Jump to content

Recommended Posts

Posted
19 hours ago, Nihyaku said:

Sorry to hear that. (。•́︿•̀。)

Just to make sure I didn't mislead you… (/ω\)
You wrote "[...] used the app to generate [...] in the Layout folder". The skeletalmesh/staticmesh folders and .db files should be generated inside the folder where you saved the folder packages. The path should look like this: [your directory path]\UmodelSaved\End\Content. The tool, the DLLs, the global.ucas should be placed here first. Double click on the tool, press enter and let it run. It takes a while to generate those 4 folders and the .db files.
Then, move them, the tool, the DLLs, the global.ucas inside the Layout folder of a map folder. For example: [your directory path]\UmodelSaved\End\Content\Level\Game\Field\2110-COSTT\Layout
Drag the .umap files of that folder onto the tool and it should generate the .dmf files.
I usually have two folders next to each other: one that focuses on the tool and the other that focuses on the .umap files, in order to drag them.
Surely there is a better solution (and as I said, I'm not sure whether moving the 4 folders and the files from the "UmodelSaved" one to the "Layout" one is mandatory or not), but it worked for me.

I'm not an expert, so I apologize for not being able to provide further help. (๑◕︵◕๑)

I put the tool in the layout folder again and it worked!

Thank you for your advice!!

Posted
2 hours ago, Adrienne said:

I put the tool in the layout folder again and it worked!

Thank you for your advice!!

Very glad to hear that!!! (๑ᴖ◡ᴖ๑)
Big thanks to everyone who has shared their knowledge!! (๑’◡͐’๑)

  • Like 1
  • 1 month later...
Posted

Is there a detailed guide for this anywhere, or would any kind soul consider making one?
I've really tried, and I can manage to extract individual fbx files and their textures with a lot of effort but I've never managed to get this tool to work or extract a full map. I'd really appreciate a step by step guide for a beginner. 

  • 1 month later...
Posted (edited)

Hello, thank you so much for the tool.

Do you have any plans on fixing the issue with the textures?

It seems that the meshes from the tool have a flipped uv


2222222222.thumb.png.fd4a61a51197087c0c32ad1e2298a852.png

Edited by 94leo
  • 2 months later...
Posted (edited)

I get a lot of errors while running the tool such as

Exporting staticmesh: Grass_Clover_01A
Error exporting asset E:\FF7 FIles\Environment\Zax\Model\Grass_Clover_01A.uasset
Unable to read beyond the end of the stream.
   at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
   at System.IO.BinaryReader.ReadSingle()
   at ?????????????????????????????????????????.?????????????????????????????????????????(String[] )
Exporting staticmesh: Grass_Leaf_08B
Error exporting asset E:\FF7 FIles\Environment\Zax\Model\Grass_Leaf_08B.uasset
Exception of type 'System.OutOfMemoryException' was thrown.
   at ?????????????????????????????????????????.?????????????????????????????????????????(String[] )

I have a lot of memory on my machine so I don't think it's hardware.
Any idea what the issue is?

Edited by chain33
  • 1 month later...
Posted (edited)

Since a lot of people are asking how to do it, I will post a step by step guide on how to extract the model since I need some help as well and want to give back to the community. P.S I'm a complete beginner with regards to models etc. However, I do have a background in CS. 

  1. First extract files you want to using UEviewer. You should be able to follow some guides online or on some discord servers. If you want to recreate maps like the screenshots at the start, You'll need to save a few folders and their subfolders/files. I saved the Blueprint folder( not sure whether this is needed tbh ), the Environment folder in Characters, Environment folder, Environment folder in GameContents folder and lastly the level folder. 
  2. Extract using the tool. I extracted all the contents of the tool folder and place them the folders together with global.ucas. What exactly I did was put all the files of the tool and global.ucas  into 1 folder, ran the tool, take everything that was produced by the tool, the files that came with the tool, the tool and global.ucas and moved it into another folder that needed extraction and continued until i have extracted all the files excluding layout. 
  3. Place everything you have extracted, tool, tool files, global.ucas into any map folder that should like "Level/Game/Field/1203_MIBLE/Layout" depending on what map you want. 
  4. place any umap file that is in the folder that you have moved your files into and it should create new files like uasset and txt but most importantly you need to see the dmf file being created. 
  5. install an addon on blender to allow it to import dmf files. 
  6. enjoy importing the maps into blender. 

edit: To see the models you're importing into blender, you have to go to view and change the clip start to 10 and end to 100000000. 

