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UABE - Asset Bundle Extractor

V1.4 has been released. Modifying .assets files now is possible.

The next things to do are file format exporter and importer plugins, fixes for the Unity 4 type database and a better way to find out which asset a PPtr field is pointing to.

 
V1.5a has been released with some bug fixes and a plugin API.

I included a Texture plugin that supports reading and writing the texture data formats RGB24, RGBA32, BGRA32, ARGB32, ARGB4444, RGBA4444, RGB565, DXT1 and DXT5. You can export the data to the lossless file formats .png and .tga and import these.

Multiple textures in one file (which does not include texture atlases) and making mip maps is not supported.

 
Wil check this awesum tool tomorrow this has some hight priority thank you der popo and if I understand you corectly we can extract assets from bundles and edit the assets whit this ore edit the bundles.

 
So, I've been wanting to mod some of the in-game audio for a while, but I've hit a bit of a snag when it comes to extracting audio clips and such.

Using this tool and Grim's UAE, I've been doing some poking around inside the .assets files to see how they're structured, along with a bit of my own research on how Unity 5 streams media during runtime. From what I can gather, it seems that most of, if not all the sounds 7DTD uses are not stored directly within resources.assets. Instead, this file contains what appear to be scripts of some sort which, presumably, point to individual files located within resources.resource.

To back this up, if you use the "View Info" function of UABE, and/or export a dump of audio-related files that are within resources.assets (e.x.: 44magnum_reload; path ID 5754), you'll see the following:

Code:
0 AudioClip Base
1 string m_Name = "44magnum_reload"
0 int m_LoadType = 1
0 int m_Channels = 1
0 int m_Frequency = 44100
0 int m_BitsPerSample = 16
0 float m_Length = 3.970000
1 bool m_IsTrackerFormat = false
0 int m_SubsoundIndex = 0
0 bool m_PreloadAudioData = true
0 bool m_LoadInBackground = false
1 bool m_Legacy3D = true
0 StreamedResource m_Resource
 1 string m_Source = "resources.resource"
 0 UInt64 m_Offset = 39005472
 0 UInt64 m_Size = 350272
1 int m_CompressionFormat = 0
Of particular note is the line "string m_Source = "resources.resource;" Assuming I'm interpreting it correctly, that line leads me to believe that the above code is telling the game where to pull sounds from. Furthermore, that same line appears consistently throughout all other sound-related files I've been able to pull from resources.assets.

My ramblings withstanding, this brings me to my question: Is it possible to pull out files if they're stored in 'resources.resource?'

 
V1.6 has been released with some bug fixes, a TextAsset plugin and an asset viewer update.

I am also looking into adding an AudioClip plugin but I can't find much about the FMOD sound bank format which is used to store the audio data.

There are tools that can view that file format but they seem to have problems with the sounds inside the file not having a name.

 
Very good work. I tested it with files from A11.6. Thanks Hintern ;)

 
Last edited by a moderator:
If you want to add new sounds, you can create FMOD sound banks with the fsbank tool in the bin folder of the FMOD API

( http://www.fmod.org/download/ ). Only use one sound file at once. Press the build button and copy the .fsb file to the 7DaysToDie_Data folder.

You can export a dump of the AudioClip asset and change m_Source to the new file's name, set m_Offset to 0 and m_Size to the size of the new file in bytes you can lookup using the explorer. Then you can import the modified dump and save the .assets file.

I'm working on an AudioClip extractor but it probably won't work for vorbis files.

 
I have released a small hotfix (v1.6b) that fixes the raw export file corruption bug and that has an updated Unity 5 class database.

 
Tried to edit the opaque file with this tool and UAE, but if I save the edited file with the Asset Bundle Extractor, I get a 4,6 gb file!!!??

could you help me?

 
Tried to edit the opaque file with this tool and UAE, but if I save the edited file with the Asset Bundle Extractor, I get a 4,6 gb file!!!??could you help me?
Get it managed :smug: , NICE TOOL!!!!

 
V1.7 has been released with a TextAsset plugin fix and a new AudioClip plugin.

The AudioClip plugin can export Unity 5 AudioClips to uncompressed .wav files using FMOD. Basically it plays the sound to the .wav file in "non-realtime" mode.

See this post if you want to import sounds.

 
It doesn't work for me:

- I'm using UABE (by derPopo) on "BlockTextureAtlasesD" part of "Data\Bundles"

I am able to get a "raw" or "dump" file of the various "assets" under "Info"

Then, what I am supposed to do with those raw/dump files ? Is it possible to modify them (how) and reload them into the original "BlockTextureAtlasesD"?

 
There are plugins for some of the file formats (currently Texture2D, TextAsset and AudioClip). If you want to modify the bundle, export the CAB-<random number> from the BlockTextureAtlases and then you can edit that exported file (and save it). Once you're finished, you can import it back to the BlockTextureAtlases and save it.

 
There are plugins for some of the file formats (currently Texture2D, TextAsset and AudioClip). If you want to modify the bundle, export the CAB-<random number> from the BlockTextureAtlases and then you can edit that exported file (and save it). Once you're finished, you can import it back to the BlockTextureAtlases and save it.
With what tool can I edit the exported "CAB-" ?

 
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