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UABE - Asset Bundle Extractor

The .sbsasm file can be copied out of the SubstanceArchive. Export it raw and delete everything before "SBAM" in a hex editor.

The only issue is the .xml file that needs to be next to the .sbsasm file (both are packed in a .7z renamed to .sbsar). The information converted from the xml is stored in ProceduralMaterial and ProceduralTexture assets but I don't know the specifics of how the sbsar xml files are built.

 
Thanks for shedding some light into this matter DerPopo! We did in fact have some success with the method you described, yet we still have some doubts, especially regarding the .xml files you mentioned - I sent you a PM as so to not hijack your thread any further.

Keep up the awesome work mate, your tool is powerfully awesome! ;)

 
Thanks you so much for the amazing tool i just have a question

I ♥♥♥♥ing love this tool. Thank you so much for making it!!!

Been looking for a way to extract unity assets for ages.

I just have one question, is there anyway to open the files that look like this

AssetName.assets0.split1

AssetName.assets0.split2 ... and so on ?

Are these asset files that are split into pieces?

I really love to learn about this stuff thank you.

 
I ♥♥♥♥ing love this tool. Thank you so much for making it!!! Been looking for a way to extract unity assets for ages.

I just have one question, is there anyway to open the files that look like this

AssetName.assets0.split1

AssetName.assets0.split2 ... and so on ?

Are these asset files that are split into pieces?

I really love to learn about this stuff thank you.
So far, it only opens .split files as references from another opened file. If it's not a levelx file, you can open mainData or globalgamemanagers (the one without the .assets extension), and you can go to the split file in the default sorting with View->Go to asset, select the .assets file and type 1 for path id.

Greetings! It is amazing tool!
Can we expect support unpacking ASTC_6x6 textures? :adoration:

P.S.

There is an encoder that can decode ASTC texture with export to tga format file.

https://github.com/ARM-software/astc-encoder
ASTC support is already in if the 32/64bit version (depending on the used UABE release) of VC++ 2013 is installed. If that doesn't change it, it's a bug (or they changed the texture type numbers).

 
ASTC support is already in if the 32/64bit version (depending on the used UABE release) of VC++ 2013 is installed. If that doesn't change it, it's a bug (or they changed the texture type numbers).
It is works with ASTC_RGBA_6x6, but don't work with ASTC_RGB_6x6.

UABE defines a ASTC_RGB_6x6 texture as a ARGB32 texture, gives an error "Unable to convert texture data!" when been used export plugin on the texture.

I tried change texture format from ARGB32 to ASTC_RGBA_6x6 in the edit option; and then the texture has been converted in tga without any errors.

But it is not the solution for batch convertation.

 
So far, it only opens .split files as references from another opened file. If it's not a levelx file, you can open mainData or globalgamemanagers (the one without the .assets extension), and you can go to the split file in the default sorting with View->Go to asset, select the .assets file and type 1 for path id.


ASTC support is already in if the 32/64bit version (depending on the used UABE release) of VC++ 2013 is installed. If that doesn't change it, it's a bug (or they changed the texture type numbers).
I'm trying to extract the resources from PewdiePie's Tube Simulator android app. I opened all the files without extensions with the tool and only got about 5% of the game resources.

I think the rest of the resources are in those split files, as each file is 1MB. Is it possible at the moment to extract the rest of the resources with your tool? If yes can you please explain how :)

Thank you :)

http://imgh.us/screenshot_290_1.png

screenshot_290_1.png


 
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Hey, I just want to say a huge thanks for this program! With a recent update to a certain game to Unity 5, I can open the asset files now!

I was wondering if there's a way for UABE to unpack multiple files? Normally this wouldn't be an issue if it was a few files or if the files were named, but all the files are now found under Unity-cache and there's 400 files with very eccentric names. Thanks in advance!