Edited by Iori
forgot to add how to view models
  • Like 1
Posted

Moving on to my problem, I managed to import the Nibelheim town map from before the fire started but am missing the water tank in the middle. Does anyone know what I am missing? Its probably something I didn't extract which contains the bp location of the water tank but I have tried using the tool on almost all the folders that i think has the bp but nothing has worked as of yet. I might just have to save the whole game on UEviewer and use the tool to extract the whole game 

Screenshot 2026-02-16 190439.png

Posted
On 2/19/2025 at 4:05 AM, id-daemon said:

Things are getting better. Almost everything is in place now.

Gb8Hl0N.png

 

 

Wanted to import everything like this screenshot here 

  • Engineers
Posted
5 hours ago, Iori said:

Wanted to import everything like this screenshot here 

You can notice on that screenshot that watertower is different color. This is because its not from nanite stream, but a usual UE map asset. Those are still exported to separate .ASCII files as in my older tools. You need to load them separately with xnalara ascii plugin.

  • Like 1
Posted
2 hours ago, id-daemon said:

You can notice on that screenshot that watertower is different color. This is because its not from nanite stream, but a usual UE map asset. Those are still exported to separate .ASCII files as in my older tools. You need to load them separately with xnalara ascii plugin.

Oh I see! Thank you for the help! How did you get the placement so perfect in the screenshot? Just by referencing in game photos and guestimating the scale for the ascii files? Every time I import the files, Its HUGE compared to the models I just imported from the dmf files, also they always are at the center of origin. 

  • Engineers
Posted
8 hours ago, Iori said:

Oh I see! Thank you for the help! How did you get the placement so perfect in the screenshot? Just by referencing in game photos and guestimating the scale for the ascii files? Every time I import the files, Its HUGE compared to the models I just imported from the dmf files, also they always are at the center of origin. 

By "separate" i mean separate from DMF. Do not import individual models, there must be big compiled map ascii generated by the tool

Posted
On 2/17/2026 at 12:45 PM, id-daemon said:

By "separate" i mean separate from DMF. Do not import individual models, there must be big compiled map ascii generated by the tool

Hmmmm. How does the file name look like? so far I've tried the ascii files generated by the tool in the "Layout" folder created by the tool and it seemed to generate some low-res terrain stuff. I might be doing something wrong here. 

I took all the files from "2610-NIBLT/Before" and pasted them into the "Layout" folder. From there i just used the tool with all the relevant folders and files. I imported the Before_Terrain_Farland_Map ascii file into the blender and it looks like this: 
Screenshot2026-02-18192856.thumb.png.54abbf76b7124cc6ed102f2662504dfb.png

Screenshot 2026-02-18 192844.png

  • Engineers
Posted
4 hours ago, Iori said:

Hmmmm. How does the file name look like? so far I've tried the ascii files generated by the tool in the "Layout" folder created by the tool and it seemed to generate some low-res terrain stuff. I might be doing something wrong here. 

