I am new in Modding (I already made Big Mods principaly on GTA V or Skyrim) , and I would like to modify Tropico 6 code .
It's a pc game , made with Unreal Engine 4 .
So I unpacked the .pak , to find the main .uasset but it's seems when I try to modify this file with
Unreal Engine 4 , it's need the source code to load the project ,
So is there any way to rebuild the source with the project , or to modify .uasset ?
Thanks for your answers
Related
I am trying really hard to start with a simple skeleton on Roblox Studio, and then change one of the checkpoints (or all of them) so that they flash.
I thought to do that by using a script that I saw online that changes the transparency from 1 to 0 and back every 1 second.
So I tried this (I added this to all Checkpoints quite consistently in the same way):
and this (for this one I just added the part at the bottom):
but whenever I played in the Studio to test it I always got static checkpoints:
It is either the script is not running, or transparency is not the right way to go or what?
The "Checkpoints" folder has many objects in it that are called "Checkpoint". If you want to flash a particular one from its child script, you could do this instead:
while (true) do
script.Parent.Transparency = 1
wait(1)
script.Parent.Transparency = 0
wait(1)
end
it will only flash its parent (the Checkpoint).
I am currently learning the UnrealEngine and made huge steps in less time.
I worked with version 4.25.1 for a while now and created a projekt in there without having any problems so far.
Yesterday I switched from version 4.25.1 to 4.26.0 (Prev2) and observed a strange behaviour.
In the older version I used "MultiSphereTraceByChannel" in one of my Actor-BluePrints and everything worked fine. Looping through the HitArrayResult gave me all hits of the tracer with specific objects.
Now in 4.26.0 it seems that it does not work properly anymore like before. Every hit returns an ImpactPoint of [0,0,0].
Here is a shortened example of my BluePrint:
So First I trace every hit with MultiSphereTraceByChannel with specific objects and then I try to render a sphere at each ImpactPoint of all found hits.
This worked in the older Version but does not now...
Does anyone have any Ideas/Suggestions/Questions?
To me it seems that something changed in the newer version which affects the MultiSphereTracer to work like it did before.
Sincerly
OlsonLong
Edit:
This problem also happens with regular SphereTraceByChannel-Function!
After some investigations i found the problem/solution to this and it still bothers me that this happens in 4.26... The problems are the Start- and End-Vectors of the SphereTracer (doesn't matter which tracer).
In my example i use ActorLocation as Start- and(!) End-Vector which leads to this struggle. Now if i shift the vector like 1 unit on Z, everything workes fine again.
This is the correct way of the example above:
Works with both MultiSphere- and SphereTraceByChannel.
But it still bothers me why this happenes because now i have to change ALL SphereTracer and shift them by only 1 unit.
I am not the best animator so I wanted to use mixamo in unreal engine to just let some people idle around.
I have tried importing those preset mixamo characters and it worked perfectly.
But when I try to do the exact same with characters I sculpted on zbrush and upload them on mixamo my unreal file just crashes and burns. Am I making some beginners mistake ??
My workflow really isnt that special.
its literally just
zbrush:
sculping the low poly (2k - that too much ??) version of my model and UVing it - export it as an obj -
mixamo:
mixamo autorig it - download the t-pose model - download the animation version -
unreal:
try to import the t- posed downloaded model - cry as unreal goes down in flames and takes my dreams with it
Am I being dumb ? Or is it just normal that I cannot just auto rig stuff I dont want to rig myself ? This some lazy-proof mechanism to make me do this the hard way ?
If thats the case would someone please tell me what their pipeline is for just letting a random character sit at a table and wiggle their feet in the background ?
I would be beyond grateful.
I finally know what the problem was.
So if anyone else is struggling with the import of a skeletal mesh:
It needs to have a material assigned.
this was the error log:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 0 from an array of size 0
literally just including a material will fix it
I am using MaryTTS as a text to speech engine inside a Grails Application.
During app testing I found out that the language quality drastically changes (for the worst) with increasing text length when using a HMM voice.
So naturally I tested via the MARY Web Client while tweeking all HMM relevant parameters (F0Add, F0Scale and Rate) as well as removing them or leaving the default values, but to no success.
The voice I am using is bits1-hsmm:5.2 (German Female)
gradle dependency:
compile "de.dfki.mary:voice-bits1-hsmm:5.2"
The code is as simple as:
def marytts = new LocalMaryInterface()
marytts.locale = Locale.GERMAN
marytts.generateAudio text
Everything works fine up to the point where the text to convert goes over 120 characters (not only in the code but also via the Mary Web Client)
Here the text I used for the last tests:
Baumaßnahmen im Mai und Oktober Notwendige Instandhaltungsarbeiten an der Münchner S-Bahn-Stammstrecke sollen von nun an gebündelt stattfinden. Die Bahn möchte dadurch die baubedingten Fahrplaneinschränkungen durch gesperrte Gleise geringer halten.
To see the difference in quality use a part of the text (first couple words) vs the whole.
Another important point: This does not occur when using a Unit Selection voice .
Am I missing something like a configuration or specific parameter set or is this the standard behaviour of HMM voices inside MaryTTS?
It will be great to be able to use this voice with decent quality, since Unit Selection voices are not available as standalone dependencies and having to split the text in smaller parts and play them sequentially is not really something I would consider.
Any input is appreciated.
Update
Further trial and error showed that the robotic background sound is added when the text contains punctoation marks such as . , : ; [ ] { }. Independent of text length! Not really sure what the root cause is but atleast with a text manipulation before the conversion the voice is useable.
I am a newbie . we are using NXP 's jn518 ek 010 and I am using jennet stack .
we are using win 7 and for application development we are using eclipse .
our project task is to get the temperature , humidity and luminosity sensors value on PC , from which decision making will be proceeded.
can any one guide me how to get these values in human readable format?
I have read about the custom flash programmer which provide these functionality but they were limited to jn5139.
2 )Is it can be done by the help of wireshark?
3 ) can I get values with the help of hyper terminal?
Thanks in advance.