsw Nintendo Switch
-ios iOS (iPhone/iPad)
-android Android
VIEWER OPTIONS:
-meshes view meshes only
-materials view materials only (excluding textures)
-anim=<set> specify AnimSet to automatically attach to mesh
EXPORT OPTIONS:
-out=PATH export everything into PATH instead of the current directory
-all used with -dump, will dump all objects instead of specified one
-uncook use original package name as a base export directory (UE3)
-groups use group names instead of class names for directories (UE1-3)
-uc create unreal script when possible
-psk use ActorX format for meshes (default)
-md5 use md5mesh/md5anim format for skeletal mesh
-gltf use glTF 2.0 format for mesh
-lods export all available mesh LOD levels
-dds export textures in DDS format whenever possible
-png export textures in PNG format instead of TGA
-notgacomp disable TGA compression
-nooverwrite prevent existing files from being overwritten (better
performance)
EXTENDED SUPPORT:
SkeletalMesh exported as ActorX psk file, MD5Mesh or glTF
MeshAnimation exported as ActorX psa file or MD5Anim
VertMesh exported as Unreal 3d file
StaticMesh exported as psk file with no skeleton (pskx) or glTF
Texture exported in tga or dds format
Sounds file extension depends on object contents
ScaleForm gfx
FaceFX fxa
Sound exported "as is"
Unreal Batcher (umodel.exe and sdl.dll not included)
NOTE: Some games will require a special umodel and override in order to work. Be sure to check with Gildor to see what version is compatible with your game before trying to batch files.