Releases: 4sval/FModel
Releases · 4sval/FModel
FModel v4.4.4
FModel 4.4.4
Patch-0 Update
Just in time for the spooky season 🎃
A new update has just been released, that introduces support for many new games, resolves bugs, and brings a more efficient method for managing in-app updates.
Newly added
- Separate update modes are no longer a thing, and you're all treated as part of the (old) QA Testing mode. That means your bug reports and/or contributions (if merged) will immediately benefit the entire community. As of today, FModel builds will all be synced with the
dev
branch on GitHub, and so, as soon as a new commit is published, a window will appear allowing you to upgrade or roll back to any version you wish. You can also defer updates for 3 days, until the next week/month, or indefinitely and only update when you want to, via the Help > Releases menu. - Morph targets (shape keys) in UE5 games can be previewed/exported
- UE versions selectors are now searchable to make custom versions easier to find
- Backups are now versioned. Support for unversioned backups will be removed in 1 year
- Sprites preview support
- Z-Layered texture support
- JPEG + TGA (no preview) texture support
Bug Fixes and Improvements
- Resetting when an error occurs properly clears all settings
- Bind pose stripping algorithm
- Array indexed properties in the JSON are now written with their index to avoid name duplicates
- UEFormat models will now export with their textures
- many more
Supported New Games
- The First Descendant
- Game for Peace
- Mortal Kombat 1
- Infinity Nikki
- Wild Assault
- Vision of Mana
- Marvel Rivals
- Delta Force
- Monster Jam™ Showdown
- Rennsport
- Funko Fusion
- Tony Hawk's™ Pro Skater™ 1 + 2
- many more
FModel v4.4.3.6
FModel 4.4.3
Patch-6 Update
Oof, long time no see, right?
A new update has just been released, mainly to transfer changes from QA/Beta to a new fresh Stable release. However that's not it.
Newly added
- Collisions can be previewed in the 3D Viewer.
- Fortnite Lego build instruction blueprints can be previewed if they are opened from a
JBID
package. - UEFormat by @halfuwu has been added as a supported mesh export format in the settings. It supports many features that were previously not possible with the dead ActorX format. You can read its source code, and find its importer here. It will become our default format at some point so get used to it.
Bug Fixes and Improvements
- Preview shader has been much improved, meshes should look better than ever.
- Non-encrypted archives containing encrypted packages will be locked until a working aes key is set for them.
- A single vertex can now be influenced by up to 8 bones for both preview and export.
- There's a time multiplier under World in the 3D Viewer if you want to speed up animations.
- Gltf mesh export format has been fixed.
- Custom UE versions are now separated from normal UE versions and they will show from what normal UE version they are based on. You can find them if you click the yellow glowing checkbox next to the selector.
- FModel will visually show archives being loaded and mounted.
- Many many many more fixes and small improvements I can't remember.
Supported New Games
- Way too many, read this
Full Changelog: 4.4.3.5...4.4.3.6
FModel v4.4.3.5
FModel 4.4.3
Patch-5 Update
First 2024 patch has just been released to bring new features QA tested by enthusiasts.
Newly added
- A new update mode (QA Testing) has been added for users who need the latest and greatest FModel. It is synchronized with changes on the
dev
branch of FModel, so if you need fixes or new features before anyone else, switch to it in the settings. - Instanced static meshes are now processed and displayed when previewing a level (
.umap
) - Fortnite on-demand archives now replace what was previously known as streamed packages.
Bug Fixes and Improvements
- A workaround has been added for bind pose stripped ACL animations in order to be able to preview and export them, just like before.
.binka
audio files can be listened and saved if you have the correctbinkadec.exe
in yourOutput/.data
folder. A correct binkadec is a binkadec that writes the WAV header before writing the data.CUE4Parse
now supports mapping files with optional propertiesUTextureCube
now get converted to panorama images (@KaiserM21)- FModel now runs on .NET 8
FModel QA Testing
Dev builds
FModel v4.4.3.4
Commits
- b478d43: yes (Asval)
FModel v4.4.3.3
Commits
- cfa8eee: build (4sval)
- 6dce30b: you back (4sval)
- 84f5d4d: Fixes for texture refactor (GMatrixGames)
- d4e2bf1: SwizzleRoughnessToGreen (4sval)
- 6f11d87: FModel v4.4.3.2 (4sval)
- 3435897: Handle KeepMobileMinLODSettingOnDesktop (GMatrixGames)
- a184a25: explicit ue version (4sval) #401
- 011046a: and this is where problems begin (4sval) #401
- 25c10e8: that's the way (4sval) #401
- 2a265ea: usable (4sval) #401
- d891c3e: migrate main key + fix custom dirs dup + fix manual games add by ref (4sval) #401
- 8fa0277: c'est ciao (4sval) #401
