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PostPosted: Wed Mar 23, 2016 5:38 am 

Joined: Thu Sep 10, 2015 10:17 pm
Posts: 55
That's great. Can you link the script here please?
I'm on vacation right now, but will try it out in a weeks time when I'm home. Until now I've been using 'unity asset extractor' from github, but it crashes often and seems it can't fully deal with unity5
tyvm Aluigi


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PostPosted: Sun May 29, 2016 5:55 pm 

Joined: Wed Apr 22, 2015 12:23 am
Posts: 4
soon ..


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PostPosted: Wed Jan 25, 2017 2:17 am 

Joined: Tue Jan 24, 2017 3:15 pm
Posts: 5
Hi.
Sorry I have made another topic here but it does not receive much of attention T.T
viewtopic.php?f=17&t=3723
Anyway, I was trying to extract some .resS files and I ran into some problems.
Please help :<


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PostPosted: Thu Apr 27, 2017 3:46 am 

Joined: Sun Aug 10, 2014 12:30 am
Posts: 1
As of 5.1 a new texture format was provided to devs, specifically for devs making webGL games or anything that requires as little space as possible to make it load as fast as possible.
https://docs.unity3d.com/Manual/class-T ... rride.html

Docs here: https://github.com/BinomialLLC/crunch

Using UnityEX, it will identify the textures as DXTn "crunched", and when you export the assets, you'll get a ".tex.crn" file. Sometimes you'll get a .tex.crn.dds, but if for some reason it only converts to DDS, you can use something like this

https://github.com/Unvanquished/crunch

Which you could then convert to DDS, or TGA, or PNG.


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PostPosted: Sat Nov 18, 2017 3:08 pm 

Joined: Wed Jul 01, 2015 8:15 pm
Posts: 8
Is there any way to convert compressed meshes from Unity 5 and higher into another 3d formats?


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PostPosted: Wed Nov 22, 2017 4:35 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 616
Here are two examples that don't work with the current version of the script: http://www35.zippyshare.com/v/qOy6kw8i/file.html
Would be a blast to see an update!


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PostPosted: Tue Dec 12, 2017 8:03 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 367
just posting to let people know "Unity Assets Bundle Extractor" 2.2 beta1 was released yesterday :)
https://7daystodie.com/forums/showthrea ... -Extractor

Changes in 2.2 beta1: wrote:
Add batch import support for raw assets, dumps, Texture2D, TextAsset, TerrainData and MovieTexture.
Add an option to retrieve MonoBehaviour type information from assemblies to create full dumps.
Add UABE JSON dump export/import and Unity JsonUtility compatible export.
Update plugins for 2017.1.* and 2017.2.*.
Add type databases for 2017.1.0f3 and 2017.2.0f3.
Add a new dialog View->Containers.
Add a new column "Container" to the asset list to show assets grouped together properly. Base container assets can be searched for.
Add progress indicators for opening .assets files and batch export/import.
Improve performance massively for very large .assets files (opening files, selecting assets, removing assets, adding assets, plugin options).
Support RGB9e5Float HDR, RG16 and R8 texture formats (will still be converted from/to normal SDR RGBA32).
Add big endian write support (experimental).
Redo AssetsFileReader / AssetsFileWriter interfaces and add experimental support for more than 2045 files.
Improve streamed data file lookup.
Add mip map support to the Texture2D plugin.
Add compressed mesh support (experimental).
Add bundle compression support (LZMA only, experimental).
Add multithread DXT1/5 compression support.
Use type information to add valid assets with zeroed fields instead of empty ones.
Allow entering a type name instead of a type id for the Add Asset dialog.
Fix a bug writing .assets files that caused a missing field which in some cases caused further trouble.
Improve bundle decompression for LZ4 files by creating a streamed decompression interface.
Make AssetTypeInstance more strict on invalid assets or outdated type information (prevent out of memory crashes when trying to view or export dumps of some assets).
Rework the plugin interface.
Fix a bug importing .txt dumps with long lines.
Update the Texture2D edit dialog to and fix a couple of options to represent the asset format properly.
Change the default asset list window size.
Change the default name format for exports to allow UABE to find the files for batch import.
Make the plugin option list double-clickable.
Support longer engine version strings.
Hide removed assets from unsaved bundles.
Use comctrl32 6.0 for the progress indicators, which also changes the look of dialog controls.
Fix a couple of small memory leaks.
Fix a bug allowing UABE to close before saving bundles.

