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Author Topic: [PS4] Final Fantasy VII Remake  (Read 32860 times)
laughingorc
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Re: [PS4] Final Fantasy VII Remake
« Reply #240 on: December 14, 2022, 00:52 »

Interesting, iv never built anything from github before. Is there a link to the original version of the tool as theres no instructions on sing the tool so i wondered if the original tool has it in its description

If you head to the 'releases' tab (https://github.com/UE4SS-RE/RE-UE4SS/releases) you can download the packages from there - scroll down on the main code page and you'll see links to some install instructions and game-specific overrides, though no full user guide. I haven't tried the tool yet but it seems promising, I'll check back in when I've given it a look.
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toonhound
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Re: [PS4] Final Fantasy VII Remake
« Reply #241 on: January 06, 2023, 08:29 »

Hi, I'd like to ask about something I am trying to understand with the Intergrade Animations using this tool.

Everything works wonderfully well including Meshes, Textures, Animations etc.. and I can import them into latest Blender without issues

However what I am trying to understand is this...
when opening a character animation from Cut folder it has an animation for the motion only (without Facial animation) and an animation for the face (with static Body only) I am trying to understand some way to combine these and export.
My ultimate goal is to have them both play together in Blender

Can someone give me some help on this or at least point me in the right direction?

EDIT: I was definitely overthinking this, actually they both import and work together in the NLA editor
Thanks anyway
« Last Edit: January 08, 2023, 22:36 by toonhound » Logged
whyfory
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Re: [PS4] Final Fantasy VII Remake
« Reply #242 on: April 30, 2023, 16:01 »

After searching for a long time, I finally found the "UEViewer" program specifically for FF7Re. Thank you very much for the developer's contribution. Now I can successfully export the game resources in it


But before that, I had been trying to debug the source code of gildor2 published on Github using Visual Studio. Whether it was the PS4 version or the PC version of FF7Re, no models could be exported, only materials could be exported.


Exporting the model of FF7Re in PS4 version will result in an error of "Memory: bad allocation" (and I am using a Pak file extracted from Fake_pkg, so it should not be an encrypted problem)


In VS, no matter how I change the value of the constant "MAX_ALLOCATION_SIZE" defined in the "Memory. cpp" file or even delete the relevant code, it still cannot be exported and is always the same error. I also try to find out where the function "appError()" was called and set breakpoints, but I cannot figure out which problem actually occurred. I have also tried various versions of UE multiple times


The only clue is that the value of the variable "argptr" defined in the function "appError()" in the "Core. cpp" file is assigned to "0x0000000000000<NULL>", indicating that the program is unable to access memory and has thrown an exception at this memory location


So I don't know if anyone can answer for me, explain the principles behind this "customized version", or provide source code for learning. This is my first exposure to this aspect. Thank you again for the contributions made by the developers Grin
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