 
Hey, I just want to say a huge thanks for this program! With a recent update to a certain game to Unity 5, I can open the asset files now!
I was wondering if there's a way for UABE to unpack multiple files? Normally this wouldn't be an issue if it was a few files or if the files were named, but all the files are now found under Unity-cache and there's 400 files with very eccentric names. Thanks in advance!
:D ,speaking again about this ?

Select objects with shift :)

https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor&p=410211&viewfull=1#post410211

 
Earlier i was experimenting with the replacement terrain textures, but now i just tried to return the texture for simple block (old redwood for barns :) ) and found that without mipmap this work useless - at a distance it looks bad and wasted loads GPU.

This situation - with any texture loaded without MIP-map...

DerPopo, mipmap support or the support .DDS - it would be a huge addition for UABE (...and for me personally, of course!) .

With Respect!

 
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It is works with ASTC_RGBA_6x6, but don't work with ASTC_RGB_6x6.UABE defines a ASTC_RGB_6x6 texture as a ARGB32 texture, gives an error "Unable to convert texture data!" when been used export plugin on the texture.

I tried change texture format from ARGB32 to ASTC_RGBA_6x6 in the edit option; and then the texture has been converted in tga without any errors.

But it is not the solution for batch convertation.
Thanks, I will look into it!

I'm trying to extract the resources from PewdiePie's Tube Simulator android app. I opened all the files without extensions with the tool and only got about 5% of the game resources.I think the rest of the resources are in those split files, as each file is 1MB. Is it possible at the moment to extract the rest of the resources with your tool? If yes can you please explain how :)

Thank you :)
It can't open the split files directly. There surely are some tools that can merge split binary files directly but the "dirty" way of merging the files manually with a hex editor (such as HxD ) works for sure. You have to open the .split0 file in the hex editor, then open the .split1 file and copy+paste its contents to the end of the .split0 file. Repeat that for the remaining split files, in numerical order of course. The resulting file should then be openable with UABE.

Hey, I just want to say a huge thanks for this program! With a recent update to a certain game to Unity 5, I can open the asset files now!
I was wondering if there's a way for UABE to unpack multiple files? Normally this wouldn't be an issue if it was a few files or if the files were named, but all the files are now found under Unity-cache and there's 400 files with very eccentric names. Thanks in advance!
For bundle files, there's a batch extract feature in the command line. It's further described in Usage.txt.

Earlier i was experimenting with the replacement terrain textures, but now i just tried to return the texture for simple block (old redwood for barns :) ) and found that without mipmap this work useless - at a distance it looks bad and wasted loads GPU.This situation - with any texture loaded without MIP-map...

DerPopo, mipmap support or the support .DDS - it would be a huge addition for UABE (...and for me personally, of course!) .

With Respect!
Mipmaps should be doable, dds import shouldn't be too much of a problem either.

 
Thanks, I will look into it!


It can't open the split files directly. There surely are some tools that can merge split binary files directly but the "dirty" way of merging the files manually with a hex editor (such as HxD ) works for sure. You have to open the .split0 file in the hex editor, then open the .split1 file and copy+paste its contents to the end of the .split0 file. Repeat that for the remaining split files, in numerical order of course. The resulting file should then be openable with UABE.

For bundle files, there's a batch extract feature in the command line. It's further described in Usage.txt.

Mipmaps should be doable, dds import shouldn't be too much of a problem either.

I used (Bulk Rename Utility) and (VHJSplit 3.0) to rename and combine the files and it worked great!!!

Thnak you so much. I thought that was some kind of encryption, but it's just a binary file split into pieces.

Are you planning on adding the feature of combining these split files natively in your program?

 
First of all I'd like to thank you for the amazing work you're doing here. This is just so awesome. Thank you.

I hate myself for asking for something when you've already done so much, but being able to extract rigged meshes (.fbx perhaps?) would be really helpful.

