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Andrakann

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Posts posted by Andrakann

  1. 2.2 beta 2 (Happy New Year edition) is out with Unity 2017.3 support and bug fixes!

    Currently, the best way is to edit the json dump of the ResourceManager asset (Export Dump, select json instead of txt). Locate the ResourceManager_Dependency that belongs to the asset with (Base) by searching for the Path ID (make sure it also appears under m_Container with the same m_FileID and the correct name), and add your asset to the container by inserting a new entry to m_Dependencies with your asset's Path ID and the proper File ID.

    You can look up the File ID of your asset by looking at the View->Dependencies dialog. The drop down list lists absolute File IDs (matching those in the main dialog) and the matching .assets files. Then look up the relative File ID by selecting globalgamemanagers and adding 1 to the number next to the .assets file name you looked up. Use the relative File ID for the entry in ResourceManager.

    "Currently" means it can be enhanced in future? :)

    There's no hurry - it can wait for monts easy...

    Btw, thanks for detailed explanation, it's very close to my thoughts - not very hard but have a lots of digits and counters to care about.

     

    And my wishes of Happy New Year from Russia! :)

    A0fHuAZ.gif

  2. Hi!

     

    Great tool, very useful :)

     

    I have a question (or feature request?..):

    Is there any way to add "int_plastic_brown" into container "materials\int_plastic_brown (Base)" like others assets on this pic?:

    a5d40e39b8d507a5087ef822dc47d7dc.jpeg

    Easier (and more reliable) than manually editing of "unnamed asset-globalgamemanagers-13-ResourceManager"...

  3. This tool is awesome -- thanks for building it!

     

    I was wondering if it would be possible to allow for multiple file extraction (export to PNG, TXT, whatever) to take the file path into consideration. I've got a bundle with hundreds of assets that I'd like to extract, and right now it'll place all files into a single folder. This isn't great organizationally, and some of the assets have name conflicts, which are tiebroken arbitrarily with _2 in the file names. Would it be possible to allow the plugin to create and use intermediate paths if multiple files are extracted?

     

    Thanks so much!

    You can load multiple assets at once, then extract.

  4. LOL, i got it to work! :glee:

     

    I tried before existing batch functions and got only errors here.

    Now i test it with all stages of file (cache, CAB, asset) - no luck.

    Then i convert my text file with "+DIR y:\Cache" text inside to encoding "UTF-8 without BOM" in terms of Notepad++ and it works now!

    Succesfully converted all .cache files in this folder to .assets!

    Command is: AssetBundleExtractor.exe batchexport batch.txt

    (there's also typo in Usage text AssetsBundleExtractor)

    batch.txt have only path to directory inside: +DIR y:\Cache

  5. Hi!

     

    I have the same problem as black_racer. Lots of .cache files (mobile game content), for every single of them i do these steps:

    Open 6aac84fc825dabe02c89c9ece79241ce_assetbundle.cache file in UABE, copying it's name to clipboard in the open dialogue window. UABE says "This bundle file is compressed! Do you wish to unpack it?", i press "Yes", save dialogue window pops up (without any suggestion for name), paste copied name, change it to 6aac84fc825dabe02c89c9ece79241ce.assetbundle by replacing "_" with ".", save. Then i have to press [Export] button and save again as 6aac84fc825dabe02c89c9ece79241ce.assets

     

    Any help with automate of this process would be great.

    Something like command line batch extract, then batch export. Or maybe export to .assets from .cache in one step?..

     

    Sample is uploaded here.

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