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UABE - Asset Bundle Extractor

Seek help

Almighty God, Can you support the introduction of voice files。

I want to make a sound Mod !

Thank you.

 
@DerPopo

Hmmm....really....and for what reason there is no opportunity to replace sound files, like textures?

 
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You can replace sound files but it requires using unity to convert to FSB5 and do some hex editing, I don't know the convertion can be implemented easily by DerPopo.

Anyway on the lastest version when you click on "info" the window constantly goes into background, possible to fix it ?

 
Is it possible to extract AudioClip without converting it to .wav? I want original .ogg Vorbis file without decompression. Thank you for help.

 
@DerPopoHmmm....really....and for what reason there is no opportunity to replace sound files, like textures?
I haven't taken a look at how Unity composes the sound banks yet, but it's definitely something I want to add support for.

Is it possible to extract AudioClip without converting it to .wav? I want original .ogg Vorbis file without decompression. Thank you for help.
The sound data is stored with the proprietary FMOD sound bank format and the FMOD API does not provide a way to extract the data without decompressing it.

There are some projects like fsbext that are able to unpack those files, though fsbext specifically notes that extracted .ogg files are not directly playable (maybe another tool out there can spit out proper ogg files).

If you take a look at the AudioClip asset through View Data, you can see the file name (usually a .resource file), absolute file position and size of the soundbank. HxD or other hex editors can help copying out the sound bank you want (go to that file position with Search->Goto in dec mode, mark <size> bytes with Edit->Select block and copy it to a new file).

You can replace sound files but it requires using unity to convert to FSB5 and do some hex editing, I don't know the convertion can be implemented easily by DerPopo.
Anyway on the lastest version when you click on "info" the window constantly goes into background, possible to fix it ?
For some reason, it's caused by the progress window (which is invisible at first), though it should be easy to work around. I didn't think it'd be a problem since it does not occur when launching through the explorer in my case, but I'll make sure it will be fixed with the next release.

 
2.2 beta 4 is out with Unity 2017.4 and 2018.2 support, as well as improved bundle compression with an LZ4 option and fixes for the orientation of transformation matrices for skinned meshes.

 
2.2 beta 4 is out with Unity 2017.4 and 2018.2 support, as well as improved bundle compression with an LZ4 option and fixes for the orientation of transformation matrices for skinned meshes.
as i have no idea what that means, i guess this programm will be useless for me :S

 
guys, hi all, first, thank you @derpopo , amazing tool.

I have a doubt, I'm modding an app and it has many assets, each asset has only 1 image texture (1 country flag), that app is updated periodically (1 month) and when this occurs it is compiled with different unity version by its creator but asset files have same name.My doubt is if I have modding all asset again (all flag) due unity version compatibility every time that app is updated.

 
guys, hi all, first, thank you @derpopo , amazing tool.
I have a doubt, I'm modding an app and it has many assets, each asset has only 1 image texture (1 country flag), that app is updated periodically (1 month) and when this occurs it is compiled with different unity version by its creator but asset files have same name.My doubt is if I have modding all asset again (all flag) due unity version compatibility every time that app is updated.
Just try... it often happens that i have compatibility for some time between versions...

(if i understand what this is about)

 
guys, hi all, first, thank you @derpopo , amazing tool.
I have a doubt, I'm modding an app and it has many assets, each asset has only 1 image texture (1 country flag), that app is updated periodically (1 month) and when this occurs it is compiled with different unity version by its creator but asset files have same name.My doubt is if I have modding all asset again (all flag) due unity version compatibility every time that app is updated.
As n2n1 mentioned, the files may be compatible in some cases (especially with bundle files).

If the files are not compatible, it should at least be possible to simplify this process a lot :

- If the files are bundles (which is the case if can press Info on the main window), you can use the command line batch export option (see Usage.txt) to export the .assets files to a specific directory. Otherwise, copy the existing .assets to a new directory.

