To find the complete type information, these have to be extracted from the MonoBehaviour classes in Assembly-CSharp (or other assemblies).
Only the base which includes the game object PPtr, an m_Enabled bool, the script PPtr and a name field is the same for all (that the file format is shown as empty is a bug in the current release, it will be fixed for the next release). Once again, thanks for your work on this program and I look forward to any updates. Perhaps you could add a plugin?įinally, it would make things a LOT easier if we could search the list for a certain text string and search for an entry by Path ID.
export the holding seeds in your hand model and edit it). This would make modding the existing models possible (e.g. It would also be very handy if we could export the meshes to OBJ or FBX format. Would be nice if you could "Export Dump" this data in a readable format just like other files. I used the "Export Raw" button to dump the bytes and figured out what they mean.īasically those files contain swapped bytes with the parent Path ID in "resources.assets" and a Path ID to the script file name stored in the "mainData." file. When I try to "Export Dump" these files (for example "resources.assets" Path ID 65883 in A12.5) your program says "The file format is empty" which is not correct. The work I did on that apple tree raised an issue regarding "MonoBehaviour Base" files (type 0xFFFFFFE2):
#Unity assets bundle extractor find text in resources.assets mod
The working apple tree model mod (with the correct script attached making it able to be chopped down) is here: I used it to figure out which scripts are attached to the tree objects ingame (which makes them able to be chopped down). Thankyou for the work you have done on this program. To back this up, if you use the "View Info" function of UABE, and/or export a dump of audio-related files that are within resources.assets (e.x.: 44magnum_reload path ID 5754), you'll see the following: 0 AudioClip Base Instead, this file contains what appear to be scripts of some sort which, presumably, point to individual files located within resources.resource. From what I can gather, it seems that most of, if not all the sounds 7DTD uses are not stored directly within resources.assets. assets files to see how they're structured, along with a bit of my own research on how Unity 5 streams media during runtime. Using this tool and Grim's UAE, I've been doing some poking around inside the. So, I've been wanting to mod some of the in-game audio for a while, but I've hit a bit of a snag when it comes to extracting audio clips and such.