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Author Topic: [PS4] Final Fantasy VII Remake  (Read 25344 times)
Stallone
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Re: [PS4] Final Fantasy VII Remake
« Reply #105 on: May 24, 2021, 03:37 »

Hello all! Maybe a stupid question, but did someone manage to extract sounds? umodel gives 0/0 export, I'm trying to get french voices.

Also, I am asking in case someone has those (I'm a noob and it could take days) does someone have the bomb timer/countdown background? And I would like the fonts (in ttf ideally)

Thanks for your help
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spiritovod
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Re: [PS4] Final Fantasy VII Remake
« Reply #106 on: May 24, 2021, 15:46 »

@Stallone: It's not hard to read the topic first, it's only 7 pages long. The solution was already linked previously in this post. In short, you have to extract sound assets from the game with quickbms or anything (I'm not sure but if they're uassets, then umodel can also do that via "save packages" option in context menu) and then use SQEXtract on them to get something useful.
Those assets contains SAB audio, so you may also take a look at SABReplace and vgmstream as general sound tool.
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Stallone
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Re: [PS4] Final Fantasy VII Remake
« Reply #107 on: May 24, 2021, 16:44 »

Hi, thanks for your reply.

For the record, I did read everything, and I already got the SQEXtract software. I have all the uassets for the audio ready, but like I said I can"t get to the SQEXtract step because the uassets won't extract in umodel, which gives 0/0 export in 0.1s like it's not reading the files. Before you ask, yes I chose 4.18 unreal according to Gildor's chart for FF7R, and sound is checked when opening umodel. That is why I'm asking if someone managed to extract sounds.

Regarding the bomb timer background texture and fonts, I didn't see those requests, and I was only asking in the case someone had those ready in a practical way, because I wouldn't know where to look for those in 80 gb of data. Like I said I'm fairly noob but I am willing to learn.
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spiritovod
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Re: [PS4] Final Fantasy VII Remake
« Reply #108 on: May 24, 2021, 16:58 »

@Stallone: It seems that you're trying to "export" assets (with converting), while you need to extract them "as is" via "save packages".
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spiritovod
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Re: [PS4] Final Fantasy VII Remake
« Reply #109 on: June 11, 2021, 03:55 »

Here is specific umodel build with skeletal meshes support (link, updated) - no special override is required, simply choose proper engine version (4.18). Created for no particular reason, more for research purposes, since animations are not supported anyway and there is Noesis with proper support for the game.


* Clipboard10.jpg (116.52 KB, 2555x1239 - viewed 471 times.)
« Last Edit: August 27, 2021, 03:00 by spiritovod » Logged
jericho777
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Re: [PS4] Final Fantasy VII Remake
« Reply #110 on: June 11, 2021, 18:08 »

damn great job sir.. your awesome!!
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GDL
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Re: [PS4] Final Fantasy VII Remake
« Reply #111 on: June 14, 2021, 20:35 »

Here is specific umodel build with skeletal meshes support (link) - no special override is required, simply choose proper engine version (4.18). Created for no particular reason, more for research purposes, since animations are not supported anyway and there is Noesis with proper support for the game.

Great job! it seems to work for most models, I'm getting some weird errors with some specific models tho, like Scarlet:

Code:
******** Loading object SkeletalMesh4'NP0032_00.NP0032_00' ********
*** ERROR: RawArray item size mismatch: expected -16777216, serialized 4

SerializeBulkArray <- FSkeletalMeshVertexColorBuffer4<< <- FStaticLODModel4<< <- TArray::Serialize: 0/1 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'NP0032_00.NP0032_00', pos=4DA3B8, ver=514/0 (unversioned), game=ue4.18 <- UObject::EndLoad <- LoadWholePackage: /End/Content/GameContents/Character/NonPlayer/NP0032_00_Scarlet_Standard/Model/NP0032_00.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1544 based

Not sure what to make of it
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spiritovod
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Re: [PS4] Final Fantasy VII Remake
« Reply #112 on: June 14, 2021, 22:07 »

@GDL: I don't have much samples and they all worked fine. If there are multiple meshes with this or other errors, provide a few of them (here or via PM), so I could take a look. If it's only a single non-working mesh, not sure it's worth to bother with.  

Update: Thanks for samples. I've updated specific build, now it should handle this kind of meshes as well.
« Last Edit: June 15, 2021, 02:36 by spiritovod » Logged
94math
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Re: [PS4] Final Fantasy VII Remake
« Reply #113 on: July 21, 2021, 21:56 »

Hello, thanks everyone for the tools and the tutorials on how to use them.

I would like to know, is there any way to extract the special fx for example Cloud's cross-slash or Berret's big shot? And then open them in blender.

Actually this is a question i have for modding in general, are these effects (beams and the like) really extractable in any game? I would love to have like a dbz Kakarot kamehameha or any FF7R one really. Thank you!
« Last Edit: July 21, 2021, 21:59 by 94math » Logged
Sreliata
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Re: [PS4] Final Fantasy VII Remake
« Reply #114 on: December 16, 2021, 22:18 »

Hello guys.

As you know, Final Fantasy VII Remake - Intergrade has released for PC today. While getting the UEkey wasn't impossible, it seems there is currently no working unmodel version to extract the files with.

I've attached a character with the new file format here, on my google drive: Click Me!

Can you please look at it and possibly update unmodel to support the new formats? That would be absolutely fantastic ._.

Thank you so, so very much for your help in advance.
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Fewtch
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Re: [PS4] Final Fantasy VII Remake
« Reply #115 on: December 16, 2021, 22:34 »

Can you please provide the AES key so I can help with this research?
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Sreliata
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Re: [PS4] Final Fantasy VII Remake
« Reply #116 on: December 16, 2021, 22:38 »

Can you please provide the AES key so I can help with this research?

Why yes.
Here you go:

0x23989837645C9D28BA58072B2076E895B853A7C9E1C5591B814C4FD2A2D7B782

Sadly, the key alone won't do much as long as exports aren't possible. I hope someone (you?) will be able to crack this dilemma.
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Fewtch
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Re: [PS4] Final Fantasy VII Remake
« Reply #117 on: December 16, 2021, 23:19 »

I've got a couple ideas since this isn't my first rodeo with UE. It may need a custom Umodel solution, hopefully the community comes together on this.
« Last Edit: December 16, 2021, 23:22 by Fewtch » Logged
Sreliata
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Re: [PS4] Final Fantasy VII Remake
« Reply #118 on: December 16, 2021, 23:37 »

I've got a couple ideas since this isn't my first rodeo with UE. It may need a custom Umodel solution, hopefully the community comes together on this.

If one of your ideas is working, please let me know ._.
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Guilty
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Re: [PS4] Final Fantasy VII Remake
« Reply #119 on: December 17, 2021, 04:50 »

I've got a couple ideas since this isn't my first rodeo with UE. It may need a custom Umodel solution, hopefully the community comes together on this.

Looking forward to seeing what happens. This is still 4.18, right? I gave it a go and ran Umodel with everything still Auto. At an export, it said the package is "unversioned." Is that normal or abnormal?

Dug through here and Xentax recently to get the character models to display in Noesis. A lot of good info here, so thanks everyone for your efforts. The "instructions" I found here and there regarding viewing the environments, in either Noesis or Blender, were a little convoluted, though. (Do I need to extract Blueprint? What if the UE tool doesn't do anything when I drag it to the FF7R tool? What folders go where? etc.) Would anyone have the time breaking that down for me, in an ELI5 fashion? LOL
« Last Edit: December 17, 2021, 04:57 by Guilty » Logged
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