Ramblings

Introspective narcissism since the 2000s.

User Tools

Site Tools


unreal_engine_extraction

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
unreal_engine_extraction [2026/04/15 14:35] – ultracomfyunreal_engine_extraction [2026/10/15 12:55] (current) – external edit 127.0.0.1
Line 11: Line 11:
 ====== What You Need ====== ====== What You Need ======
 You are lucky! For the longest time, extracting assets from Unreal games was the biggest pain in the ass you could imagine. In fact, I collected an ungodly list of tools for entering Unreal games, but you only need two:  You are lucky! For the longest time, extracting assets from Unreal games was the biggest pain in the ass you could imagine. In fact, I collected an ungodly list of tools for entering Unreal games, but you only need two: 
-  - [[Tools#FModel|FModel]] [[https://github.com/4sval/FModel|Download from GitHub]] +  - [[Tools#FModel|FModel]] | [[https://github.com/4sval/FModel|Download from GitHub]] 
-  - [[Tools#jmap|jmap]] [[https://github.com/trumank/jmap|Download from GitHub]] (You will probably be interested in the ''jmap_dumper-x86_64-pc-windows-msvc.zip'' file.)+  - [[Tools#jmap|jmap]] | [[https://github.com/trumank/jmap|Download from GitHub]] (You will probably be interested in the ''jmap_dumper-x86_64-pc-windows-msvc.zip'' file.)
  
 Fmodel is quite amazing - for beginners, It does the job of dealing with ''.pak'' and ''.utoc'' archives. Back in the days, you had to do this with a funny script that you downloaded from a funny website, which then revealed .uasset files which you had to load into a different program that then let you extract files from there. Back then you needed QuickBMS, and then you needed UModel, and then you needed a way to figure out WWise. Fmodel does all of this for you! Fmodel is quite amazing - for beginners, It does the job of dealing with ''.pak'' and ''.utoc'' archives. Back in the days, you had to do this with a funny script that you downloaded from a funny website, which then revealed .uasset files which you had to load into a different program that then let you extract files from there. Back then you needed QuickBMS, and then you needed UModel, and then you needed a way to figure out WWise. Fmodel does all of this for you!
Line 24: Line 24:
 If it does not, click the <wrap em>Directory button</wrap> at the top of the application and then select <wrap em>Selector</wrap>. If it does not, click the <wrap em>Directory button</wrap> at the top of the application and then select <wrap em>Selector</wrap>.
  
-This is the Directory Selector screen of FModel. The first thing you need to <wrap em>set up with FModel is the directory that contains the game's ''.pak'' and/or ''.utoc'' files</wrap>. You can do this either by dragging and dropping that folder into the FModel modal, or you can type out the path to the folder in the "Directory" field. If you drag & drop, the application will continue immediately. If you select a file path manually you will also have to set the "<wrap em>Detected Game</wrap>" and the UE Versions fields. Detected Game is a drop down list which will probably give you the option between ''Fortnite'', ''Valorant'' and ''Paks''. Paks in this context means that you are purely pointing it to Pak files without any additional context. If you select Fortnite or Valorant, it will treat and read from your files like it is Fortnite or Valorant, which is not what you want unless your game is either Fortnite or Valorant. If it is not, <wrap em>select Paks</wrap> and move on to <wrap em>select the version of Unreal</wrap> in which the game runs. If you need help determining the version of Unreal that your game runs on, I provide extra help further below. +This is the Directory Selector screen of FModel. The first thing you need to <wrap em>set up with FModel is the directory that contains the game's ''.pak'' and/or ''.utoc'' files</wrap>. You can do this either by dragging and dropping that folder into the FModel modal, or you can type out the path to the folder in the "Directory" field. If you drag & drop, the application will continue immediately. If you select a file path manually you will also have to set the "<wrap em>Detected Game</wrap>" and the UE Versions fields. Detected Game is a drop down list which will probably give you the option between ''Fortnite'', ''Valorant'' and ''Paks''. Paks in this context means that you are purely pointing it to Pak files without any additional context. If you select Fortnite or Valorant, it will treat and read from your files like it is Fortnite or Valorant, which is not what you want unless your game is either Fortnite or Valorant. If it is not, <wrap em>select Paks</wrap> and move on to <wrap em>select the version of Unreal</wrap> in which the game runs. If you need help determining the version of Unreal that your game runs on, I provide extra help below.
- +
-Once you are set, hit OK. The program might ask you to reload. Let it do that. After the program restarts, you should open the Settings menu from the main ribbon. A screen that looks something like this should open: +
-{{ ::fmodel_settings.png?nolink&1000 }} +
-Ignore the exact settings shown in the screenshot. This is to be used for orientation so that you know where to look at. For now, you should focus only on the strictly necessary settings. The strictly necessary settings here are marked with a star. You are already familiar with some of them: +
-  * <wrap em>Output Directory</wrap> is the folder to which Fmodel will extract when you extract files. This can be anything, select something convenient. +
-  * <wrap em>Archive Directory</wrap> is the folder containing the game files. You set this up in the Director Selector and it should show the file path here. +
-  * <wrap em>UE Version</wrap> is the version of Unreal Engine that was used during development of the game. See below for help on determining this. +
-  * <wrap em>Texture Platform</wrap> is a setting that determines how the game's textures will be read. Unreal Engine saves them differently based on platform, if you are extracting from the files of a Desktop game then you will want to select ''Desktop/Mobile''. +
- +
-Lastly, you should also <wrap em>toggle on "Convert Audio during Export (.wav)"</wrap> further down on the settings page. That way you will not have to deal with Wwise or other middleware dramas.+
  
