If you mean the game files read my guide gives you an idea where to get them the link is in this thread too
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Final Fantasy 7 remake
Re: Final Fantasy 7 remake
Sorry guys but i cannot see any lights or lamps, there is something that i missed? i think i have extracted everything properly.
https://imgur.com/a/FDNPVAr
-
- beginner
- Posts: 32
- Joined: Sat Jun 17, 2017 5:41 pm
- Has thanked: 1 time
- Been thanked: 12 times
Re: Final Fantasy 7 remake
It will only import the models for the lights not the actual lights as in emitting light you have to set that up your self along with making various materials emissivegrimino wrote: ↑Mon Jun 08, 2020 9:36 amSorry guys but i cannot see any lights or lamps, there is something that i missed? i think i have extracted everything properly.
https://imgur.com/a/FDNPVAr
-
- ultra-n00b
- Posts: 5
- Joined: Mon Nov 11, 2013 5:17 pm
- Has thanked: 2 times
- Been thanked: 1 time
Re: Final Fantasy 7 remake
Out of curiosity, I wasn't able to extract audio files with UModel, or am I missing something? I just counted my pak files and it's 115gb... I'm pretty sure I have everything.. h mm
-
- ultra-n00b
- Posts: 5
- Joined: Mon Nov 11, 2013 5:17 pm
- Has thanked: 2 times
- Been thanked: 1 time
Re: Final Fantasy 7 remake
This method worked. Thank you!
-
- n00b
- Posts: 17
- Joined: Fri May 22, 2020 3:33 pm
- Has thanked: 2 times
- Been thanked: 1 time
Re: Final Fantasy 7 remake
There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx
-
- ultra-n00b
- Posts: 9
- Joined: Fri Dec 08, 2017 12:06 pm
- Has thanked: 26 times
- Been thanked: 1 time
Re: Final Fantasy 7 remake
Hi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!linsaberlove wrote: ↑Fri Jul 03, 2020 4:12 am There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
-
- ultra-n00b
- Posts: 1
- Joined: Fri Jul 10, 2020 6:39 pm
Re: Final Fantasy 7 remake
someone could extract from the game the scene the promise of cloud and young girl tifa for a diorama in 3d printer,thankn youu
-
- n00b
- Posts: 17
- Joined: Fri May 22, 2020 3:33 pm
- Has thanked: 2 times
- Been thanked: 1 time
Re: Final Fantasy 7 remake
BIG THANKS! There is alpha issue in hair and normal tangent also has weird effect, any idea ?Nihyaku wrote: ↑Sat Jul 04, 2020 9:38 pmHi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!linsaberlove wrote: ↑Fri Jul 03, 2020 4:12 am There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
You do not have the required permissions to view the files attached to this post.
- lionheartuk
- double-veteran
- Posts: 749
- Joined: Tue May 16, 2006 10:55 pm
- Location: Everywhere
- Has thanked: 34 times
- Been thanked: 42 times
Re: Final Fantasy 7 remake
NB is Normal Bent , its a Bent Normal Map, its a special type of normal map, if you're using Blender theres probably a plug for it, in other 3D software I don't know, I've only ever used it inside of unreal, and I'd imagine unity has it too.Nihyaku wrote: ↑Sat Jul 04, 2020 9:38 pmHi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!linsaberlove wrote: ↑Fri Jul 03, 2020 4:12 am There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
-
- n00b
- Posts: 17
- Joined: Fri May 22, 2020 3:33 pm
- Has thanked: 2 times
- Been thanked: 1 time
Re: Final Fantasy 7 remake
I'll do some google , do you know the alpha issue and normal map effect I just mentioned above ?lionheartuk wrote: ↑Sat Jul 11, 2020 12:29 pmNB is Normal Bent , its a Bent Normal Map, its a special type of normal map, if you're using Blender theres probably a plug for it, in other 3D software I don't know, I've only ever used it inside of unreal, and I'd imagine unity has it too.Nihyaku wrote: ↑Sat Jul 04, 2020 9:38 pmHi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!linsaberlove wrote: ↑Fri Jul 03, 2020 4:12 am There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
-
- double-veteran
- Posts: 723
- Joined: Mon Jul 13, 2009 6:16 pm
- Has thanked: 72 times
- Been thanked: 138 times
Re: Final Fantasy 7 remake
Basically a flowmap or tangent shift map for anisotropic reflections.lionheartuk wrote: ↑Sat Jul 11, 2020 12:29 pmNB is Normal Bent , its a Bent Normal Map, its a special type of normal map, if you're using Blender theres probably a plug for it, in other 3D software I don't know, I've only ever used it inside of unreal, and I'd imagine unity has it too.Nihyaku wrote: ↑Sat Jul 04, 2020 9:38 pmHi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!linsaberlove wrote: ↑Fri Jul 03, 2020 4:12 am There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
-
- n00b
- Posts: 17
- Joined: Fri May 22, 2020 3:33 pm
- Has thanked: 2 times
- Been thanked: 1 time
Re: Final Fantasy 7 remake
Some people just link the map to the tangent node in principle BSDF in blender, but I can't see the difference in render results..Not sure if it is the right way.Darko wrote: ↑Sun Jul 12, 2020 7:44 amBasically a flowmap or tangent shift map for anisotropic reflections.lionheartuk wrote: ↑Sat Jul 11, 2020 12:29 pmNB is Normal Bent , its a Bent Normal Map, its a special type of normal map, if you're using Blender theres probably a plug for it, in other 3D software I don't know, I've only ever used it inside of unreal, and I'd imagine unity has it too.Nihyaku wrote: ↑Sat Jul 04, 2020 9:38 pm
Hi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)