- Open the exported .assets files all at once (select all in the Open dialog), click the Type column and select all Texture2D assets. Then, use the texture batch import option (Plugins) to import all textures at once. You'll have to batch export the images from a modded set of game files first so it can find the images properly.

- Save the modified .assets files to a new directory (for bundles) or to the directory they were in before.

- (Bundles only) use the command line batch import option to get the new bundles.

Of course, this requires the Texture2D Path IDs to be stable across updates, which I they should be if the files only contain one asset, each.

This also requires the file names to be stable (in case of bundles, CAB-<hash> names must not change).

 
The file formats are varying. 000e26... is a text file containing a material definition, 00e769... is a 7z file containing some kind of mesh and the others may be encrypted and/or compressed.

The game seems to be locating its files through 16 bytes hashes (e.g. name hash). Could be MD4 hashes but could also be anything else with >= 16 bytes cut to 16 bytes.

I'm not sure if these files are from a Unity game since there are custom file formats for things that could as well be packed into a Unity bundle file with engine file formats.

 
As n2n1 mentioned, the files may be compatible in some cases (especially with bundle files).If the files are not compatible, it should at least be possible to simplify this process a lot :

- If the files are bundles (which is the case if can press Info on the main window), you can use the command line batch export option (see Usage.txt) to export the .assets files to a specific directory. Otherwise, copy the existing .assets to a new directory.

- Open the exported .assets files all at once (select all in the Open dialog), click the Type column and select all Texture2D assets. Then, use the texture batch import option (Plugins) to import all textures at once. You'll have to batch export the images from a modded set of game files first so it can find the images properly.

- Save the modified .assets files to a new directory (for bundles) or to the directory they were in before.

- (Bundles only) use the command line batch import option to get the new bundles.

Of course, this requires the Texture2D Path IDs to be stable across updates, which I they should be if the files only contain one asset, each.

This also requires the file names to be stable (in case of bundles, CAB-<hash> names must not change).
wow very easy! it works, I have imported all new image texteres for each asset in 10 seconds!

 
HI master @DerPopo, bro ...I need something... I think it is easy to add in your tool.

example

I have 3 assets, again, each asset has 1 image texture.

assets names are:

00000000000000000000000000000001.assets it has 1 image texture named "texturename1"

00000000000000000000000000000002.assets it has 1 image texture named "texturename2"

00000000000000000000000000000003.assets it has 1 image texture named "texturename3"

ok, I open 3 assets ( All at once) and export and I get:

texturename1-00000000000000000000000000000001.assets-1.png

texturename2-00000000000000000000000000000002.assets-1.png

texturename3-00000000000000000000000000000003.assets-1.png

ok, I need rename texture names inside the assets, example

"texturename1" to "texture1"

"texturename2" to "texture2"

"texturename3" to "texture3"

So, I using a software rename png files to:

texture1-00000000000000000000000000000001.assets-1.png

texture2-00000000000000000000000000000002.assets-1.png

texture3-00000000000000000000000000000003.assets-1.png

then using batch import I select folder where new renamed png image files are

texture1-00000000000000000000000000000001.assets-1.png

texture2-00000000000000000000000000000002.assets-1.png

texture3-00000000000000000000000000000003.assets-1.png

images are imported fine, but texture name not, I need import new texture names too...

Can U add a check box option to select new texture name o keep old texture name in assets?

 
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I'm not sure that upgrading to 2.2B4 is a good idea. The export of models is useless.
I have the same problem, i still rolled back on 2.2 beta3. The export of models does not work.

 
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First of all, thanks a ton for this. Its been a big help in modding some games.

Im having an issue with using my creations in a game though (when it hits the modded texture the game just crashes), and the only thing i can think of is that the size of the modded file is too big to use. Most of the files hover around 2.5-3mb premodded, but if i take 2 files, switch tenures for them (doesnt matter if its a TGA or PNG it gets exported/imported to), and then save them, the filesize jumps to 12mb. Is there something i can do to bring the filesize down to see if that fixes the problem?

 
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