- 1829660: valorant dirs (Asval) #401
- cb347ad: ouin ouin ouin there's two 5.3 (Asval)
- 487e40a: #403 done (Asval)
- 8a72f29: AT9 Support (GMatrixGames)
- a7fd467: Revert "AT9 Support" (GMatrixGames)
- e92a66a: Recommit "AT9 Support" (GMatrixGames)
- 13c74f1: AT9, forgot about this when recommiting (GMatrixGames)
- 993726c: ouin ouin ouin cue4parse errors (Asval)
- 6ed335d: POC frame interpolation (Asval)
- 5dc90e6: virtual textures preview (Asval)
- 946d38c: it is about time the update thread gets fixed (Asval)
- 223dd8f: multiple anims on same model (Asval)
- 250b199: settings layout (Asval)
- d97f570: GetBoneTransform at runtime but it's flickering now, for later me (Asval)
- 51516cd: GetBufferSubData doesn't like being called too much, too bad (Asval)
- 7d698ea: trying to merge 2 skeletons, doesn't fix anything (Asval)
- 1aa45b1: mock-up bone hierarchy (Asval)
- 841f40e: skeleton tree + fixed skeleton bones incorrect relation (Asval)
- ee9f3fe: fixes (Asval)
- 53bfbed: fixes (Asval)
- a1494bf: FModel v4.4.3.3 (Asval)
FModel v4.4.3.2
FModel v4.4.3.1
Commits
- cfa8eee: build (4sval)
FModel v4.4.3.0
FModel v4.4.3
FModel v4.4.2.0
Commits
- 9cf6c32: speed up raw data bulk export (4sval)
- 9a0e6aa: improved generic roughness (4sval)
- 26f9b5b: camera mode (4sval)
- 76a9f88: cleaned camera + generated .umap position (4sval)
- 174401e: morph tangent + cull facing (4sval)
- d02272b: fixes (4sval)
- eecf5f1: don't you dare tell me you don't know where things go now (4sval)
- 41ebad4: fix missing meshes (umap) (Minshu Gurjar)
- eebaa19: thread lock (4sval)
- 0221405: I should have persevered with quaternions (4sval)
- 51d334c: compute all bones transform (4sval)
- 134f722: genxgames (GMatrixGames)
- 8f9a692: normalize quaternions (4sval)
- ac3a0e3: naming (GMatrixGames)
- ac0e11e: Merge remote-tracking branch 'origin/dev' into dev (GMatrixGames)
- bf171b2: socket backend (4sval)
- 8d986c4: socket frontend (4sval)
- 835d5f9: IsAttachment (4sval)
- c596f85: teleport at computed position (4sval)
- 65d8015: don't save umap camera (4sval)
- ed52588: sockets absolute rotation and scale (4sval)
- 59e4c7c: so there's 2 skeletons ok why not (4sval)
- 481d9d3: more world lights (4sval)
- f98c8b3: fixes (4sval)
- 09ab40a: ctrl s, don't use this commit for tomorrow (4sval)
- abab1e4: Update CUE4Parse (Marlon)
- e96a3b6: fu (4sval)
- 58d941c: MapStructTypes dictionary UI (LongerWarrior) #356
- b88dda3: Fixed MapStructTypes button location (LongerWarrior) #356
- 79399e5: usable again (4sval)
- 535ffd4: vmodule and verse file types (GMatrixGames)
- bbda1c5: close snooper on extract + moonman (marsman?) specular (4sval)
- f36a7b7: some animations work, others do not, awaiting improvements (4sval)
- a636c1f: play anim at the right pace + fixed outliner (4sval)
- f288791: fix picking texture + static meshes (4sval)
- 0b7ed2c: rotation only animation (4sval)
- af2fceb: removed any kind of popup asking for a directory (4sval)
- 70d4791: only parse bone tracks + anim montage test (4sval)
- 1ca18c3: play anim sequences consecutively (4sval)
- 9da407e: using SSBOs for unlimited bones (4sval)
- 2a6c42d: fixed outliner (4sval)
- f3c1103: nothing important (4sval)
- 995cd25: Fix soft crash on "blank" shop assets (GMatrixGames)
- a77d76f: using canvas in texture inspector (4sval)
- c7d532f: timeline poc (4sval)
- 9b4c839: timeline (4sval)
- 144cf0e: calculation of frame, frame in sequence, based on actual elapsed time (4sval)
- 62e619d: everything is now time based (4sval)
- a219b5b: animation retarget, kinda (4sval)
- a01ef4a: this is a problem for later me (4sval)
- ffd871b: fixed outliner + reverse matrix per model + update ssbo only if needed (4sval)
- 3b3fe6c: fixed outliner messing up vertex normal scale (4sval)
- ad7dc46: fully fixed untracked bones parent (4sval)
- 8438591: saving this before refactoring (4sval)
- 5b5dd8b: timeline is world relative - part1 (4sval)
- e49216a: separators (4sval)
- 4eb2201: new timeline part 1 (4sval)
- 0db81b8: socket support for instanced models (4sval)
- 4797a4b: bug fixes (4sval)
- 0ed26e1: fixed non virtual sockets being deleted on anim change (4sval)
- cdb52d0: removed guid from models + bone delta matrix + timeline scroller (4sval)
- d78df4a: working mess (4sval)
- 591a2d2: animate loaded model (4sval)
- 4247dec: timeline (4sval)
- 1b244e6: exit gracefully if no game is selected during first-time setup (SirCxyrtyx) #361
- 2e18097: load mat layers from settings (4sval)
- 94c5bba: Preview Max Texture Size (4sval)
- ec2e251: quality of use (4sval)
- 412c5dd: proper texture swizzling (4sval)
- ab13eff: animation relative retargeting? + covering fmodel's ass (4sval)
- edd3a47: section colors + no empty morph target (4sval)
- aca754a: bug fixes (4sval)
- 0343ee3: better fps limiter (MountainFlash)
- e44a6a0: dpi scaling (MountainFlash)
- 3f6e46e: timeline is dpi scaled (4sval)
- a5cbc5b: keep bones in rest pos if there's no track for them (4sval)
- ec02640: FModel v4.4.2 (4sval)
- 0d6f05c: build (4sval)