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Final Fantasy Dissidia NT PS4 tools

Post questions about game models here, or help out others!
pgw00k
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Re: Final Fantasy Dissidia NT PS4 tools

Post by pgw00k »

mono24 wrote: Thu Oct 24, 2019 6:11 am Looks like lots of people tried that in the past yet no one seemed to made it through the whole process in decrypting anything, how'd you do it?
Darkhowlings wrote: Thu Oct 24, 2019 4:43 pm I wonder the same, specially because that tool of Zentax works in a very weird way.
Beside being outdated for the 6 months last update.
Later comes the fact that IF the model are the same format of the ps4.

But, if you're willing to try, give a shot.
yep,i make a tool for this,on ZenHax moiennepe just share how to do,and he make a ktcry.dll for games,his program is not a common tool,now i make a tool for this,unfortunately,it just run on some files,i don't know why,just like *.mot_10.gapk most is ok,and *_mot_00.gapk is not.

i share here for someone who need it,i think it is not compelete.

1.find your dafb4dd62a79856ae4a02584d9f642a10208bcc3d3de61210a73a75bfb218bc0 and rename to idxzm.
2.then move idxzm to DFFNT.exe directory.
3.just drag files your want to decrypt to .exe icon.
4.try it just like c7e41720356c02eebb4353078b956c2135a55a4ff68aaa0e172efd3c6264ef1c is OK.

and mono24,could you share more files with readable motion names like you share before?
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mono24
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Re: Final Fantasy Dissidia NT PS4 tools

Post by mono24 »

pgw00k wrote: Fri Oct 25, 2019 10:04 ami share here for someone who need it,i think it is not compelete.

1.find your dafb4dd62a79856ae4a02584d9f642a10208bcc3d3de61210a73a75bfb218bc0 and rename to idxzm.
2.then move idxzm to DFFNT.exe directory.
3.just drag files your want to decrypt to .exe icon.
4.try it just like c7e41720356c02eebb4353078b956c2135a55a4ff68aaa0e172efd3c6264ef1c is OK.
I guess it doesn't work for me, like, at all, unless they changed how decryption works, then this becomes obsolete, I'm no expert so I wouldn't know for sure.
pgw00k wrote: Fri Oct 25, 2019 10:04 amand mono24,could you share more files with readable motion names like you share before?
Since you said you tested on your PS4 files, then that's where that sample is from, the PS4 version of the game.
zgmfx14a
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Re: Final Fantasy Dissidia NT PS4 tools

Post by zgmfx14a »

How can I use this tool to extract nioh models?
mono24
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Re: Final Fantasy Dissidia NT PS4 tools

Post by mono24 »

zgmfx14a wrote: Tue Dec 17, 2019 4:53 am How can I use this tool to extract nioh models?
To convert the models, yes, to extract you need semory's tool, if I remember correctly.
Also the Nioh game doesn't extract properly, there will be lots of files missing, I doubt they will ever be supported fully, at least a proper extraction of the whole game.
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Re: Final Fantasy Dissidia NT PS4 tools

Post by chrrox »

You can dump dissidia models from ram they store the whole archive in memory when loaded.
zgmfx14a
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Re: Final Fantasy Dissidia NT PS4 tools

Post by zgmfx14a »

mono24 wrote: Tue Dec 17, 2019 6:34 pm
zgmfx14a wrote: Tue Dec 17, 2019 4:53 am How can I use this tool to extract nioh models?
To convert the models, yes, to extract you need semory's tool, if I remember correctly.
Also the Nioh game doesn't extract properly, there will be lots of files missing, I doubt they will ever be supported fully, at least a proper extraction of the whole game.
Can you tell me how to do it? And do you know the Digimon Story Cyber Sleuth Hacker's Memory files. How can I unpack them? Can you tell me?
Enkidu115
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Re: Final Fantasy Dissidia NT PS4 tools

Post by Enkidu115 »

Hello, this is a little late. but i've been using this tool the past 2 days trying to rip the models of dragon quest heroes 2, it works, materials, skeleton, models it all works but i 've came across an issue with models(characters) with different separate meshes like hair, capes and the drivers that come with them, when i apply the skin weights with of the drivers to the mesh (hair in this example) it comes with less than desirable results, know the drivers are bones inherently but are exported that way, but what i've seen with dissidia, it normally works. i was wondering if anyone had any leads on that i can do?
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Re: Final Fantasy Dissidia NT PS4 tools

Post by Petrgold »

Hello Daemon,

Are you planning to do animations ? Also new DOA6 models don't work, can you add them pls
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Re: Final Fantasy Dissidia NT PS4 tools

Post by mono24 »

Petrgold wrote: Thu Feb 27, 2020 11:49 am Hello Daemon,

Are you planning to do animations ? Also new DOA6 models don't work, can you add them pls
viewtopic.php?f=16&t=21666
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Re: Final Fantasy Dissidia NT PS4 tools

Post by speaker60 »

Are maps extractable so far iv not seen any maps extracted and converted for Dissidia NT
Either that no one has been interested enough to do them or there not doable so i d like to know if anyone knows or anyone who can check

Iv not found/obtained the game files yet so before i tried to find them i though id check i can even do what i want with them

Im only interested in the midgar map and nothing else, i have a hobby project to rebuild a fully explorable midgar city
I already have all the maps from the remake i just wanted to take a closer look at the map from nt as i think it has models for whats missing in the remake. Ill be making alot of new models ect i just wanted to try and get what i could to help my self out

I get know one can tell me where to get the files im not asking that, just want to know if i can i get the the midgar map if i had the files
If its yes then ill spend however long trying to find the files if i know its worth it
If anyone wants to pm me about the files you would be a god send but yer just the answer can maps be extracted with this?
daemon1
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Re: Final Fantasy Dissidia NT PS4 tools

Post by daemon1 »

Nioh2 support.

This latest version must support all other previously supported games, but just in case something gets broken, i'm leaving old ffsnt.exe in the thread. Usage is the same, but now it can be run in a batch to convert all parts in all folders at once:
for /r %a in (*.g1m) do nioh2.exe "%a" 01.g1m
This will take 01.g1m from every corresponding folder as a skeleton, and convert all models in all subfolders.

Image

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Petrgold
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Re: Final Fantasy Dissidia NT PS4 tools

Post by Petrgold »

Animations are planned ?
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Re: Final Fantasy Dissidia NT PS4 tools

Post by daemon1 »

Petrgold wrote: Wed Jun 17, 2020 10:49 am Animations are planned ?
no
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Re: Final Fantasy Dissidia NT PS4 tools

Post by Petrgold »

I found a rigging problem on that file, the part behind doesn't move correctly

Image

The part behind her head is rigged to the wrong bone. The file is CA_MARIA.
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Re: Final Fantasy Dissidia NT PS4 tools

Post by daemon1 »

Petrgold wrote: Fri Jun 19, 2020 2:06 pm I found a rigging problem
Its not a rigging problem. As said on the 1st page:
Skeletons for physic meshes are very simple, but they are located in separate file from the main skeleton. This is why you can only see them if you use main file as source for skeleton.
Merging these physics skeletons to main skeleton is not supported and will NOT be supported.
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