虚幻引擎PAK解包查看工具

jio本小子ZIPUnreal Engine.zip  7.83MB

资源文件列表:

ZIP Unreal Engine.zip 大约有15个文件
  1. UE.py 3.38KB
  2. umodel_win32/
  3. umodel_win32/LICENSE.txt 1.08KB
  4. umodel_win32/notify.log 5.66KB
  5. umodel_win32/readme.txt 60.55KB
  6. umodel_win32/SDL2.dll 1.1MB
  7. umodel_win32/SDL2_64.dll 1.34MB
  8. umodel_win32/umodel.exe 1.4MB
  9. umodel_win32/umodel_64.exe 1.64MB
  10. UnrealPak/
  11. UnrealPak/Key.json 1.06KB
  12. UnrealPak/UnrealPak.exe 10.92MB
  13. UnrealPak/UnrealPak.pdb 5.29MB
  14. UnrealPak/UnrealPak.target 24.88KB
  15. 使用说明.txt

资源介绍:

虚幻引擎PAK解包查看工具是一种专门针对虚幻引擎打包的PAK文件进行解包和查看的软件工具。PAK文件是虚幻引擎游戏中的一种数据文件格式,通常包含游戏中的资源文件,如纹理、模型、音频和脚本等。该工具的出现极大地便利了游戏开发人员和爱好者对游戏资源的访问和分析。 工具中的UE.py文件可能是一个Python脚本文件,用于实现PAK文件解包功能的核心算法。Python因为其强大的文本处理能力,常常被用来编写各种脚本工具,包括文件解包工具。通过这种方式,用户可以利用Python的强大库和功能,轻松实现对PAK文件的解包和查看。 使用说明.txt文件顾名思义,是向用户提供该工具的使用方法和指南。它会详细说明如何安装和运行该工具,以及如何操作工具来完成特定的任务。例如,用户可能需要了解如何指定PAK文件路径、如何解压文件以及如何查看解压后的内容。 umodel_win32是一个适用于Windows 32位系统的可执行程序,它可能是一个独立的应用程序,允许用户在没有Python环境的计算机上使用图形用户界面(GUI)来解包PAK文件。这个工具可能是开源项目的一部分,用户可以直接下载并运行该程序,无需安装额外的软件。 UnrealPak是一个虚幻引擎内置的命令行工具,它允许开发者对PAK文件进行打包和解包操作。它通常通过命令行进行控制,使得用户可以更精细地控制解包过程,例如选择特定的资源进行解包,或是对解包过程进行批处理操作。UnrealPak工具在虚幻引擎的官方文档中有详细的说明,因此开发者可以通过阅读官方文档来深入了解该工具的使用方法。 总体来说,虚幻引擎PAK解包查看工具的出现,极大地便利了开发者对虚幻引擎打包文件的管理和分析。无论是通过UE.py的脚本方式,使用说明.txt的指南,还是通过umodel_win32和UnrealPak工具的图形界面和命令行方式,用户都可以轻松地对PAK文件进行操作,以满足不同的开发和分析需求。

