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UABE - Asset Bundle Extractor

Is the MIPmap issue what makes things turn white when swapping their textures with UBAE?
It just causes more aliasing on textures and flickering of details when moving around. Mipmapping just stores several downscaled variants of the texture that simply don't longer contain these details.

Some textures have their alpha value set to 0 and some image tools either display it as a white image or discard all non-white pixels but keep the transparency. I don't know of any issues in UABE causing such behaviour.

 
It just causes more aliasing on textures and flickering of details when moving around. Mipmapping just stores several downscaled variants of the texture that simply don't longer contain these details.
Some textures have their alpha value set to 0 and some image tools either display it as a white image or discard all non-white pixels but keep the transparency. I don't know of any issues in UABE causing such behaviour.
I'm not sure if it has to do with UABE or not. Basically, I opened the resources.assets file in the game's data folder and exported the burnt zombie's textures in .tga, then I opened the file with Photoshop and scribbled a couple of lines with the brush tool to test if the changes show up in the game.

After saving the file, I selected the texture in UABE and imported the .tga file raw; basically swapping the textures. I then made a mod installer and ran it; everything worked as intended, but when I got in the game and spawned a burnt zombie it looked white.

And now for some odd reason the game just crashes after doing it again. I honestly don't know what I'm doing wrong.

 
There's a game that contains approximately 600 assetbundle files which must all be decompressed before opening, which is quite a bit to decompress one by one. I looked in the Usage.txt to see the method for batch extracting, but is there a way to batch decompress the compressed assetbundle files?

 
I'm not sure if it has to do with UABE or not. Basically, I opened the resources.assets file in the game's data folder and exported the burnt zombie's textures in .tga, then I opened the file with Photoshop and scribbled a couple of lines with the brush tool to test if the changes show up in the game.
After saving the file, I selected the texture in UABE and imported the .tga file raw; basically swapping the textures. I then made a mod installer and ran it; everything worked as intended, but when I got in the game and spawned a burnt zombie it looked white.

And now for some odd reason the game just crashes after doing it again. I honestly don't know what I'm doing wrong.
The .tga has to be imported through the texture plugin (Plugins -> Edit). .tga is not the file format Unity uses, the plugin only converts it to/from .tga and decompresses/compresses the texture, which usually is DXT1 or DXT5 on PC.

 
The .tga has to be imported through the texture plugin (Plugins -> Edit). .tga is not the file format Unity uses, the plugin only converts it to/from .tga and decompresses/compresses the texture, which usually is DXT1 or DXT5 on PC.
Holy damn, it worked!! That's what was going on. I knew it had to be something stupid...

Thanks buddy, texture mods here I come :D

 
Error crash version 2.1d when extract Texture2D asset

Hello,

I'm Hieu.

I gave error crash program when i try extract Texture2D from file sharedassets1.assets (Link file location: https://drive.google.com/open?id=0BytDNugGrh9iaTlsM3lzejJlVFE)

Environment

+ Windows 8 32 bit

+ Unity Assets Bundle Extractor version 2.1d

+ New type package with 5.6.0f3

Steps:

1. Open file asset sharedassets1.assets (Link file location: https://drive.google.com/open?id=0BytDNugGrh9iaTlsM3lzejJlVFE)

2. Select all type Texture2D

3. Chosen Plugin button > Choice to .PNG then press OK to extract resource

4. Crash program

Please help for fix this error

Thanks.

 
Hi! DerPopo!

Hi! Big thanks for your tool!

Try it, to extract the data I needed (terrain & animation)

But I found you annoying bugs... :(

- No ability to copy (or save to file), the contents of the View Data (Asset Data)...

- Export Dump does not work correctly! Sohrae NOT the complete data. Save file and no reference to the texture.

I beg you, fix this if you will not be difficult.

And one more request - is it possible your utility, in the language of C#?!

This is very important! Maybe then, I can Supplement it ( extract animations, terrain, structures, prefab and scene).



 
Last edited by a moderator:
There's a game that contains approximately 600 assetbundle files which must all be decompressed before opening, which is quite a bit to decompress one by one. I looked in the Usage.txt to see the method for batch extracting, but is there a way to batch decompress the compressed assetbundle files?
Batch extraction should automatically decompress the files. If it doesn't, could you give me one of the bundle files where it fails?

Hello,I'm Hieu.

I gave error crash program when i try extract Texture2D from file sharedassets1.assets (Link file location: https://drive.google.com/open?id=0BytDNugGrh9iaTlsM3lzejJlVFE)

Environment

+ Windows 8 32 bit

+ Unity Assets Bundle Extractor version 2.1d

+ New type package with 5.6.0f3

Steps:

1. Open file asset sharedassets1.assets (Link file location: https://drive.google.com/open?id=0BytDNugGrh9iaTlsM3lzejJlVFE)

2. Select all type Texture2D

3. Chosen Plugin button > Choice to .PNG then press OK to extract resource

4. Crash program

Please help for fix this error

Thanks.
It looks like some of the textures use ASTC_RGB, which is not supported at the moment. I'll see if I can change that but so far I can't decode it properly, even though it should be equivalent to ASTC_RGBA from what I've heard.

I couldn't reproduce that crash (at least on my current development version) but I've added some buffer length checks that I should have put there before.

Hi! Big thanks for your tool!Try it, to extract the data I needed (terrain & animation)

But I found you annoying bugs... :(

- No ability to copy (or save to file), the contents of the View Data (Asset Data)...

