Thanks! I added that to the issue list.DerPopo I love your program.
But the "Assets Bundle info" window is a bit difficult to dig throw in its currant setup. Is there a chance you can set it up so we can search by word, type of asset or something like that in your next release. And/or have a split window for easier drag and drop from Assets Bundle to Dir and back.![]()
MonoBehaviour assets are game-specific. Only the base which includes the game object PPtr, an m_Enabled bool, the script PPtr and a name field is the same for all (that the file format is shown as empty is a bug in the current release, it will be fixed for the next release).Thankyou for the work you have done on this program... it is very useful!
I used it to figure out which scripts are attached to the tree objects ingame (which makes them able to be chopped down). You can see the research thread here:
https://7daystodie.com/forums/showthread.php?32970-Apple-Tree-Mod-Problem
The working apple tree model mod (with the correct script attached making it able to be chopped down) is here:
https://7daystodie.com/forums/showthread.php?33047-Apple-Tree-and-Apple-Models
The work I did on that apple tree raised an issue regarding "MonoBehaviour Base" files (type 0xFFFFFFE2):
When I try to "Export Dump" these files (for example "resources.assets" Path ID 65883 in A12.5) your program says "The file format is empty" which is not correct. I used the "Export Raw" button to dump the bytes and figured out what they mean.
Basically those files contain swapped bytes with the parent Path ID in "resources.assets" and a Path ID to the script file name stored in the "mainData." file. Would be nice if you could "Export Dump" this data in a readable format just like other files.
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It would also be very handy if we could export the meshes to OBJ or FBX format. This would make modding the existing models possible (e.g. export the holding seeds in your hand model and edit it). Perhaps you could add a plugin?
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Finally, it would make things a LOT easier if we could search the list for a certain text string and search for an entry by Path ID.
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Once again, thanks for your work on this program and I look forward to any updates.
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Yeah, that works great... when I use the old type database file with the new program version the texture is flipped the correct way and the RGBA channels are correct too.There is a new type database (classdata_0E) which was created from Unity 5.2.0f3 mainly because the texture formats aren't compatible. For 7dtd, the old type database (classdata_0E.5.0.1f) is required. Just replace classdata_0E with the old one and it should work.
You are talking about the texture issue in v1.7 where it needed to be flipped vertically and the RGBA channels swapped. He fixed that problem in v1.8 and it is no longer an issue. He even mentioned it in his updated post:wasnt that already known atleast its the same for the loadscrees and menu screen.
If you use v1.8 or v1.8b to export one of the textures that had an issue before (e.g. loading screen, pimps logo or UI atlas) then it now exports correctly. You can also tell the mesh textures are correct as anything with text now reads correctly (e.g. the badge on the fat zombie cop reads "7D2D Chief Huenink Police").Fixed exported texture's direction (converting Unity's 'bottom to top' to 'top to bottom')
Ok thanks for the information. So far I have not noticed a problem with the UVs with this new update.It doesn't work perfectly for all meshes right now because I was a bit confused about where the UV data begin. If there is such a file that looks almost but not completely correct, you can add it with a text editor, search for a line starting with "f" and add "vt 0 0" once (or twice if it isn't better) before it and do that for all submeshes in that file. Then only the last or the two last UV coordinates will be wrong but the rest should be correct.I will look into fixing that soon.
Yesterday I got my animated garage door working. It is based on the devs DoorSecure class and uses their AnimationController states and parameters (i.e. IsOpen and OpenTrigger).It seems like there were some changes to the AnimatorController type between 5.0.1f1 and 5.2.0f3 and neither of both databases seem to have the correct type for 7dtd's Unity version. I'll create a type database for it.I will look into adding my tool that generates the type database from a player .exe to the next release (or into a separate zip because it relies on injecting a .dll into the player which might look like a virus to some anti-virus programs).
Yesterday I got my animated garage door working. It is based on the devs DoorSecure class and uses their AnimationController states and parameters (i.e. IsOpen and OpenTrigger).It seems like there were some changes to the AnimatorController type between 5.0.1f1 and 5.2.0f3 and neither of both databases seem to have the correct type for 7dtd's Unity version. I'll create a type database for it.I will look into adding my tool that generates the type database from a player .exe to the next release (or into a separate zip because it relies on injecting a .dll into the player which might look like a virus to some anti-virus programs).