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UABE - Asset Bundle Extractor

Hello.

Sorry for my bad English.

Thank you for your software.

I added a new asset but I don't know how to add the container :distrust: I'm just an amateur.

Help me please.

Thank you so much!



 
I didn't quite understand what it means to "add a container".

Note that UABE only edits and extracts ready-made assets.

You can only add an element (such as a texture or a new entry similar to those that already exist.

(perhaps the author will correct if I use the terminology incorrectly)

What exactly do you mean by "container"?

 
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I didn't quite understand what it means to "add a container".Note that UABE only edits and extracts ready-made assets.

You can only add an element (such as a texture or a new entry similar to those that already exist.

(perhaps the author will correct if I use the terminology incorrectly)

What exactly do you mean by "container"?
Thank you so much!

I can overwrite an exist entry, but I don't know how to duplicate an exist entry to a new entry, or add a new entry (I used the button "add" but the field "container" was null).

 
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ahhh....things have changed a lot since I did this....

I added separate elements once, but now there are more options for this, but most likely i can't help...

But still - where is this container in the screenshot?

YUDNrZ3.png


I probably don't even know what a container is now. What exactly do you want to add ? text, texture, sound? or is this "container" a set of files?

 
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ahhh....things have changed a lot since I did this....I added separate elements once, but now there are more options for this, but most likely i can't help...

But still - where is this container in the screenshot?

I probably don't even know what a container is now. What exactly do you want to add ? text, texture, sound? or is this "container" a set of files?
I'm trying to duplicate an exist entry, in this case, the file type is AnimationClip (0x0000004A) (I'm trying to export raw an exist entry, add a new blank entry then import raw)

The "Container" is the second column.

I1gJ4jo.png

 
Yes it's possible - I did it, I don't remember how ....if I remember, I will update the post.

I remember that it's not very obvious but it's definitely doable.

UPD:

Yes, here, in this thread, there is an answer to this question:

https://forums.7daystodie.com/forum/...523#post916523

it seems that earlier this was due to the fact that this path was stored in another asset , and some operations had to be done through it.

 
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Yes it's possible - I did it, I don't remember how ....if I remember, I will update the post.I remember that it's not very obvious but it's definitely doable.

UPD:

Yes, here, in this thread, there is an answer to this question:

https://forums.7daystodie.com/forum/...523#post916523

it seems that earlier this was due to the fact that this path was stored in another asset , and some operations had to be done through it.
Great! Thank you very much! It works! :encouragement: :applause: :cheerful:

 
Hello.

Sorry for my bad English.

I'm trying to import a new mesh (.obj) to an asset bundle of a game.

I'm using this way:

1. Use Unity (2019.2.0f1) to open the .obj file then build an asset bundle.

2. Use UABE to open the asset bundle I built and "export dump" the mesh.

3. Use UABE to import that dump-file to an asset bundle of a game.

And the problem is:

When I opened the asset bundle I had built and clicked "view data" of the mesh, It was still good:

4G1yWou.jpg

But when I imported that dump-file to an asset bundle of a game then clicked "view data" of the mesh, It was an error, and of course when I ran the game, It did not work:

QUe7NFP.jpg

I guess It was because of the "Streaming Info" in the end of the dump-file:

Code:
0 StreamingInfo m_StreamData
0 unsigned int offset = 0
0 unsigned int size = 916680
1 string path = "archive:/CAB-e1e5d51db885da383e5604e5a3c99c0a/e1e5d51db885da383e5604e5a3c99c0a.resS"
The "string path" above is the path to the asset bundle I built. I tried to replace with the path of the asset bundle of the game, but It still did not work.

I compared with the meshes in the asset bundle of the game, and they did not have the "Streaming Info" like the mesh I built.

So is It a way to solve this problem?

Please help me!

Thank you so much!

 
Yes, i can confirm that i did this with a static object in the game. There seem to be no secrets, you just need to carefully do everything correctly - but this does not guarantee success.

In addition, there are a lot of side problems: texture mismatches, colliders, animation, materials...

