Once again, herrpohl to the rescue. Thank you, I'll try thatI'm using WinRAR. It's a trial version but I think you can still use it after the trial period ends.
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.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...
How do i replace Texture2D in it .resS ?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)
It seems that you are asking about the problem that I had before.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.
aaaa....yeah i suspected, but was entered 0x0000001C - it's not worked....Enter 0x1C for the type (you can see that number when you select any Texture and look in the Type field).....
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).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)
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).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 ?
Maybe I'll create a C# wrapper for the API (no guarantee for now though).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.
looks like I missed something, there is something else - outside of these assets.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