Is the MIPmap issue what makes things turn white when swapping their textures with UBAE?Mipmap Confirmed :flame:
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.Is the MIPmap issue what makes things turn white when swapping their textures with UBAE?
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.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.
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.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.
Holy damn, it worked!! That's what was going on. I knew it had to be something stupid...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.
Batch extraction should automatically decompress the files. If it doesn't, could you give me one of the bundle files where it fails?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?
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.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.
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.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).
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 AssetsBundleExtractor)
batch.txt have only path to directory inside: +DIR y:\Cache