I just want to suggest you another way - using an offset pointing to another asset. But I'm not sure that this will work for meshes - i did this for an audio file.

In this thread, somewhere, this method is described. If I find it, I'll give you a link.

(you can go through this thread yourself, paying attention to the author's posts and mine)

 
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Hi crazy modders :)

I'm trying to replace textures in assets (class databases : 2018.4.17f1) but that won't works in game. UABE is using class databases for 2018.4.5f1 and 2019.1.0f3.

My version is not supported by UABE, right? Is a higher version not supposed to work?

There is no other way to do it ?

Have some good modding :)

 
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Hi crazy modders :)
I'm trying to replace textures in assets (class databases : 2018.4.17f1) but that won't works in game. UABE is using class databases for 2018.4.5f1 and 2019.1.0f3.

My version is not supported by UABE, right? Is a higher version not supposed to work?

There is no other way to do it ?

Have some good modding :)
If you can export the texture with UABE, importing should cause no harm. Does it only corrupt that specific texture or does the game crash on startup?

The class databases usually work fine for most purposes between different minor Unity releases but not always. Since recent Unity releases (5 onward) include type hashes in the files, I could at least make UABE detect such incompatibilities.

 
Hi Master :)

Well, I can extract textures without any problems. When I replace with the same texture, that corrups the streaming info, the game runs but stops when using this texture.

Before replacing :

Original.jpg

Replaced with the same original texture :

After_replacing.jpg

 
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The streaming info is more of an alternative to the image data field, that by itself is no issue.

If you raw export the modified asset, how big is the file? It should be at around 2MiB. Otherwise, play around with the texture format (try DXT1, RGB24, etc.)

 
It seems that there is a CRC check, the archive having changed, this blocks the loading of the asset :

MapManager: LoadBackgroundAndMaskTextures SB_N_V3_TEXTURES

UnityEngine.Logger:Log(LogType, Object)

UnityEngine.Debug:Log(Object)

<LoadBackgroundAndMaskTextures>d__67:MoveNext()

UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumera tor, IntPtr)

ViewConstructor:BuildView()

ViewConstructor:Construct()

MapManager:ConstructViews()

MapManager:PreloadMap()

<ClearLoadingState>d__80:MoveNext()

UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumera tor, IntPtr)

OriginalGame:SetLoadingState(LoadingState)

CGestorAplicacion:Run()

OriginalGame:Update()

CRC Mismatch. Provided 5e1b33d2, calculated 78b6107e from data. Will not load AssetBundle 'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx'

Do you have suggestions

 
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Is there a .manifest file alongside the bundle? You may need to change the CRC there. At least in 7dtd's manifest files, the CRC is stored as a decimal string. Just use the Windows calculator in programming mode to convert the 78b6107e from hex to decimal.

 
i need help ,i downloaded UABE and i want to add a 3d object(mesh) to game assets or replace it with an exist 3d object(mesh) so i can see it in the game the problem is : i don't know which asset file should i modify (resourses.asset/shardasset/level/globalgamemanager) also i can add the 3d object to a new unity project so i can find it in the assets files in the unity project data.......how to add this object to the game???? any help will be great thanks"""""

 
You know the name of the mesh that you want to replace?

Why can't you just find known name with type "mesh"?

If you open via "globalgamemanager" and find the desired mesh - you can change something to find out which asset will be saved.

So you will find out where it is kept...

Regarding the replacement of 3D-mesh.

You will not be able to do this directly, in a simple way, such as replacing the texture. You will need many answers to the questions that are covered in this thread. It is not very big, I think I have answered these questions many times.

 
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i need help ,i downloaded UABE and i want to add a 3d object(mesh) to game assets or replace it with an exist 3d object(mesh) so i can see it in the game the problem is : i don't know which asset file should i modify (resourses.asset/shardasset/level/globalgamemanager) also i can add the 3d object to a new unity project so i can find it in the assets files in the unity project data.......how to add this object to the game???? any help will be great thanks"""""
Maybe you can follow this thread ;)

 
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