 <WRAP box> <WRAP box>
Line 45: Line 35:
  ++++  ++++
 </WRAP> </WRAP>
 +
 +
 +Once you are set, hit OK. The program might ask you to reload. Let it do that. After the program restarts, you should open the Settings menu from the main ribbon. A screen that looks something like this should open:
 +{{ ::fmodel_settings.png?nolink&1000 }}
 +Ignore the exact settings shown in the screenshot. This is to be used for orientation so that you know where to look at. For now, you should focus only on the strictly necessary settings. The strictly necessary settings here are marked with a star. You are already familiar with some of them:
 +  * <wrap em>Output Directory</wrap> is the folder to which Fmodel will extract when you extract files. This can be anything, select something convenient.
 +  * <wrap em>Archive Directory</wrap> is the folder containing the game files. You set this up in the Director Selector and it should show the file path here.
 +  * <wrap em>UE Version</wrap> is the version of Unreal Engine that was used during development of the game. See above for help on determining this.
 +  * <wrap em>Texture Platform</wrap> is a setting that determines how the game's textures will be read. Unreal Engine saves them differently based on platform, if you are extracting from the files of a Desktop game then you will want to select ''Desktop/Mobile''.
 +
 +Lastly, you should also <wrap em>toggle on "Convert Audio during Export (.wav)"</wrap> further down on the settings page. That way you will not have to deal with Wwise or other middleware dramas.
  
 ====== Step 2 - Loading In ====== ====== Step 2 - Loading In ======
Line 63: Line 64:
  
 ===== Step 3.A Finding Keys Online ===== ===== Step 3.A Finding Keys Online =====
-Luckily, this key is always the same and once one user finds a key, they can share that key with everyone else so that you don't have to find it. <wrap em>CS.RIN.RU has [[https://cs.rin.ru/forum/viewtopic.php?t=100672|a thread]] where AES keys for some of the more popular games are listed</wrap>. You should click the link and potentially bookmark or note it down somewhere so you can find it again in the future. You might also be forced to create an account to actually be able to see the keys. If your game appears in the list, copy out the key.+Luckily, AES keys are the same for every user, and once one user finds a key, they can share that key with everyone else so that you don't have to find it. <wrap em>CS.RIN.RU has [[https://cs.rin.ru/forum/viewtopic.php?t=100672|a thread]] where AES keys for some of the more popular games are listed</wrap>. You should click the link and potentially bookmark or note it down somewhere so you can find it again in the future. You might also be forced to create an account to actually be able to see the keys. If your game appears in the list, copy out the key. 
 + 
 +Alternatively, it is well possible that someone else on the internet found the key and posted it outside the cs.rin.ru thread. Google is your friend.
  
 ===== Step 3.B Finding the Key Yourself ===== ===== Step 3.B Finding the Key Yourself =====
Line 69: Line 72:
  
 ====== Step 4 (Required for Unreal Engine 5 Games) .usmap and jmap ====== ====== Step 4 (Required for Unreal Engine 5 Games) .usmap and jmap ======
-This is a good start and will often already get you pretty far into the game's assets. Thanks to FModel, you don't even have to worry about WWise or other audio handlers, as FModel lets you play ''.wem'' and ''.bank'' files right inside the application and allows you to export them to ''.wav'' so that you don't even have to ever touch any WWise related stuff.+What I have covered so far is, I think, a good start and will often already get you pretty far into the game's assets. Thanks to FModel, you don't even have to worry about WWise or other audio handlers, as FModel lets you play ''.wem'' and ''.bank'' files right inside the application and allows you to export them to ''.wav'' so that you don't even have to ever touch any WWise related stuff.
  
