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UABE - Asset Bundle Extractor

I'm confused how to use this, or if I am using it correctly.

I downloaded this, opened it, clicked file, navigated to the 7D2D Bundles folder, and clicked the BlockTextureAtlases. I then click Export, it told me to save, so I saved it as 7D2DBlockTextures on my desktop. I then opened unity to try to import, trying custom assets package and import asset, but it won't show up, so am I doing this correctly? I am very new to assets and unity and importing/exporting stuff.

 
The good Utility, I used for substitution of textures.

I need to change sound files of a dynamic ambient of biomes to return beautiful old atmospheric ambients.

Very much I wait for this opportunity !

Whether there are what news about a plug-in for EXPORT AudioClip ?

 
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I'm confused how to use this, or if I am using it correctly.
I downloaded this, opened it, clicked file, navigated to the 7D2D Bundles folder, and clicked the BlockTextureAtlases. I then click Export, it told me to save, so I saved it as 7D2DBlockTextures on my desktop. I then opened unity to try to import, trying custom assets package and import asset, but it won't show up, so am I doing this correctly? I am very new to assets and unity and importing/exporting stuff.
The Unity Editor doesn't open .assets files or bundles. UABE can do both (despite its name). Press the Info button or open the exported .assets file to view the content. There are some plugins for different asset types such as textures and text.

The good Utility, I used for substitution of textures. I need to change sound files of a dynamic ambient of biomes to return beautiful old atmospheric ambients.

Very much I wait for this opportunity !

Whether there are what news about a plug-in for EXPORT AudioClip ?
The AudioClip plugin supports exporting AudioClips to a .wav file. Changing a sound is already possible but very cumbersome (through the correct FMOD API or through the Unity Editor, then manually changing the file reference). I will look into adding an import option though.

 
I got to the first stage of extraction for the textures, but I cannot find a way to batch-export all files as PNG/TGA. Do they all have to be extracted individually or am I missing the obvious?

 
I was not paying attention to the columns, and did not realize these were mixed asset types. So I was selecting the entire stack instead of just the 2D assets (Texture2D). Thanks!!!

 
So if i understand this right, with this tool i can add my own 3d meshes to the game? Can i also import my own monsters i created?

 
Direct mesh importing is not supported yet but you could build a scene with Unity that contains your meshes (the Unity versions should match), export the meshes raw with UABE and import the raw files to 7dtd's assets (by creating a new asset for each asset to import). If you import GameObjects, the references to the dependencies must be patched (export dump, correct the PPtrs with an editor, import dump).

Creating a dependency to .assets file with the custom meshes would be easier. I'll look into creating a dependency editor to greatly simplify these things.

 
Direct mesh importing is not supported yet but you could build a scene with Unity that contains your meshes (the Unity versions should match), export the meshes raw with UABE and import the raw files to 7dtd's assets (by creating a new asset for each asset to import). If you import GameObjects, the references to the dependencies must be patched (export dump, correct the PPtrs with an editor, import dump).
Creating a dependency to .assets file with the custom meshes would be easier. I'll look into creating a dependency editor to greatly simplify these things.
Okay, thats already good enough for me. I appreciate your work! (:

 
Hey, just wanted to give you a huge thanks for this great utility!

Used this to extract some great music from a Unity based android app.

Resource asset thing was split up into literally 80 different files, used HxD to combine them all together and this utility took it in like a champ.

I literally was googling and trying stuff for 2 hours before I found this, lol.. nothing else worked.

So yeah, thanks!

I was at my witts end.

 
Heard (it through the thread-line) I can use this tool to turn off the bloom effect.

Read it can do soooo much more.

Thank you for this amazing program. I'm sure the modding community will find this to be a great asset.

Yesterday I got my animated garage door working. ...
Awesome door :)

I wonder if it is possible to have a door like that, and be able to punch a person sized hole in it, to the effect of being able to walk through it.

We know that the doors, in 7dtd, break down in steps. Does the object change, when going through the damaged stages, or just the texture?

Is it possible to have the damaged state of a large door be an object change, and can large objects allows a model (player/zombie/npc/animal) to walk through, only, a certain area of that object?

I am not familiar with what makes the doors allow a player to pass through it, when open, and it might be just some xml "allow" tag.

This could be a "game changer" for pre-fab garages, having moving doors that are still able to be broken into, when locked, With out completely destroying the door.

+1 this should be a sticky

 
Heard (it through the thread-line) I can use this tool to turn off the bloom effect. Read it can do soooo much more.

Thank you for this amazing program. I'm sure the modding community will find this to be a great asset.

Awesome door :)

I wonder if it is possible to have a door like that, and be able to punch a person sized hole in it, to the effect of being able to walk through it.

We know that the doors, in 7dtd, break down in steps. Does the object change, when going through the damaged stages, or just the texture?

Is it possible to have the damaged state of a large door be an object change, and can large objects allows a model (player/zombie/npc/animal) to walk through, only, a certain area of that object?

I am not familiar with what makes the doors allow a player to pass through it, when open, and it might be just some xml "allow" tag.

This could be a "game changer" for pre-fab garages, having moving doors that are still able to be broken into, when locked, With out completely destroying the door.

+1 this should be a sticky
Search Matite mods (for example)... There's a LOT you can actually do.

 
I don't really understand how this tool work. I used it some while a12 or something and managed to replace a terrain texture with some flaws. The shader did not work on it. Now I have forgot how the tool works or there have been some changes somewhere.

Soo I does anyone know how to add or replace a terrain texture? And would be kind to explain how.

 
+1 this should be a sticky
I second this. Thank you for this tool, Popo.

One minor suggestion: the search function could be improved. As it is now it only searches for the exact word and not for files containing the word.

 
Source Code?

If you have no forum account but want to give me feature requests or want to report bugs, you can use the github page.
DerPopo, is there any chance that those of modding under Linux could get source code, or at least a Mono build?

 
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