i am especially excited for the compressed mesh support because i collect models, :D
but it still has a way to go, it failed on quite a few compressed meshes. :(
still there is Unity Studio 8.0 that works though :D
https://github.com/Perfare/UnityStudio

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PostPosted: Thu Dec 14, 2017 8:59 am 

Joined: Thu Sep 10, 2015 10:17 pm
Posts: 55
UABE is a great program, my only problem with it is that there's no 'batch extract' option (yet). It makes extracting an entire game's files extremely tedious :( Oh how I miss 'Disunity' (sadly, it doesn't work with Unity5+ anymore)


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PostPosted: Thu Dec 14, 2017 9:41 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 367
yes it is great, i never used disunity, only UABE, Unity Studio and UnityEx, you can get it all done with those. :D
what kind of "batch extraction" are you looking for in UABE? you can already load multiple unity files and multi-select
files for extraction, but i'm really only after models and textures and maybe sounds so i don't need much more. :)

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PostPosted: Thu Dec 14, 2017 7:11 pm 

Joined: Thu Sep 10, 2015 10:17 pm
Posts: 55
I mean for instance: To extract all sounds from multiple files... or all images (png) from multiple files... It takes me on average 3hours to open each file individually, select the sound files, and then extract them (with UABE), for the specific game I'm datamining... and each time there's a new update for the game, I gotta do all that over again, which is a pain


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PostPosted: Thu Dec 14, 2017 10:39 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 367
PlanK69 wrote:
I mean for instance: To extract all sounds from multiple files... or all images (png) from multiple files...

yes you can already do that :)

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PostPosted: Thu Dec 14, 2017 11:32 pm 

Joined: Thu Sep 10, 2015 10:17 pm
Posts: 55
how? because on my UABE there is just "open", "load package file", "save", "mod maker", and "exit" options... nothing else


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PostPosted: Thu Dec 14, 2017 11:42 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 367
you just click File>Open and select as many unity files you want, then in the dialog press Open and wait for load all.
then you can sort by type in the GUI and select the first and hold shift and select the last to select all of that type
or select only what you want with ctrl + click and use the plugins to export to usable files. :D

edit
if you are working with assetbundle files that only open 1 at a time you can batch extract all those to assets files
that you will be able to batch open with UABE afterward. you need 2 files for this: (well i'll just post what i use :) )
1. batch.txt file with this in it
Code:
+DIR C:\temp

2. UABE.bat file with this in it
Code:
AssetBundleExtractor.exe batchexport batch.txt

i have those 2 files next to the AssetBundleExtractor.exe and i use a folder named "temp" located in C:\ to drop
the assetbundle files into, then i just run the UABE.bat file to export the .assets files from them to that same
temp folder,and from there you can batch open those in UABE. :D

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PostPosted: Fri Dec 15, 2017 5:04 am 

Joined: Thu Sep 10, 2015 10:17 pm
Posts: 55
Your first method didn't work, but the method in your edit worked (it's still bothersome having to do all those steps, but it's definitely quicker than doing them one by one). I just thought that you meant that UABE has a 'built in' batch extractor, because if I had used it the way that I have been using it all these years, and doing it one-by-one (which takes ages), while the program actually HAD a batch extraction function, then I prolly would have killed myself out of pure regret. But yeah your little 'batch trick' is awesome and I'll be using it from now on, thanks very much. You just saved me a couple of hours of work every few months, which probably adds up to 10hrs in a year, which is not too bad! Thanks again Mr. Acewell


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PostPosted: Fri Dec 15, 2017 7:43 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 367
it all works, just depends on the type of files you currently are working with, if you have a bunch of "CAB-"
files etc you can probably just go ahead and open them all at the same time with no extra steps.
just be mindful of the types you have and make adjustments accordingly.
but really it doesn't take long at all to extract any of this stuff, it takes longer to type this up. :D

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