speaker60 wrote: ↑Wed Jun 03, 2020 11:31 pm
For those who want to export umaps and recreate maps
here is how
- First having dled all paks open umodel and save packages for blueprints, environments(and the environments folder thats inside the characters folder, you can just extract the whole characters folder which will give you all the character models or just the environment folder this contains all the moving parts for maps like doors and such), levels, effects and lighting(all of these contain models related to scenery, many maps share models between them so you need to extract all)
- place the ff7 tool into UmodelSaved\End\Content\GameContents(this file path would have been created by umodel)
- run ff7 tool(double click the tool) it will extract all blueprints, environments, levels, effects and lighting assets
- You will end up with folders for materials, skeletalmesh, skeletalmesh.raw, staticmesh, staticmesh.raw and textures and blueprint.db and material.db files and some loose .ascii models
- move materials, skeletalmesh, skeletalmesh.raw, staticmesh, staticmesh.raw, textures a blueprint.db and material.db files and some loose .ascii models to the map folder you want to extract for example UmodelSaved\End\Content\GameContents\Level\Game\Field\020-TOWN8\Layout(must be 'layout' not 'layout merged')
- Drag a .umap onto the ff7 tool for example 020-TOWN8_Layout_010-OuterWall.umap(there will be many umaps with extra bits on there name like 020-TOWN8_Layout_010-OuterWall_Animation.umap and 020-TOWN8_Layout_010-OuterWall_animation.umap extract all the ones listed here;
Animation.umap(many doors and moving elements are in here)
collision.umap(only if you want to put this in a game engine where you will want collision as this is a simplified collision mesh for the level)
envplan.umap(contains the breakable crates that are ingame but good as props)
lighting.umap (these are the models for the lighting as well as the models for lit windows ect)
all of these contain models so extract them for there .ascii the rest you can ignore they dont seem extract anything there are also uexp files ignore these too)
- you will get 3 text log files like this 020-TOWN8_Layout_010-OuterWall.names.txt, 020-TOWN8_Layout_010-OuterWall.export.txt, 020-TOWN8_Layout_010-OuterWall.import.txt and .ascii files(you will get one or several of these .ascii they are generated with what seems to be a 100mb cap as there being generated if it hits this cap it splits off into another .ascii file)
- I then move the generated .ascii files into the textures folder that we got from the ff7 tool
- i also converted all dds textures in this texture folder to png as the .ascii expects png not dds(you can convert these many ways using verios tools umodel and do this too or you can use notepad++ to edit the .ascii and replace all .png references with .dds)
- Lastly use the blender addon that was linked with the game files to import the ascii, they will import sideways as there using y axis as up where as blender is z axis up by default
All maps import super huge blender has a max view clipping so you wont see the meshes at first
In blender press n to bring up the right side panel click on the view tab
at the top you will have
focal length
clip start
end
change end to something like 1000000 its 1000 by default
and change clip start to 10(this will stop meshes doing a weird zfighting thing)
blender has a minimum and maximum mesh clipping view distance built in to help with performance but you can change that with these values
you can also use number pad . it will jump the camera to a selected object(when you importa mesh everything imported is selected by default)
- Last note the ff7 tool currently dose not read anything from the effects, character and lighting folders, so the tool will not use there models when generating ascii from umap extracting this means there will still be missing things in the map for example the fountain in sector 8 its model in in effects so it wont show up when you imports the umaps ascii. For now we have to add these manually