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Posted
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.

Posted (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 by ZFPInTheAir
Posted (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

Screenshot 2025-03-05 105415.png

screen.PNG

Edited by Nolan Veude
  • Like 1
Posted
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.

Posted (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- Axisimage.thumb.png.b84e9189eb273f1a77ae726960d8211f.pngimage.thumb.png.a10aed72190e33053c58f49f899728df.png

Edited by ZFPInTheAir
  • Like 1
Posted

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?

Posted
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 

  • Like 1
Posted
19 hours ago, Bethany Ann said:

Here's a video of what I'm doing. Sorry, I'm a bit confused, since I have the data folder extracted?

 

https://drive.google.com/file/d/1Abl9DLkB8MwrFuLoKFHz2sJgmd8VXNQG/view?usp=sharing

Unfamiliar with some UE tools and the remake map tool

Had to generate the files again

While I did say fmodel(takes to long to extract) 
Umodel will work right clicking a folder "save folder packages" they need to be .uassets

Might want to go back to that route 


drag and drop the files or folder into were the exe is or move the exe to that folder


"Environment" not the ones from character 

Or 

"Environment\buildings(69,945 files)"

Then click to Run UE4_ff7r2.exe and press enter

It might hang for textures And "creta" objects


Then move ue4 files 2 textures.db and materials .dB along with static mesh and materials folder

If you were just trying to get at certain the models and knew were the materials /textures
Most of above can be skipped
But it will be hashed materials when you convert to dmf

The Umaps are in level\game\feild\layouts (example 1220-swamp)

1220-swamp.ubulk(114mb)

1220-swamp.umap <this one you want to drag on the .exe

If you have thoese 2 folders while the cmd line runs acsii file should also generate 


----------
Alot of what I posted may be wrong, but I'm at lest not getting to many hashed materials


Blueprint.DB is still at 1kb

Did have it automatically makeing a  texture.db at 400mb/800mb in c:/user and once in the folder the exe. Was in
but can't seem to replicate it now

XNALARA XPS importer can handle ACSII 

Posted
6 hours ago, Hizack said:

Unfamiliar with some UE tools and the remake map tool

Had to generate the files again

While I did say fmodel(takes to long to extract) 
Umodel will work right clicking a folder "save folder packages" they need to be .uassets

Might want to go back to that route 


drag and drop the files or folder into were the exe is or move the exe to that folder


"Environment" not the ones from character 

Or 

"Environment\buildings(69,945 files)"

Then click to Run UE4_ff7r2.exe and press enter

It might hang for textures And "creta" objects


Then move ue4 files 2 textures.db and materials .dB along with static mesh and materials folder

If you were just trying to get at certain the models and knew were the materials /textures
Most of above can be skipped
But it will be hashed materials when you convert to dmf

The Umaps are in level\game\feild\layouts (example 1220-swamp)

1220-swamp.ubulk(114mb)

1220-swamp.umap <this one you want to drag on the .exe

If you have thoese 2 folders while the cmd line runs acsii file should also generate 


----------
Alot of what I posted may be wrong, but I'm at lest not getting to many hashed materials


Blueprint.DB is still at 1kb

Did have it automatically makeing a  texture.db at 400mb/800mb in c:/user and once in the folder the exe. Was in
but can't seem to replicate it now

XNALARA XPS importer can handle ACSII 

Still no luck, sadly. Here are the steps I'm doing. I'm trying to extract the UMAPS.

 

1. Saved Environments, Data Table, Data Object, Game Contents, Lighting, Effect, Data Asset, Blueprint, Level.

2. Put the exe tool in the folder and run. Result. The tool remains blank or shuts down. Nothing happens.

3. Put the tool in environments and run. Result. The tool remains blank or shuts down.

4. drag files to the tool individually. Result. Nothing happens. The tool shuts down when pressing enter.

 

I've tried this with UASSET and UMODELS. I must be going wrong somewhere. .DB files are not being generated.

 

Thanks!

  • Engineer
Posted
1 hour ago, Bethany Ann said:

2. Put the exe tool in the folder and run. Result. The tool remains blank or shuts down. Nothing happens.

It must be blank for some time while tool loads folder contents, depends on HDD/SSD speed it may even take a few minutes. Then it must work through files, which takes much longer.

Posted
24 minutes ago, id-daemon said:

It must be blank for some time while tool loads folder contents, depends on HDD/SSD speed it may even take a few minutes. Then it must work through files, which takes much longer.

Here's a video of what I'm doing. The problem is the tool shuts down.

 

https://drive.google.com/file/d/1y6jpOgNawCBV_bMUYAx66UOK5lagAQ95/view?usp=sharing

 

I've used the first tool for Remake (2020) without issue, so I don't think it's my computer.

  • Engineer
Posted
1 hour ago, Bethany Ann said:

Here's a video of what I'm doing. The problem is the tool shuts down.

ah! you need to have global.ucas from the game near the tool at all times. I think i said that in description.

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