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UABE - Asset Bundle Extractor

Created a Unity 5.1.1p3 type database for A12.5. The download link is on the thread post.
Thankyou VERY much DerPopo... it works great as the file that previously could not be extracted (WoodenDoorController) now extracts.

As for the UV issue: found a mesh earlier (engine_small) that had problems, made the edit as you suggested and then it was fine except for one stray UV vert (just as you also mentioned).

Again, thanks for your work.

 
UABE supports imports to .assets files (for Texture2D, TextAsset and MovieTexture). If you want to modify a bundle file, you first have to export the .assets file and import the modified one back in.

 
How I can use this tool to extract all textures as png? It is very hard to select each file and click on plugins -> save as png ...

I hope you have an option for extract all data :)

 
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.
I tried this and it keeps crashing as Matite posted.

I have tried the 1.7 64 bit, the 1.8c 64 bit, and done what you suggested yet it still crashes.

I got the textures from resources.assets and not sharedassets0.assets

Vote h0tr0d 2016 -- an asset to humanity

 
Alpha 13 uses a Unity 5.2 build so you now need the newer type database. It seems to work for textures.

There seem to be some more changes so I might have to make an update soon.

 
yeah, I used all 3 to try... one worked once and I got the Textures out of the resources.assests..now none work:)

Vote h0tr0d 2016 -- give me 3 steps mister

 
Is it possible to edit text asset in mainData with this tool. I opened mainData file (it opens in Info mode) and I am able to explore it and export assets from it but I can't figure out how to change asset in mainData or import asset to mainData. I tried UAE but it doesn't find all the assets in mainData. If its not possible to edit/import to mainData with this tool, is there another tool that can do it?

 
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Nvm. Figured it out. I was confused because when I clicked save, it made 1.6G file but mainData is 3M. Then however I found that it opened all the assets in the directory where mainData is for some reason.

 
It does open all .assets files in the folder because mainData references these. mainData contains the directory names for many assets which improves the names shown.

 
V1.8.1 has been released. It supports Unity 5.3 bundles and adds compression options for the class databases (LZMA is used by default).

Unity 5.3 seems to have renamed mainData by globalgamemanagers (the file without an ending) in case you wonder where mainData is.

 
V1.9 has been released. There now is an improved 5.3 bundle support, a new type database bundle file format, support for many new texture file formats and more.

MSVC++ 2013 redistributable is required for the support of mobile compressed textures. The program will still work as usual if it isn't installed but will show a warning message (instead of "msvcr120.dll is missing", which would suggest to go to some untrustworthy dll download site).

 
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I don't use your program and have no idea how it works but from just reading the posts I can (sort of :) ) tell how much work you are putting in to it and fixing the problems people are having.

I salute you and your efforts to make this game better than it already is.

(You can't see me but I am saluting)

 
Does import .obj mesh files in to this work, every time i try to do it either by selecting "Import raw" and choosing the .obj file my game will crash when that object is being loaded, even if i dont edit the mesh at all and just export then re-import it it causes a crash, also the program seems to have bugged out on me and is no longer showing the proper names for certain assets, like for example if theirs dirt and dirt_1 they will both show as just dirt and attempting to replace either one after saving and reloading the asset will cause it to change to an unnamed asset, they still seem to work fine but it makes it super difficult to find a specific one.

 
Unity's Mesh file format is not related to .obj files, which is why importing the raw data doesn't work. There is no support for importing meshes but you could use a matching Unity editor, create a new project with that .obj file placed in the scene, generate that project and export the mesh as raw data and import the raw data into the other game.

Generally, import raw data should not be used with any data extracted by a plugin. If there is a plugin that supports importing, it should be used instead.

 
Thanks for the reply DerPop, I actually managed to figure that out myself after a lot of trial and error, however their are still 2 "bugs" i've found with the program.

1. Exporting a .obj file seems to not export the bones of the mesh, if i make a dump file of a mesh, then export it as an .obj and put it in unity and build the scene and get that .obj back into a .asset file then export the dump of the mesh again the two dumps are significantly different, mainly the one missing the bones information as well as some other things.

2. The program seems to have bugged out and now when opening a .assets file that has multiple files with similar names like "torso_0" and "torso_1" for example the similar named files all display the same name so they would both display "torso", which makes finding specific files a bit of a pain at times. I was wondering is their any cache file or any like database type file or temp files or anything that the program saves somewhere that I could delete to potentially fix this bug?

 
1. I might look into improving the mesh plugin to support bones, using another file format (like fbx) instead of obj. Also, the mesh plugin mirrors the data, simply because it is (or was) stored mirrored. It might have changed in the meantime.

2. UABE doesn't compare the names of files in the asset list. If the files have their m_Name field different than what is displayed in the list, it likely is due to the ResourceManager asset (which contains a name table). If only the names shown in the list differ with the exported names, then it's because it adds numbers at the end to not overwrite other exported files because they have the same name.

 
It displayed the names correctly before when i first downloaded it, I'm using it on a game called Planet Explorers and it the asset file has a lot of meshes and textures named body_0, body_1, body_2 etc. and originally it displayed these correctly in the list but after using it for awhile it now only displays them all as just body instead of their proper names which is why i described it as a "bug" and was wondering if there were any temp files or cache's the program stores that might have messed up that I could delete to potentially fix it.

 
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