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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 

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