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Author Topic: Final Fantasy VII Remake  (Read 99451 times)
spiritovod
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Re: Final Fantasy VII Remake
« Reply #255 on: May 14, 2024, 19:23 »

@skycatle: I've updated specific build, such textures should work properly now. They have some parameters, which are altered in the way the game itself never used.
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gamer19771356
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Re: Final Fantasy VII Remake
« Reply #256 on: May 15, 2024, 11:27 »

THNX
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skycatle
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Re: Final Fantasy VII Remake
« Reply #257 on: May 16, 2024, 11:09 »

Thanks to you, I solved it
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free_mason
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Re: Final Fantasy VII Remake
« Reply #258 on: May 22, 2024, 22:34 »

@spiritovod: I think the latest build broke animations. For example, when auto-finding for /End/Content/GameContents/Character/Summon/SU0000_00_Ifrit_Standard/Model/SU0000_00.uasset it prints something like this:

******** Loading object AnimSequence4'F_Tired01.F_Tired01' ********
*** AnimSequence F_Tired01 has wrong CompressedTrackOffsets size (has 0, expected 240), removing track


February 9th build works, btw:
Loading AnimSequence4 F_Tired01 from package /End/Content/GameContents/Motion/Summon/SU0000_Ifrit/Facial00/F_Tired01.uasset
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Finnomator
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Re: Final Fantasy VII Remake
« Reply #259 on: May 24, 2024, 15:03 »

@spiritovod: I've encountered the same issue as @free_mason with the latest build breaking animations. Could you kindly release the source code on GitHub? I couldn't find it anywhere, and it would be really helpful for troubleshooting this issue. A release history of older builds would also be appreciated. Thank you!
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spiritovod
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Re: Final Fantasy VII Remake
« Reply #260 on: May 26, 2024, 06:08 »

@free_mason, @Finnomator: My bad, it's now fixed in the updated build. I accidentally forgot to exclude respective check upon updating specific build to latest base version.
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SalmanS
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Re: Final Fantasy VII Remake
« Reply #261 on: July 05, 2024, 17:04 »

Hey Guys,
I'm trying to extract animations from Final Fantasy VII - Remake Intergrade using UModel. I've tried custom Build that is shared in the thread but it throws errors.

Loading AnimSequence4 N_TunnelF01_2 from package /End/Content/GameContents/Motion/Player/PC0002_Tifa/Neutral06_Tunnel/N_TunnelF01_2.uasset
WARNING: unable to load animation N_TunnelF01_2, missing Skeleton

Although it exported the meshes with no problem

Can anyone please help me ?
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spiritovod
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Re: Final Fantasy VII Remake
« Reply #262 on: July 06, 2024, 16:32 »

@SalmanS: It was already explained on previous page, but you can't export animations separately here. Also, I'd recommend to view some general umodel tutorials, for example the one from tutorials section, for better undestanding of possible ways to work with umodel.
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ilw
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Re: Final Fantasy VII Remake
« Reply #263 on: January 18, 2025, 18:31 »

 Tell me. I want to translate text files from FF7 Remake. What utilities do I need to extract pak files and edit (.uasset, .uexp) files?
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spiritovod
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Re: Final Fantasy VII Remake
« Reply #264 on: January 19, 2025, 03:06 »

@ilw: It would be better to ask such questions in some Final Fantasy modding communities, since modding is out of scope of the umodel in general.
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Skykila
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Re: Final Fantasy VII Remake
« Reply #265 on: May 03, 2026, 10:52 »

I know this might sound a bit pushy, but is it possible to update umodel_FFVII_intergrade_v7 so that it exports animations without a selected skeleton, like the newer versions and umodel_FFVII_rebirth_v4 do?
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Oscar Wilde
spiritovod
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Re: Final Fantasy VII Remake
« Reply #266 on: May 04, 2026, 00:16 »

@Skykila: I've updated specific build for Intergrade to latest base build and reworked it a bit. Now it's possible to export animations from tree view like for other games. Also native animations should be loadable as well, though I couldn't find any for tests (there were very few of them, most likely some leftovers). Though some things could be broken in the process, feel free to report possible issues.
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Skykila
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Re: Final Fantasy VII Remake
« Reply #267 on: May 04, 2026, 08:14 »

@Skykila: I've updated specific build for Intergrade to latest base build and reworked it a bit. Now it's possible to export animations from tree view like for other games. Also native animations should be loadable as well, though I couldn't find any for tests (there were very few of them, most likely some leftovers). Though some things could be broken in the process, feel free to report possible issues.

Thank you so much! I'll try it out today and let you know if I have any problems.
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I have the simplest tastes. I am always satisfied with the best.
Oscar Wilde
Skykila
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Re: Final Fantasy VII Remake
« Reply #268 on: May 04, 2026, 15:28 »

Code:
******** Loading object SkeletalMesh4'BG0032_00.BG0032_00' ********

ERROR: assertion failed: LODModels.Num() == LODInfo.Num()

USkeletalMesh4::ConvertMesh <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'BG0032_00.BG0032_00', pos=F581, ver=514/0 (unversioned), game=ue4.18 <- UObject::EndLoad <- LoadWholePackage: /End/Content/GameContents/Character/Environment/BG0032_00_01Code_Standard/Model/BG0032_00.uasset <- ExportPackages <- UIMenuItem::HandleCommand <- UIMenu::Popup <- UIBaseDialog::WndProc <- UIBaseDialog::CustomMessageLoop <- UIBaseDialog::ShowDialog: modal=1, title="Choose a package to open" <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based

Oddly enough, the error isn't related to the animation, but to the skeletal mesh.
In my opinion (although I'm not sure), it wasn't there before…


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I have the simplest tastes. I am always satisfied with the best.
Oscar Wilde
spiritovod
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Re: Final Fantasy VII Remake
« Reply #269 on: May 04, 2026, 18:04 »

@Skykila: Thanks, it should be fixed now in the updated build. Skeletal meshes and textures are loaded differently as well, because some old workarounds were removed and replaced with more generic parsing, which may cause such issues. I don't test everything for such large games, usually it's randomly selected 50-100 assets of the same type.
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