Final Fantasy 7 remake tool.
Supports static & skeletal models, maps, textures. Usage instructions below.
Textures will be auto-assigned if you extract them before loading the map:
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Final Fantasy 7 remake
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- MEGAVETERAN
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Final Fantasy 7 remake
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Re: Final Fantasy 7 remake
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, it 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.
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, it 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.
Last edited by daemon1 on Thu Dec 10, 2020 3:45 pm, edited 1 time in total.
- Crazy31139
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Re: Final Fantasy 7 remake
Big thanx for your tool, as always, it is very useful and understandable to use.
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- ultra-n00b
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Re: Final Fantasy 7 remake
Thank you very much for your hard work and also for providing the tool plus the detailed instructions. Much appreciated
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- ultra-n00b
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Re: Final Fantasy 7 remake
I've got the game installed, how can I extract the files so I can export them with your tool? Thanks for your work!
Last edited by jusete on Fri May 01, 2020 9:54 am, edited 1 time in total.
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Re: Final Fantasy 7 remake
You have made a lot of improvements in this regard. Really amazing.
I used to have to examine all the data to find the Textures before. Now, the tool states in an extra form for textures.
I used to have to examine all the data to find the Textures before. Now, the tool states in an extra form for textures.
For more - Daha fazlası için:
https://www.deviantart.com/tselman61
https://www.youtube.com/channel/UCFdRJQ ... M3ENjXrEbQ
https://www.deviantart.com/tselman61
https://www.youtube.com/channel/UCFdRJQ ... M3ENjXrEbQ
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- n00b
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Re: Final Fantasy 7 remake
Can anybody rip some locations for me with textures? Tifa bar and/or Mako reactor? blender/max/maya - whichever you can send
I've scoured the internet top to bottom but was unable to find the gamefiles. I'm not really interested in character models, just the locations. I would like to try to assemble them in UE4 just for fun of it.
I've scoured the internet top to bottom but was unable to find the gamefiles. I'm not really interested in character models, just the locations. I would like to try to assemble them in UE4 just for fun of it.
Re: Final Fantasy 7 remake
Anyone willing to share the info (PM is fine too) with the decryption key to PKG?
I'd appreciate it.
I'd appreciate it.
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- advanced
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Re: Final Fantasy 7 remake
Any kind soul willing to link me the PKG and decryption key? Want to look into model replacements to hopefully replace Tifa's model with the Dissidia NT by rigging it among some other stuff.