By the way, I'm curious as to how you do this. My knowledge is limited to modeling, rigging and some basic C# scripting, but it appears that it is possible to develop these 'plugins' to export the data in a specific format using the API you provided. What sort of knowledge is needed to work on this? If there's any way we can support your project, please say :)

 
First of all I'd like to thank you for the amazing work you're doing here. This is just so awesome. Thank you.
I hate myself for asking for something when you've already done so much, but being able to extract rigged meshes (.fbx perhaps?) would be really helpful.

By the way, I'm curious as to how you do this. My knowledge is limited to modeling, rigging and some basic C# scripting, but it appears that it is possible to develop these 'plugins' to export the data in a specific format using the API you provided. What sort of knowledge is needed to work on this? If there's any way we can support your project, please say :)
FBX support is definitely something I'll look into.

The .bep plugin files actually are renamed .dlls (compiled with MSVC++ 2010). They contain a function that returns a structure with the import/export options, and the functions for the actual asset import/export. UABE passes some interface classes to the plugin but they are not (yet) contained in the API.

 
Help Pleaseee!!! :(

Hi to everyone, someone cant make a tutorial (videos it if posible) to show or teach, how use the Unity Assets Bundle Extractor whit the asset of 7DTD and create a new recipe, or item? Cause i have really goods ideas to create news items, but i dont not how to impor or export the new or olds item. I would really appreciate it. Tnx to all. I hope someone cant help me. :)

P.D: sorry for my bad English jeje:concern:

 
Hi to everyone, someone cant make a tutorial (videos it if posible) to show or teach, how use the Unity Assets Bundle Extractor whit the asset of 7DTD and create a new recipe, or item? Cause i have really goods ideas to create news items, but i dont not how to impor or export the new or olds item. I would really appreciate it. Tnx to all. I hope someone cant help me. :)
P.D: sorry for my bad English jeje:concern:
You don't need UABE to make new recipes or items. Just edit the XML files with a text editor. There's lots of examples all over the place, including the stuff already in the game that are already in the XML files you'll need to edit.

 
Unable to read header

i edited the opaque.png in BlckTextureAtlases and ive tried putting it back in with different texture formats but i cant seem to get it to work.20161113130116_1.jpg

 
Hi guys -- Thanks for the great utility!

I've been using it to make some texture updates for NASCAR Heat Evolution, another recently released Unity based game.

I've come to the point where I'd like to mute some distracting sound files -- notably, the fake crowd noise, but would also like to replace the engine sounds with improved ones.

UABE can of course extract these sounds, but it appears there is no way to import a modified version of the sound file. Is there something I am overlooking, or is this a feature not yet implemented (or perhaps not possible to implement).

Thanks for any tips you can provide!!

 
i edited the opaque.png in BlckTextureAtlases and ive tried putting it back in with different texture formats but i cant seem to get it to work.
I'll see if I can reproduce it.

Hi guys -- Thanks for the great utility!
I've been using it to make some texture updates for NASCAR Heat Evolution, another recently released Unity based game.

I've come to the point where I'd like to mute some distracting sound files -- notably, the fake crowd noise, but would also like to replace the engine sounds with improved ones.

UABE can of course extract these sounds, but it appears there is no way to import a modified version of the sound file. Is there something I am overlooking, or is this a feature not yet implemented (or perhaps not possible to implement).

Thanks for any tips you can provide!!
Removing sounds should work by setting the resource size to 0 in the AudioClip (Export Dump/Import Dump), I'm not sure if it throws errors in the log though.

UABE can't import sounds so far. You could add one or more manually by creating an empty Unity project, dragging the sound file(s) in the assets tab, attaching one Audio Source Component per sound to the Main Camera (select the camera in the list, select Audio Source in the Component menu) and select each audio file in the Inspector tab.

Build the project for one of the desktop platforms, open mainData/globalgamemanagers (the one without .assets) in UABE, export dumps of all AudioClips, change the resource file name so it doesn't conflict with the game (also in the dumps), copy over the renamed .resource file and replace the existing AudioClip assets using Import Dump.

I'll work on direct AudioClip import options in UABE, I think it should be relatively easy with the FMOD API.

 
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