I took all the files from "2610-NIBLT/Before" and pasted them into the "Layout" folder. From there i just used the tool with all the relevant folders and files. I imported the Before_Terrain_Farland_Map ascii file into the blender and it looks like this: 
 

 

You must try ALL files from Layout folder, and theres a lot of them. Any of them can contain important parts of a map. Specifically, watet tower is in 2610-NIBLT_Before_Tifa_Gimmick.umap

  • Thanks 1
Posted
3 hours ago, id-daemon said:

You must try ALL files from Layout folder, and theres a lot of them. Any of them can contain important parts of a map. Specifically, watet tower is in 2610-NIBLT_Before_Tifa_Gimmick.umap

I tried using the tool on a few Gimmick.umap's but they all turn out to be 0 kb. It seems like there is a DB error. Could it be that I am missing a few uassets that I did not run through the tool? 

Screenshot 2026-02-19 025616.png

  • 3 weeks later...
Posted

Just an update but I've tried exporting all the game files, including engine and plugins using umodel and running the tool in a folder with all 3 folders (End, Engine, Plugin). After the tool had finish running, I ran every .UMAP file i could find in the folder "2610-NIBLT/Layout". Even files that were in the folders ("Before", "BeforeFire", "Cut", "NotFire"), I pull them out into the "Layout" folder and used all the Umaps on the tool. I still did run into the same error as above. 

image.thumb.png.80470c7b76aad2ab6b86d458561d8ece.png

This how my files are looking like right now. 
Not too sure what I am missing at the moment.
Could it be that I need to use FModel instead to extract the game files instead of Umodel? 
I've tried to mess around a bit with FModel but I can't seem to extract the raw files. 
Any ideas? I'm at my wit's end .....

Posted
2 hours ago, id-daemon said:

DB file is fine. It means format is not changed and tool should work. Must be that it can't find this "blueprint.db" when you run it. Something is wrong with the way you are running it.

I read on some forums that they might have changed some of the files with regards to ubulk that might have affected some meshes with the current update to 1.004. Could that be a problem? 

In any case I'm running a fresh install again with the tool. Might try to download the older versions later and see whether it works. 

  • Engineers
Posted
3 hours ago, Iori said:

I read on some forums that they might have changed some of the files with regards to ubulk that might have affected some meshes with the current update to 1.004. Could that be a problem? 

I dont think so. There is correct blueprint hash in your error message, and that data is present in blueprint.db - i checked that specifically. So it must be the way you're running the tool.

Posted
On 3/7/2026 at 8:14 PM, id-daemon said:

I dont think so. There is correct blueprint hash in your error message, and that data is present in blueprint.db - i checked that specifically. So it must be the way you're running the tool.

Managed to get the tool to export the ascii of the maps, using the same method I've been doing,  somewhat properly even though there were the still same errors when I tried to export the umaps. Seems like problem was the new update 1.004. I used the 1.003 version in the screenshot below. Maybe umodel was the problem and had problems with certain meshes in in 1.004. I'm not too entirely sure. 

Just wanted to ask but in the screenshot you previously posted, the grey objects seems to be acsii files but are the green objects also acsii?

 

Screenshot2026-03-09231307.thumb.png.2b1adbb1dd7f4c3fea7132f2d84d4db0.png

  • Engineers
Posted
1 hour ago, Iori said:

Just wanted to ask but in the screenshot you previously posted, the grey objects seems to be acsii files but are the green objects also acsii?

green objects are nanite streams (as i remember)

  • Like 1
Posted
2 hours ago, id-daemon said:

green objects are nanite streams (as i remember)

 

Sorry this is a very newbie question but how do I get nanite streams to work on blender? Or rather what do I have to do to get the static meshes to be placed in the same way as the screenshot above?  
I tried importing the acsii from the nanite folder into blender through XNALara but it doesn't seem to generate any meshes. I probably am missing something that is huge here. 

Thanks so much for the help! I know this tool has been out for a while, so I really appreciate you still sticking with me through all my questions.

Posted

Hello, I keep running into .json error after extracting everything properly. Oddly enough the import worked fine first time around but was missing textures, so I ended up redoing the whole thing and now dmf files are empty.image.thumb.png.b6b46d8eed0607693ebff2848de2fd04.pngimage.png.47367fbc94f2a30f0ef03b29d38aea5e.png

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...