Final Fantasy VII Remake [PS4]

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Final Fantasy VII Remake [PS4]

Post by DJ Normality »

Dumb question, but how do I enable them. Your the 2nd person to tell me that and I cant find it in the settings.
DPyro
Posts: 15
Joined: Mon Nov 19, 2018 6:09 pm

Re: Final Fantasy VII Remake [PS4]

Post by DPyro »

episoder
Posts: 123
Joined: Fri Oct 27, 2017 7:36 pm

Re: Final Fantasy VII Remake [PS4]

Post by episoder »

so... how is the pkg file decrypted? i don't even have that plain text there at the offset in the snapshot. dunno which version of the file it is either. 20 gigs of "cement" on my drive. no fun. i should throw it away it, right? mmh. yo
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Final Fantasy VII Remake [PS4]

Post by DJ Normality »

thanks DPyro. and no its possible. dont delete just yet can you upload a sample of a PKG or a folder ?
episoder
Posts: 123
Joined: Fri Oct 27, 2017 7:36 pm

Re: Final Fantasy VII Remake [PS4]

Post by episoder »

there are no folders or parts. it's just a 21 gb file that i can't unpack. pgk viewers can access and export the parameters and icons but nothing else. it's gone already. it's a useless data block to me. i'll not parse that. so... all good.
DPyro
Posts: 15
Joined: Mon Nov 19, 2018 6:09 pm

Re: Final Fantasy VII Remake [PS4]

Post by DPyro »

You open it with Fake PKG Generator with default passcode (all zeros).
episoder
Posts: 123
Joined: Fri Oct 27, 2017 7:36 pm

Re: Final Fantasy VII Remake [PS4]

Post by episoder »

thx. that did the trick. still not able to export anything solid with umodel. damn fail games engine and their whacky container code. google doesn't wanna show or and i don't wanna code a uexp importer either. there's not alot of interesting assets, anyway. 2 characters, toads, a couple buildings and props. i dunno why square is so b!tch about just this trial package. when they deliver the full package they can start to cry tears... of joy... that people use their assets for fan-art. them lawyers can battle the bad guys retailing those. jobs well explained. i dunno what else. laterz...
DPyro
Posts: 15
Joined: Mon Nov 19, 2018 6:09 pm

Re: Final Fantasy VII Remake [PS4]

Post by DPyro »

It was already posted how to get the models, but for some reason deleted.
ProGamer
Posts: 45
Joined: Wed Oct 02, 2019 10:01 am

Re: Final Fantasy VII Remake [PS4]

Post by ProGamer »

I managed to decrypt the Umodel pkg file I cannot open the models how to do
El Duderino
Posts: 14
Joined: Fri Aug 08, 2014 12:30 am

Re: Final Fantasy VII Remake [PS4]

Post by El Duderino »

I found this on the street.
https://pastebin.com/V5nxCfrH
KibbloMkII
Posts: 10
Joined: Mon Mar 02, 2020 8:45 pm

Re: Final Fantasy VII Remake [PS4]

Post by KibbloMkII »

Okay, I'm dumb as rocks, how do I use these? Wont install into blender and umodel still wont show me any models
El Duderino
Posts: 14
Joined: Fri Aug 08, 2014 12:30 am

Re: Final Fantasy VII Remake [PS4]

Post by El Duderino »

Unpack the 3 zips or whichever one you want then in Blender: Preferences -> Add-ons -> Install -> select zip file
They're listed in the Testing tab.
Check to activate.
Enjoy some Schwarzwälder Kirschtorte.
KibbloMkII
Posts: 10
Joined: Mon Mar 02, 2020 8:45 pm

Re: Final Fantasy VII Remake [PS4]

Post by KibbloMkII »

I just get this when I try to check the addon. No idea what I should do with this info
somedude04
Posts: 2
Joined: Mon Jan 06, 2020 9:36 am

Re: Final Fantasy VII Remake [PS4]

Post by somedude04 »

El Duderino wrote:I found this on the street.
https://pastebin.com/V5nxCfrH


Thank you so much for that!

KibbloMkII wrote:I just get this when I try to check the addon. No idea what I should do with this info


Upgrade from Blender 2.79 to 2.82.

I was using Blender 2.80 and it didn't work properly for me until I upgraded to 2.82. It gave me errors and messed up textures.
KibbloMkII
Posts: 10
Joined: Mon Mar 02, 2020 8:45 pm

Re: Final Fantasy VII Remake [PS4]

Post by KibbloMkII »

I tried that, but my computer doesnt support opengl 3.3 so I cant run it. I managed to get the files extracted though with the help of a guy on reddit though with noesis
El Duderino
Posts: 14
Joined: Fri Aug 08, 2014 12:30 am

Re: Final Fantasy VII Remake [PS4]

Post by El Duderino »

I wrote this code after I woke up in a pool of my own vomit:
https://github.com/TheRoyalDudeness/Final_Fantasy_VII_Remake
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Final Fantasy VII Remake [PS4]

Post by DJ Normality »

No just unpack with PS4 PKG. Then use Unreal Quick BMS Script on the .PAK files located in Image0/end/content/packs
Image
Then use Noesis or Umod
This is what your final folder should look like.
Image
Devsterman12
Posts: 2
Joined: Sun Apr 12, 2020 11:12 pm

Re: Final Fantasy VII Remake [PS4]

Post by Devsterman12 »

DJ Normality wrote:No just unpack with PS4 PKG. Then use Unreal Quick BMS Script on the .PAK files located in Image0/end/content/packs
Image
Then use Noesis or Umod
This is what your final folder should look like.
Image


So we just need to dump our own PKG from a disc and to follow these exact steps to rip the models? Just asking to make sure I understand correctly.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Final Fantasy VII Remake [PS4]

Post by DJ Normality »

Yes. Do you have the full pkg ?
Devsterman12
Posts: 2
Joined: Sun Apr 12, 2020 11:12 pm

Re: Final Fantasy VII Remake [PS4]

Post by Devsterman12 »

Sadly I can't purchase a PS4 or a copy of the game to dump to my PC ever since lockdown started in my country. I'm hoping to get it once the dust settles, which might not be for a few months in my case.