UE Viewer (c) Konstantin Nosov (Gildor), 2007-2022 Please support the development by making a donation here: https://www.gildor.org/en/donate License ~~~~~~~ UE Viewer is licensed under the MIT License. System requirements ~~~~~~~~~~~~~~~~~~~ Windows or Linux operating system x86-compatible CPU with SSE2 support OpenGL 1.1 videocard (OpenGL 2.0 is recommended) SDL 2.0 (for Linux only, windows distribution has SDL2.dll included) List of supported games ~~~~~~~~~~~~~~~~~~~~~~~ Supported all Unreal engine versions (1-4). The list of supported games consists of more than 300 game titles, it is not reasonable to include it here. Some game titles has limited support or not supported at all. Detailed information can be found here: https://www.gildor.org/projects/umodel/compat Web resources ~~~~~~~~~~~~~ UE Viewer home page and forum: https://www.gildor.org/en/projects/umodel or Russian page: https://www.gildor.org/projects/umodel UE Viewer FAQ: https://www.gildor.org/projects/umodel/faq Some tutorials available here: https://www.gildor.org/projects/umodel/tutorials Youtube page with tutorials and news: https://www.youtube.com/playlist?list=PLJROJrENPVvK-V8PCTR9qBmY0Q7v4wCym Other documentation: https://www.gildor.org/smf/index.php/board,9.0.html Name of the project ~~~~~~~~~~~~~~~~~~~ I've started the project in 2007 as some quick test for own skeletal animation system. It didn't get a name first. Later I made it more "mature", it becate "UT2004 model viewer". Later more games were added, and it became "Unreal model viewer" - short form is "umodel". Later Epic Games requested me to remove their trademark "Unreal" from the name, so it became "UE Viewer", with the same "shortcut" name which is now used only for executable file name and when it's preferred to use shorter (unofficial) name. Quick start ~~~~~~~~~~~ WARNING: it's highly recommended to read the FAQ and to watch video tutorials (see the links above) before starting the umodel for the first time. UModel primarily is a console application, with rich command line capabilities. Easiest run is 'umodel <package>', it will start umodel in a viewer mode. To see the full list of available command line options run 'umodel -help'. You could also drag a package file &#40;.upk, .xxx, .ukx etc&#41; to umodel's icon to launch the application. However default settings will be used in this case, so if game requires some compatibility options, this will not work. You may also use response file to provide command line arguments. More info is in Wiki page: https://github.com/gildor2/UModel/wiki/Response-file GUI ~~~ Some time ago simple GUI has been added for Windows version of UModel. It appears when you start UModel without arguments (for example, clicking on UModel icon from Windows Explorer). Please note that all command line option still works even in GUI mode. A startup window appears only when you have neither game path nor package name specified. It will allow you to choose where UModel will look for files ('-path' option) as well as compatibility options. If you will set '-path' from the command line, startup GUI will not appear. In a case you want to specify path and show startup GUI, add option '-gui' to the command line. Viewer window has user menu on the top of the window. Please review and try options provided there. Most of them could be duplicated with keystrokes, and these key shortcuts are listed in menu. Viewer mode ~~~~~~~~~~~ The application is controlled with keyboard and mouse. You may see the full list of keyboard shortcuts by pressing 'H' (Help) key. Here's the list of some shortcuts: PgUp/PgDn browse through loaded objects Ctrl+S take a screenshot into the file Screenshots/ObjectName.tga Alt+S take screenshot with transparent background Ctrl+X export all objects from the current scene Ctrl+PgUp/PgDn scroll onscreen texts Shift+Up/Down change scene FOV Ctrl+L switch lighting modes Ctrl+Q toggle visualization of debug information (text, 3D axis etc) Ctrl+G toggle between OpenGL 2.0 (using shaders) and OpenGL 1.1 (no shaders) Esc exit from the umodel You may attach the AnimSet to the SkeletalMesh object using Ctrl+A key. Animation sequences are listed by '[' and ']' keys, playback is started with a Space key. Psk/psa export ~~~~~~~~~~~~~~ To load psk or psa into the 3ds Max you'll need ActorX Importer script created by me: https://www.gildor.org/projects/unactorx It has own announcements thread here: https://www.gildor.org/smf/index.php/topic,228.0.html Some meshes contains information which cannot fit into psk standard. For this reason I've extended the format to hold advanced information. Files in this format has extension pskx and cannot be loaded into UnrealEd or any other application with ActorX support. There's only one tool with pskx support at the moment - ActorX Importer mentioned above. Md5mesh/md5anim export ~~~~~~~~~~~~~~~~~~~~~~ Umodel has possibility to export skeletal meshes and animations in idSoftware md5 format. To use this exporter you should use command line option "-md5". MeshAnimation and AnimSet objects are exported as multiple md5anim files (one file for each animation track). "bounds" section in md5anim is filled with dummy data. "hierarchy" section also does not contain real skeleton hierarchy because Unreal engine uses hierarchy from the mesh, not from the animation. Some md5 viewers/importers does require md5anim hierarchy, some - does not. There is a 3ds Max md5mesh/md5anim importer script available on umodel forum: https://www.gildor.org/smf/index.php?topic=87.0 or here https://www.gildor.org/downloads This script was originally created by der_ton, but was updated by me. Please note that psk/psa format is more powerful, and ActorX Importer script has much more capabilities than md5 Importer. StaticMesh export ~~~~~~~~~~~~~~~~~ StaticMesh export is performed into psk format. This format was originally designed to hold SkeletalMesh, but umodel uses it for StaticMesh too. Exported mesh will not have a skeleton and vertex influences. Resulting psk files cannot be imported directly into the UnrealEd, so I've decided to save ot with pskx extension to avoid silly user errors. Such mesh could be imported into 3ds Max using ActorX Importer plugin as well as ordinary psk file. Material export ~~~~~~~~~~~~~~~ Materials are exported in a custom format. File extension is ".mat". At the current moment, this format is supported by ActorX Importer plugin only. Unreal engine materials are very complex, so it's very hard to separate a few channels (diffuse, specular, bump etc) from it. Umodel tries to accomplish this with use of some heuristics - sometimes with good results, sometimes with bad. Umodel will never export full materials (GLSL script etc). Do not expect too much from this feature. Audio export ~~~~~~~~~~~~ Audio assets can't be previewed in UModel, it doesn't have any sound library built-in. However you can export sounds. By default, sound loading is disabled in options, so if you'll try to export any audio object you'll get nothing. To enable audio loading, you should either pass option "-sounds", or check "sounds" option in UModel startup options window. Please note that despite you may think that package contains audio, there are many objects in UE3 and UE4 which are related to sound rendering, but they do not contain sounds themselves. For UE3, sound objects are SoundNodeWave, and SoundWave in UE4. In older versions of UE they have name Sound. Used third-party libraries ~~~~~~~~~~~~~~~~~~~~~~~~~~ SDL - Simple DirectMedia Layer (c) Sam Lantinga http://www.libsdl.org/ zlib data compression library (c) Jean-loup Gailly and Mark Adler http
100+评论
captcha