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UABE - Asset Bundle Extractor

Why I can't open .assets.resS files?

When I try to open this it says "invalid file or unknown version".

And how I can extract AnimationClip, AnimatorControler and Sprite?

When I click on Plugins, there's nothing that I can use to extract...

 
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Why I can't open .assets.resS files?When I try to open this it says "invalid file or unknown version".

And how I can extract AnimationClip, AnimatorControler and Sprite?

When I click on Plugins, there's nothing that I can use to extract...
The .assets.resS files contain raw data referenced by the .assets file (i.e. it has no file format and is just data of any kind glued into one file). AudioClip and Texture2D assets with the data stored in .resS files can be extracted.

Use View Data on Sprites to see which textures are referenced, and you can export the texture.

AnimationClip files can't be exported right now (Meshes are exported without bones atm, so animations wouldn't work on them)

 
Currently I'm looking for a way to replace a 2d texture in a asset bundle. And the asset bundle I'm working on is a tga format image.

I've seen there are talks about Unity Assets Bundle Extractor can achieve that goal.

Sorry, just found that massive Texture Load button, I'll give that try. Thanks.

Could you please give some guidance how to do that?

I'm really new to this texture thing, so any other knowledge articles for how to create these 2D texture and asset bundle will be greatly appreciated.

Thanks in advance.

 
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The .assets.resS files contain raw data referenced by the .assets file (i.e. it has no file format and is just data of any kind glued into one file). AudioClip and Texture2D assets with the data stored in .resS files can be extracted.Use View Data on Sprites to see which textures are referenced, and you can export the texture.

AnimationClip files can't be exported right now (Meshes are exported without bones atm, so animations wouldn't work on them)
How do i replace Texture2D in it .resS ?

(I want to replace "Loading_Screen_1" from the old version of the game.)

I imported/load this texture, i saved asset. She appeared in asset. But the game somehow magically loads the which was first...!

I suspect that the blame for this .resS....but I can't impact on it !

PS: Thanks for the support for compressed assets! Are now I work with terrain textures - now I'm going to do what could not previously ! :D

 
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Is there a way to recompress the BDL after decompressed it?

Currently I got a 2d texture replaced with another from the same game, however, game can't read it for some reasons.

Only thing missing from the process is re-compress the bdl after replaced texture.

Thanks in advance.

 
Is there a way to recompress the BDL after decompressed it?
Currently I got a 2d texture replaced with another from the same game, however, game can't read it for some reasons.

Only thing missing from the process is re-compress the bdl after replaced texture.

Thanks in advance.
It seems that you are asking about the problem that I had before.

Earlier, i was trying to replace one .txt in BlockTextureAtlases and Texture2D in the TerrainTextures. After the launch I received a message in the console that this bundle is incorrectly compressed.

Now (in A14.7), and UABE the latest version (2.0b x64) allowed me implement this!

Open asset, decompressing it, replace the texture (through the Load), save.

The game uses that unpacked and modified asset. I didn't compress back. Everything worked. ;)

PS: or is it automatically compressed when saving ?

 
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What do I enter here to Add a Texture2D ?

Clipboard01.jpg

about PathID and fileID everything is clear, but what about the other two ?

where be have information about this ?

 
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Enter 0x1C for the type (you can see that number when you select any Texture and look in the Type field).

Mono Class ID can stay -1 as long as you don't create any MonoBehaviours.

After you press Ok, it will add the new item at the top of the asset list. You can use the texture plugin as you're used to.

The files aren't compressed back after saving. I may look into adding a compress option (but disable it by default because it would need to be decompressed again when editing).

Textures in .resS won't be touched, it will be stored in the Texture2D asset directly. Else, the whole file would need to be recompiled once the texture is bigger than before.

 
Thank You!

I already got the texture Sulfur by replacing method! (and returned the old look for ore! :) )

sulfur.jpg

But now I need to add the texture "clayU".

Clipboard02.jpg

With Your help i was able to shove something in the asset but it is not accepted by the game, maybe i need to set the path. How to do it ?

(yes, i also made changes in ta_terrainxml.txt)

Enter 0x1C for the type (you can see that number when you select any Texture and look in the Type field).....
aaaa....yeah i suspected, but was entered 0x0000001C - it's not worked....

 
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I would also like to know about:

"- Added a mod installer and mod installer editor, so any changes can be saved directly to a installer or a package file."

How it would work if updated version of the game /asset ?

Which changes stored in the patch? How they apply to get back modded asset ?

 
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I'd like to use the API to extract icons from the assets to be displayed in my program. The problem is that my program has been written in C# and the API is C++. I looked into including C++ dlls in C# project, but I'd still need to change parts of the original C++ dll.

Is there a source available so I can convert the parts I need to C#? I will credit you as though I used the API.

 
With Your help i was able to shove something in the asset but it is not accepted by the game, maybe i need to set the path. How to do it ?
(yes, i also made changes in ta_terrainxml.txt)
You'll most likely have to add the path in the PathId 1 asset (type AssetBundle) using export/import dump so it can find it properly. Make sure to update the array size properly before importing the dump (it doesn't matter if the indices are wrong though).

I would also like to know about:
"- Added a mod installer and mod installer editor, so any changes can be saved directly to a installer or a package file."

How it would work if updated version of the game /asset ?

Which changes stored in the patch? How they apply to get back modded asset ?
Game updates will most likely require a new installer (even if it could find the updated pathIds automatically, changes to e.g. terrainxml would still break it).

It stores exactly the changes you did to the bundle/.assets file (with or without saving before), it also lists the modifications.

I'd like to use the API to extract icons from the assets to be displayed in my program. The problem is that my program has been written in C# and the API is C++. I looked into including C++ dlls in C# project, but I'd still need to change parts of the original C++ dll.
Is there a source available so I can convert the parts I need to C#? I will credit you as though I used the API.
Maybe I'll create a C# wrapper for the API (no guarantee for now though).

I tried to answer your PM, but it says your storage is full.

 
Thanks again !

I added the path and put all need numbers into an array. In assets everything looks right.

I tried to add a textures to clay named "undClay.tga" and "undClay_n.tga" (it's underground clay without green grass on ground)

i did not succeed...

it seems it is not enough to add a two textures and assign them to a ta_terrainxml.txt.

I still get in the console:

Exception: TextureAtlasTerrain: couldn't load diffuse texture 'undClay.tga'at TextureAtlasTerrain.LoadTextureAtlas (Int32 _idx, .MeshDescriptionCollection _tac, Boolean _bLoadTextures) [0x00000] in <filename

unknown>:0

at WorldStaticData+Class176.MoveNext () [0x00000] in <filename unknown>:0

at GameManager+Class137.MoveNext () [0x00000] in <filename unknown>:0

at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
looks like I missed something, there is something else - outside of these assets.

maybe Assembly-CSharp.dll not using a more larger array.

Anyone successfully added terrain textures? I begin new thread about this that would not clutter up this.

UPDATE:


Yes, this method works. I managed to add a
one pair of textures in A15exp...but only one pair, because one place was loose relative to the A14.

 
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