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UABE - Asset Bundle Extractor

Will there be support for mip-mapping ? :chuncky:
I'll look into it.

The program works pretty well, however I was not able to open some script files. I'm receiving "Unable to read bundle file! (Invalid file or unknown version?)" error.
This is the link for the files. I really need to get the .txt files inside for translation purposes. Any help is greatly appreciated
The bundle files have a custom encryption and are decrypted by the game code. You'll need to look in the game's Assembly-CSharp.dll or Assembly-UnityScript.dll how the game decrypts the files with a decompiler such as ILSpy.

 
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Hi, guys.I trying to translate 60 seconds, i opened it, extracted it, but i can import it, it always create new asset file.When i tried it with UAE, than there was runtime error.How can i do this?

 
Why i use this tools i repack texture in file .unity3d i play game , some texture is crash and some texture it's not like the originali try unpacking texture in file .unity3d and packing it again

That file .unity3d not like origin :/ like this :/

Can you help me :/ DerPopo ?
Which texture compression format is used? You may try changing it to another one supported by whatever phone you target (EAC, ETC, PVRTC, ASTC) or even DXT (which is usually not directly supported on mobile chips and is uncompressed by Unity first).

Can't export "Sprite" filetype. Am I missing something?
You can export the textures referenced to by that Sprite. Press View Data to look which textures it uses.

Please, add support for Escape from Tarkov_container.bundle files (weapons)
I don't own that game. What does the file header look like? The first 128 bytes should be enough to see what's going wrong (use a hex editor and copy out the first 0x80 bytes or make a screenshot of it).

Hi, guys.I trying to translate 60 seconds, i opened it, extracted it, but i can import it, it always create new asset file.When i tried it with UAE, than there was runtime error.How can i do this?
It can't directly overwrite the opened file, you need to save it to another file name and rename it after closing UABE. Other than that, you can easily create an installer with the imported files from within UABE that does all the renaming automatically.

 
Error :(

DerPopo: Which texture compression format is used? You may try changing it to another one supported by whatever phone you target (EAC, ETC, PVRTC, ASTC) or even DXT (which is usually not directly supported on mobile chips and is uncompressed by Unity first).

Dude !!! I Try All Texture Format (EAC, ETC, PVRTC, ASTC,DXT And every thing in tools )but error is the same old picture :/ I've posted

 
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Hey. I'm trying to use it for audio decoding of Gwent: The Witcher card Game. But the tool detects the type as text, although the contents of the headers present RIFF WAV format. How to fix this?

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Help Me I am New To This

Hey Guys I have Extracter a game And Got This assets.split0 And Other Files Now When I Open Them I Can See All Files Like Textures Mesh Etc . Now How Can I EXport All Of Those File So That I Can Use Them In Unity For Different Purpose . I Am mainly On The Mesh , Materials , Textures File I Want To Export Them All. How Can I Do That

 
DerPopo: Which texture compression format is used? You may try changing it to another one supported by whatever phone you target (EAC, ETC, PVRTC, ASTC) or even DXT (which is usually not directly supported on mobile chips and is uncompressed by Unity first).
Dude !!! I Try All Texture Format (EAC, ETC, PVRTC, ASTC,DXT And every thing in tools )but error is the same old picture :/ I've posted
Does UABE itself export the correct file before and after modifying it (export to tga/png)? Possibly the texture asset format is slightly different in the Unity version that game uses.

Hey. I'm trying to use it for audio decoding of Gwent: The Witcher card Game. But the tool detects the type as text, although the contents of the headers present RIFF WAV format. How to fix this?
It looks like it does indeed store audio files in a TextAsset (it's not unusual to store binary data in TextAssets). At least in an earlier version, Gwent used Wwise instead of Unity's builtin FMOD. It uses wav-like files (usually named .wem) with a custom codec that most players don't support. There are some tools to convert .wem files like ww2ogg but I haven't checked if they work in this case.

Hey Guys I have Extracter a game And Got This assets.split0 And Other Files Now When I Open Them I Can See All Files Like Textures Mesh Etc . Now How Can I EXport All Of Those File So That I Can Use Them In Unity For Different Purpose . I Am mainly On The Mesh , Materials , Textures File I Want To Export Them All. How Can I Do That
You can select multiple assets at the same time. Sort for the type, select all Meshes (click on the first one, press shift, click on the last one) and export with the plugin. Then do the same for the other formats except Material. Materials usually refer to multiple textures but there is no plugin to directly extract the material. You can create your own material in Unity and use the different textures. The only thing missing is the shader that isn't easy to extract, at least in current Unity versions.

 
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Does UABE itself export the correct file before and after modifying it (export to tga/png)? Possibly the texture asset format is slightly different in the Unity version that game uses.
Yes i export to tga/png and export raw and dumb but not working :/

And view all file is use UnityFS :/

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Thank U

This tool is great.

I just want to thanks the developer (DerPopo) for developing such an awesome tool that helps me a lot.

Also thank u for keeping up the development.

:friendly_wink:

 
Hello DerPopo, Is there a way to change what texture a mesh is using with this tool? i dont want to replace the texture, i want the model to use another texture that already exists in the package, like for example some meshes share the same image file, i want them both to have their own, how do i do that?

 
You can say -

- mip-levels are really contained in the resources or in the properties just specified how they should be, and the engine itself generates them ?

 
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