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Final Fantasy 7 remake

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id-daemon, posted Thu Apr 30, 2020 9:32 am (56409)


Final Fantasy 7 remake tool.

Supports static & skeletal models, maps, textures. Usage instructions below.

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Textures will be auto-assigned if you extract them before loading the map:
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ff7r.rar

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id-daemon, posted Thu Apr 30, 2020 9:33 am (56410)


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.
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jaxx21, posted Thu Apr 30, 2020 1:50 pm (56417)


ouch !!! excellent work. you are the best.Thank you for all people who will extract model.
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KibbloMkII, posted Thu Apr 30, 2020 4:07 pm (56422)


nice tool, now I can try ripping maps for myself. Now we just need the pkg decryption key for the full game
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DaVinci030, posted Thu Apr 30, 2020 4:43 pm (56423)


KibbloMkII wrote:
Now we just need the pkg decryption key for the full game
Same. But for a different purpose. Exploring models, maps, music, etc.

Either way, thanks for the tools. I tested it on the models from the demo pkg.
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DJ Normality, posted Sat May 02, 2020 3:04 pm (56469)


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Maaan your too good bro. Swear. Thanks!
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Kyoshiromibu1234, posted Fri Jun 05, 2020 4:25 pm (57064)


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)
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blasterxox, posted Mon Nov 30, 2020 10:08 am (60776)


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
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DJ Normality, posted Mon Nov 30, 2020 10:19 am (60777)


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.
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vityaschel, posted Thu Mar 31, 2022 8:32 pm (70797)


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:
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.
   ? UE4.ue4.Main(String[] args)
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dig2rsc, posted Mon Apr 04, 2022 8:08 am (70850)


unreal_tournament_4.bms not work coz AES not exist yet and not possible extract .pak for music and sounds?
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