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You'll have to wait for the next release, which will be able to export the height map from terrain data.Hello no one seems to be helping me ANYWHERE. But how can I extract a Unity Terrain with this or with any other program?
Oh okay, and when will this version be released and is their any program that currently has this feature that I can export the terrain, because I need to do this asap thanks. =)You'll have to wait for the next release, which will be able to export the height map from terrain data.
I'm trying to get it released next week. I have finished the TerrainData plugin and done some other important changes.Oh okay, and when will this version be released and is their any program that currently has this feature that I can export the terrain, because I need to do this asap thanks. =)
m_PropertiesHash is inside MonoScript, which only basically a reference to a script (e.g. in Assembly-CSharp.dll). The data you are looking for is inside MonoBehaviours, which are different for each script.Thanks for the tool, it's really great!
There's one feature I think we would all like though: reading the public variables from induvidual components on prefabs.
Right now, all I'm getting is the m_PropertiesHash. Is there anything we can do with that hash?
Since the prefabs are not stored in a scene, the data keeping track of the values assigned to the component could be stored somewhere in the resources.asset bundle, along with everything else, right? And since we have the .dll files containing the code of the components, it seems to me (with my small understanding of how this tool actually works), that there should be a way for us to find out what the properties are.
Just in case I'm stupid, is there something I can do with the m_PropertiesHash right now that I'm not seeing?
wait, what are you talking about? it is about 7dtd ? what is it MovieTexture ?Is there any way to export MovieTexture via API?
Read the ClassDatabaseFile (I think there aren't many changes for MovieTextures, so it's only about Unity4/5), search the MovieTexture type in it using the type id (0x98), create an AssetTypeTemplateField (AssetTypeClass.h) and call FromClassDatabase with fieldIndex 0.Is there any way to export MovieTexture via API?
for (DWORD i = 0; i < templateBase.childrenCount; i++)
{
if (!strcmp(templateBase.children[i].name, "m_MovieData") && templateBase.children[i].childrenCount > 0)
{
templateBase.children[i].children[0].type = "TypelessData";
break;
}
}
AssetTypeValueField *pNameField = pBase->Get("m_Name");
AssetTypeValueField *pAudioClipFileIDField = pBase->Get("m_AudioClip")->Get("m_FileID");
AssetTypeValueField *pAudioClipPathIDField = pBase->Get("m_AudioClip")->Get("m_PathID");
AssetTypeValueField *pMovieDataField = pBase->Get("m_MovieData")->Get(0UL);
if (!pNameField->IsDummy() && !pAudioClipFileIDField->IsDummy() && !pAudioClipPathIDField->IsDummy() && !pMovieDataField->IsDummy())
{ /*do what you want with the data*/
7dtd doesn't make use of MovieTextures (afaik) but it should be usable inside a mod, also with SDX.wait, what are you talking about? it is about 7dtd ? what is it MovieTexture ?
textasset (text as png?) ?What about the typeless data of Texture2D ? How to save them as a png?
Select objects with shiftHello. Where is option to extract many files at once?
Thanks for all your help.@sam ata Take a look at the TextureFileFormat.h. You have to call ReadTextureFile on an empty TextureFile structure with the value field to the texture and call GetTextureData on it (it'll write the RGBA32 data with width*height*4 bytes to pOutBuf). To write the raw data to .png, you can use a library such as lodepng or stb_image.
Great !Release 2.0 is almost ready, I'm doing some final bughunting and improvements.
Cool !Release 2.0 is out! It's the largest release so far with 14118 line insertions and 1642 deletions, resulting in 31 lines in the changelog (it's actually more than that).The main features are a mod installer creator along with the option to restore a previous session (by loading an installer package), direct editing of assets in bundles, better support for older Unity versions + 5.4, lots of bugfixes and improvements. See the changelog on the main post for more details.
I did extensive bug hunting but there likely are still some things I've missed. Feel free to suggest improvements or to ask questions.
Will it be possible in a future version to write without corruption ?"Added big endian readonly support; Writing would corrupt the file"