 However, in many cases you will be wanting to look into ''.uasset'' files, in which case the program will throw an error in the console below. It will mention "Unversioned Properties" or "Missing Mappings". These errors are related to how Unreal Indexes its files and is a bit involved to explain. In short, FModel needs a file that maps assets stored in files to.. something? I'm not 100% sure myself, but the importantly what you need now is a ''.usmap'' file. To do that you will need to use jmap. However, in many cases you will be wanting to look into ''.uasset'' files, in which case the program will throw an error in the console below. It will mention "Unversioned Properties" or "Missing Mappings". These errors are related to how Unreal Indexes its files and is a bit involved to explain. In short, FModel needs a file that maps assets stored in files to.. something? I'm not 100% sure myself, but the importantly what you need now is a ''.usmap'' file. To do that you will need to use jmap.
Line 76: Line 79:
 After downloading jmap you should have a file called ''jmap_dumper.exe''. This is a command line program that lets you generate a ''.usmap'' file for your game. To do that, you will need to <wrap em>open powershell and navigate to the folder that ''jmap_dumper.exe'' is in</wrap>. After downloading jmap you should have a file called ''jmap_dumper.exe''. This is a command line program that lets you generate a ''.usmap'' file for your game. To do that, you will need to <wrap em>open powershell and navigate to the folder that ''jmap_dumper.exe'' is in</wrap>.
 {{ ::opening_ps.png?nolink&1000 |}} {{ ::opening_ps.png?nolink&1000 |}}
-<WRAP centeralign>Note that the folder is probably different for you. My jmap dumper is in ''D:\Programs\Extraction\Unreal Engine\jmap'' but it can be anywhere for you.\\+<WRAP centeralign>Note that the folder depends on where you downloaded/stored jmap to. I put my jmap dumper in ''D:\Programs\Extraction\Unreal Engine\jmap'', but you are free to put it anywhere, you just need to be able to find it and its directory path again.\\
 <wrap hi>On Windows 11 you should be able to right-click into the window where jmap is in, and then select "Open in Terminal".</wrap>\\ <wrap hi>On Windows 11 you should be able to right-click into the window where jmap is in, and then select "Open in Terminal".</wrap>\\
 However, depending on your settings it might open Command Prompt instead. jmap **requires** powershell.</WRAP> However, depending on your settings it might open Command Prompt instead. jmap **requires** powershell.</WRAP>
Line 101: Line 104:
 </WRAP> </WRAP>
 ===== Step 4.2 ===== ===== Step 4.2 =====
-This mappings file can now be used in FModel. Open the <wrap em>Settings</wrap> in FModel and toggle the <wrap em>switch "Local Mappings File (Drag & Drop" to on</wrap>. You can drag and drop your ''output.usmap'' file directly into the settings window, or you use the //Mapping File Path// option below the toggle to specify the directory. Click <wrap em>OK</wrap> and FModel will probably want to restart. Let it do that, and now when you <wrap em>load in</wrap> the game files (ie. [[Unreal Engine Extraction#Step 2|Step 2]]), it will do that using the mappings file you provided. From here you can now freely explore the game's archive and extract at your leisure. Feel free to click at every type of file and see what it does. To extract, right click and select what you need (for Audio, for example, you would want "Save Audio").+This mappings file can now be used in FModel. Open the <wrap em>Settings</wrap> in FModel and toggle the <wrap em>switch "Local Mappings File (Drag & Drop)" to on</wrap>. You can drag and drop your ''output.usmap'' file directly into the settings window, or you use the //Mapping File Path// option below the toggle to specify the directory. Click <wrap em>OK</wrap> and FModel will probably want to restart. Let it do that, and now when you <wrap em>load in</wrap> the game files (ie. [[Unreal Engine Extraction#Step 2|Step 2]]), it will do that using the mappings file you provided. From here you can now freely explore the game's archive and extract at your leisure. Feel free to click at every type of file and see what it does. To extract, right click and select what you need (for Audio, for example, you would want "Save Audio").
  
 ====== Profit! ====== ====== Profit! ======
-That is all. With this knowledge you should now be able to work with Unreal Engine games and extract assets from them. Note that you will need additional software to work with more involved file types, like those used for 3D assets/meshes and others. I am not touching on them, though, as these are standardized pieces of software like [[Blender]] that, if your goal is to work with 3D assets, you probably already know how to work with.+That is all. With this knowledge you should now be able to work with Unreal Engine games and extract assets from them. Note that you will need additional software to work with more involved file types, like those used for 3D assets/meshes and others. I am not touching on them, though, as there are standardized pieces of software like [[Blender]] that, if your goal is to work with 3D assets, you probably already know how to work with (that is to say, I don't, and I don't personally care about 3D assets, I'm just here for the music and sounds).
  
 <wrap hi>To use FModel, you will now be primarily interested on the right side of your screen that acts as an explorer for the game's files. Use it to navigate through the folder structure, double click to open files and right click to see options for extracting the selected files. After opening a file it will often show a preview - use the left button on the bottom right to get back to the file/folder view.</wrap> <wrap hi>To use FModel, you will now be primarily interested on the right side of your screen that acts as an explorer for the game's files. Use it to navigate through the folder structure, double click to open files and right click to see options for extracting the selected files. After opening a file it will often show a preview - use the left button on the bottom right to get back to the file/folder view.</wrap>
unreal_engine_extraction.1776263750.txt.gz · Last modified: by ultracomfy

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki