ZeroTheZeraora Posted March 5 Posted March 5 3 minutes ago, id-daemon said: DMF materials must have proper names. Read the tool description i added recently, it must be because you do not have texture.db created. I have the blueprint.db (302kb), material.db (2.365KB) and texture.db (3.650KB). Looking a bit more, only the landscape models have the incorrect material, so probably cuz of the broken mesh, the other meshes in the scenes actually have propper material names, but no texture tho.
ZFPInTheAir Posted March 5 Posted March 5 (edited) which .umap do i put into the .exe once i got all the files and folders cause some .umaps dont do anything they open and close the console i also exported the Environments folder and it never gave me a skeletalmesh.raw folder, is there another folder im missing to export Edit: i got it working, but man these take forever to export Edited March 6 by ZFPInTheAir
Nolan Veude Posted March 6 Posted March 6 (edited) I wanted to chime in with my own experience. I too was successful extracting the maps and importing them into Blender using the tool and addon. But I wanted to confirm if I did it correctly. The tool created the folders, files and blueprints as expected, and I moved them all into the Layout folder as shown before extracting the Umap. As indicated in the instructions, the master meshes do have the material name which I am using as a reference to locate and manually add the texture maps. The part I want to confirm is if this tool is capable of extracting and attaching image textures like the original did. I noticed the instructions don't mention this. I also want to confirm that the issue ZeroTheZeraora mentioned is not isolated. The maps marked "nature" have some meshes with the material name "#FFFFFF sRGB". I've identified two so far: 2600-NIBLA_07OldCastleNature_Terrain_Strip 2600-NIBLA_05AirportNature_Terrain_Strip Edited March 6 by Nolan Veude 1
JACK POR Posted Friday at 03:12 AM Posted Friday at 03:12 AM On 3/6/2025 at 12:00 AM, id-daemon said: Are you sure youre using Crisis Core tool? The errors look like tool is not compatible with the game. I do use the Core Crisis version . But my pak file is the intergrade version for pc. ff7r tool was released in 2020. I was wondering if it could be due to a mismatch in the pak version of the game. I can't find the pak file from the old one now. It's a frustrating thing.
ZFPInTheAir Posted Monday at 08:12 AM Posted Monday at 08:12 AM (edited) i have noticed some meshes dont export properly, any .umaps that arent nanite dont have materials assigned as well missing meshes and textures are flipped on the Y- Axis Edited Monday at 10:25 AM by ZFPInTheAir 1
Bethany Ann Posted 14 hours ago Posted 14 hours ago Hey! Thanks so much for the tool. Sadly, I can't get it to work. I've saved the files - Field, Lighting, Blueprint, Data, Environment and Effect from Umodel, but when I run the tool it stays blank then disappears and nothing happens. Same when I drag the folder/UASSET/UMAP into it. Am I doing something wrong?
Hizack Posted 14 hours ago Posted 14 hours ago 14 minutes ago, Bethany Ann said: Hey! Thanks so much for the tool. Sadly, I can't get it to work. I've saved the files - Field, Lighting, Blueprint, Data, Environment and Effect from Umodel, but when I run the tool it stays blank then disappears and nothing happens. Same when I drag the folder/UASSET/UMAP into it. Am I doing something wrong? Use fmodel you'll need 002core_9win64.dll and zlib-ng2.dll in .Data folder current state of custom umodel doesn't export static mesh
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