- Export Dump does not work correctly! Sohrae NOT the complete data. Save file and no reference to the texture.

I beg you, fix this if you will not be difficult.

And one more request - is it possible your utility, in the language of C#?!

This is very important! Maybe then, I can Supplement it ( extract animations, terrain, structures, prefab and scene).
The View Data dialog allows directly showing other assets referenced through PPtrs. If you need the dump of an asset "inside" a PPtr, you can use the m_FileID and the m_PathID fields.

m_FileID is relative to the .assets file where the dumped asset is located. To find the "absolute" file ID of a PPtr (as shown in UABE's list) with a m_FileID value bigger than 0, use "View->Dependencies", select the absolute file ID of the dumped asset in the upper list and look up the name of the targeted .assets file where the number is m_FileID-1. The number left to this file name in the upper list is the absolute file ID.

If the m_FileID value is 0, the PPtr refers to the same .assets file with the same absolute ID as the dumped asset.

The reference is valid if m_PathID is not 0, in which case the m_PathID value is equal to the path ID as shown in the asset list.

With both the absolute ID of the targeted asset and the m_PathID, you can find the referenced asset in the list (using "View->Go to asset" if necessary).

The dump doesn't resolve the references because it would easily cause issues reimporting because it would either have to discard the changes to referenced assets or change assets that the user didn't select. More problems would arise when the same asset is referenced twice or when an endless recursion occurs. The only workaround to that is ignoring any additional reference to an asset already shown but that isn't a good solution either because it worsens the readability of the dump (as exporting references recursively does in either case).

There currently is no C# wrapper for AssetsTools and it's not easily possible to create one without writing an intermediate wrapper library in C++ (Visual C++ 2010 in Release mode).

 

If you want to batch export bundles, create a text file like '+DIR <full directory path of the bundles>' (Windows line ending), create a batch file containing 'AssetBundleExtractor batchexport <full batch file path, if it contains spaces start and end with ">' and start it. Make sure the folder only contains valid bundle files, so in case of Tarkov only the unprotected .bundle files.
 




LOL, i got it to work! :glee:  


I tried before existing batch functions and got only errors here.



Now i test it with all stages of file (cache, CAB, asset) - no luck.



Then i convert my text file with "+DIR y:\Cache" text inside to encoding "UTF-8
without BOM" in terms of Notepad++ and it works now!


Succesfully converted all .cache files in this folder to .assets!



Command is:
AssetBundleExtractor.exe batchexport batch.txt


(there's also typo in Usage text Asset
sBundleExtractor)


batch.txt have only path to directory inside:
+DIR y:\Cache
 

 


Hi. I've read the Usage file already, and also consulted the above posts. However, I'm still unable to do my batch export.


 




  • My batch file. (It's encoded in UTF-8-BOM, as UTF-8 didn't seem to work. It's also located in the same folder as UABE, in the Downloads folder of my comp.)
     
     
  • The error I get from the command prompt when attempting batch export: Image1 and Image 2
     
     
  • Proof that my batch file has the correct directory path to the bundles: Image
     
     
  • I don't believe there's anything wrong with the bundle files named 00a1bde4, etc. since I can export them individually just fine. (Proof: Image1 and Image2) Other than those 4 files at the top (which I've attempted to exclude in my batch file), I don't believe there are any "invalid" bundle files there.

 


I assume there's a simple error(s) I'm making somewhere, so I'd really appreciate if someone could point it out to me.


 




 


However, while making this post, I decided to extensively comb through the 3a folder of these bundle files (the files were originally each divided into subfolders corresponding to the first two characters in their file names), and I came across at least 1 file that yielded the message "Unable to read the bundle file! (Invalid file or unknown version?)". Is it unreadable files like these that are blocking the batch export I'm attempting? (The unreadable file in question:
Here, though understandable if wary of viruses.)

 
Collaborate?

DerPopo,

I want to know more about the way unity assets are formatted.

I am modding a different game (terratech) and want to manipulate the assets so I can change the prefabs such that the classes originate from a DLL of my choosing.

So far I have been working to translate the code from ata4/disunity and making it compatible with 5.0 and onwards. My code is to the point where it can parse the file with some meaning but there still are things not entirely clear to me.

Would you be willing to help me understand the unity file formats?

Not to give you the burden of writing it all down, I can write down the format as far as I understand it and you could help clear up some details.

If not, I want to ask if you have some advice on finding out the format further.

 
Hi, thank you for the tool. I've noticed that since updating to 2.1d, the program crashes when trying to export multiple textures at once with the plugins. It'll export the first file selected, but not the rest. Everything else works as usual.

 
hey guys

i have a problem is when I replace a texture which uses a sprite, it cuts if its bigger (tho both original and custom textures are 256x256)

i've tried editing sprite dump, it worked in the first asset bundle, but when I've edited the other one, the game didn't load texture at all (well it did but it didn't show it) and as log file states, sprite wasn't loaded because of mismatched serilization. How can I solve this problem?

 
thanks!

thanks to your api, i can export textures from assets now. very good! :peaceful:

btw, how can i export meshs like your mesh plugin?

 
Hi,

I'm trying to get textures from a unity 5.6.0f3 game.

What I do:

File>open>select the asset>select the texture>Plugins, nothing apears in the Plugins window...

When I launch the program, I have an error message saying that it's "unable to load the PVR tex lib [...] may be fixed by installing the Visual C++2013 redistributable".

I've installed it but it still doesn't work.

Any idea?

Thanks!

 
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