Final Fantasy 7 remake
-
- Posts: 1040
- Joined: Sun Mar 22, 2015 7:09 pm
Final Fantasy 7 remake
Final Fantasy 7 remake tool.
Supports static & skeletal models, maps, textures. Usage instructions below.
Textures will be auto-assigned if you extract them before loading the map:
Supports static & skeletal models, maps, textures. Usage instructions below.
Textures will be auto-assigned if you extract them before loading the map:
-
- Posts: 1040
- Joined: Sun Mar 22, 2015 7:09 pm
Re: Final Fantasy 7 remake
You can use the tool to convert individual assets, or all assets in a folder.
1. To convert one asset, drop asset file onto the tool, or run the tool from command line with asset filename as parameter.
If asset file contains a texture, in will be exported to "textures" subfolder in Directx10 DDS format. After that you can convert them to the format you like.
If asset file contains static or skeletal mesh, in will be exported to ASCII. Raw data will also be saved in "staticmesh.raw" & "skeletalmesh.raw" folders for later use in map extraction.
If asset file contains a material, it will export material info in a text file, and create "material.db" file with information for later use in map extraction. If "material.db" file already exists next to the tool, it will be updated with newly found materials.
If asset file contains a blueprint, it will create "blueprint.db" file with information for later use in map extraction. If "blueprint.db" file already exists next to the tool, it will be updated with newly found blueprints.
2. To convert all assets in a folder, place the tool in that folder and run it. Tool will search that folder and all subfolders for .uasset files and try converting them all. When prompted "are you sure?" you can press "enter" to confirm or Ctrl-C to cancel.
3. To convert maps, drop .umap file onto the tool, or run the tool from command line with umap filename as parameter. Current version will extract static meshes, skeletal meshes, blueprint-generated meshes, lights and landscapes from a map.
For map extraction to work, "staticmesh.raw" and "skeletalmesh.raw" folders with previously extracted data must be in the same folder with the tool. If some models will be missing, tool will give messages.
If "blueprint.db" file will be next to the tool, is will try and place all models mentioned in blueprints on the map. There's no proper blueprint support, so some models may be placed incorrectly.
If "material.db" file will be next to the tool, material information from that file will be used to place texture names in the output ASCII file, so when loaded, all textures will be applied automatically. By default, ASCII file will have texture names with ".PNG" format. If you converted textures to another format (for example .JPG), you need to replace ".png" to ".jpg" in ASCII file with any text editor before loading it.
If there will be no "material.db" file, or some materials will be missing in that file, tool will give messages and material names will be used for textures. In that case you can search and apply them manually. Some models do not use any textures (for example, solid color materials or lights). For such models ascii file will also have material name as texture name, so if you want, you can open that material in umodel and see whats the color and other properties.
note: blueprints are not properly supported, because i'm not going to read their code at all. This would be just too complicated. Since most blueprints just have 1 mesh inside and some logic, i'm assuming they are simply placing that mesh. In reality, the mesh position may be edited or calculated accoridng to game logic, or removed at all - this is all NOT supported.
1. To convert one asset, drop asset file onto the tool, or run the tool from command line with asset filename as parameter.
If asset file contains a texture, in will be exported to "textures" subfolder in Directx10 DDS format. After that you can convert them to the format you like.
If asset file contains static or skeletal mesh, in will be exported to ASCII. Raw data will also be saved in "staticmesh.raw" & "skeletalmesh.raw" folders for later use in map extraction.
If asset file contains a material, it will export material info in a text file, and create "material.db" file with information for later use in map extraction. If "material.db" file already exists next to the tool, it will be updated with newly found materials.
If asset file contains a blueprint, it will create "blueprint.db" file with information for later use in map extraction. If "blueprint.db" file already exists next to the tool, it will be updated with newly found blueprints.
2. To convert all assets in a folder, place the tool in that folder and run it. Tool will search that folder and all subfolders for .uasset files and try converting them all. When prompted "are you sure?" you can press "enter" to confirm or Ctrl-C to cancel.
3. To convert maps, drop .umap file onto the tool, or run the tool from command line with umap filename as parameter. Current version will extract static meshes, skeletal meshes, blueprint-generated meshes, lights and landscapes from a map.
For map extraction to work, "staticmesh.raw" and "skeletalmesh.raw" folders with previously extracted data must be in the same folder with the tool. If some models will be missing, tool will give messages.
If "blueprint.db" file will be next to the tool, is will try and place all models mentioned in blueprints on the map. There's no proper blueprint support, so some models may be placed incorrectly.
If "material.db" file will be next to the tool, material information from that file will be used to place texture names in the output ASCII file, so when loaded, all textures will be applied automatically. By default, ASCII file will have texture names with ".PNG" format. If you converted textures to another format (for example .JPG), you need to replace ".png" to ".jpg" in ASCII file with any text editor before loading it.
If there will be no "material.db" file, or some materials will be missing in that file, tool will give messages and material names will be used for textures. In that case you can search and apply them manually. Some models do not use any textures (for example, solid color materials or lights). For such models ascii file will also have material name as texture name, so if you want, you can open that material in umodel and see whats the color and other properties.
note: blueprints are not properly supported, because i'm not going to read their code at all. This would be just too complicated. Since most blueprints just have 1 mesh inside and some logic, i'm assuming they are simply placing that mesh. In reality, the mesh position may be edited or calculated accoridng to game logic, or removed at all - this is all NOT supported.
-
- Posts: 7
- Joined: Tue Apr 28, 2020 6:00 am
Re: Final Fantasy 7 remake
ouch !!! excellent work. you are the best.Thank you for all people who will extract model.
-
- Posts: 10
- Joined: Mon Mar 02, 2020 8:45 pm
Re: Final Fantasy 7 remake
nice tool, now I can try ripping maps for myself. Now we just need the pkg decryption key for the full game
-
- Posts: 2
- Joined: Thu Apr 30, 2020 12:47 pm
Re: Final Fantasy 7 remake
Same. But for a different purpose. Exploring models, maps, music, etc.KibbloMkII wrote:Now we just need the pkg decryption key for the full game
Either way, thanks for the tools. I tested it on the models from the demo pkg.
-
- Posts: 647
- Joined: Tue Jul 24, 2018 8:52 am
-
- Posts: 1
- Joined: Fri Jun 05, 2020 4:21 pm
Re: Final Fantasy 7 remake
I don't know if I make something wrong but when I drop a .umap file onto the tool it just gives me 3 .txt files (export, import and names)
-
- Posts: 8
- Joined: Fri Nov 08, 2019 7:12 am
Re: Final Fantasy 7 remake
Kyoshiromibu1234 wrote:I don't know if I make something wrong but when I drop a .umap file onto the tool it just gives me 3 .txt files (export, import and names)
Same here. I dont know what we are supposed to do with the textfiles
-
- Posts: 647
- Joined: Tue Jul 24, 2018 8:52 am
Re: Final Fantasy 7 remake
Thats cuz you dont export UMAP's only UASSET's..
Do this. Create a bat file. Call it _multi.bat have it read...
@echo off
for %%i in (*.uasset) do ff7r.exe "%%i"
Now place your ff7r.exe and .bat into folder. And execute. It will rip all the assets in one process.
Do this. Create a bat file. Call it _multi.bat have it read...
@echo off
for %%i in (*.uasset) do ff7r.exe "%%i"
Now place your ff7r.exe and .bat into folder. And execute. It will rip all the assets in one process.
-
- Posts: 1
- Joined: Thu Mar 31, 2022 8:31 pm
Re: Final Fantasy 7 remake
DJ Normality wrote:Thats cuz you dont export UMAP's only UASSET's..
Do this. Create a bat file. Call it _multi.bat have it read...
@echo off
for %%i in (*.uasset) do ff7r.exe "%%i"
Now place your ff7r.exe and .bat into folder. And execute. It will rip all the assets in one process.
It throws an error:
Code: Select all
Error exporting asset D:\FNaF\Beta- 0.1.0\Extracted\Home_A_Int_Wall_04_Doorway_Single.uasset
Object reference not set to an instance of an object.
в UE4.ue4.Main(String[] args)
-
- Posts: 7
- Joined: Wed Aug 20, 2014 9:30 pm
Re: Final Fantasy 7 remake
unreal_tournament_4.bms not work coz AES not exist yet and not possible extract .pak for music and sounds?