n2n1 Posted December 23, 2018 Share Posted December 23, 2018 Thank You! My terrain-textures replaced successfully! Link to comment Share on other sites More sharing options...
DUST2DEATH Posted December 24, 2018 Share Posted December 24, 2018 Thank you. Thank you. Thank you. Much appreciated. Happy Holidays! Link to comment Share on other sites More sharing options...
ngovandang Posted December 25, 2018 Share Posted December 25, 2018 Um... A weird question. But can you do an support for Crossfire Mobile? Since bundle assets from this game has been encrypt or something. Assets can no longer be viewed with any recent tools. https://play.google.com/store/apps/details?id=com.tencent.tmgp.cfmnac Link to comment Share on other sites More sharing options...
FastBurst Posted December 26, 2018 Share Posted December 26, 2018 Strange question, do all of our A16 unity files have to be redone for A17??? Link to comment Share on other sites More sharing options...
DUST2DEATH Posted December 26, 2018 Share Posted December 26, 2018 Strange question, do all of our A16 unity files have to be redone for A17??? Yes/No/Depends. If they were unity3d files you packaged, yes, you will need to import them into unity 2018.2 and make a new bundle. If they were just textures etc, then they can just import with generally no changes. Changes may depend on new lighting etc. Link to comment Share on other sites More sharing options...
Fluix Posted December 27, 2018 Share Posted December 27, 2018 Hello, i get the same error about the mesh export. Unable to read the mesh asset. I tought it got fixed with the stable? Maybe someone can upload some exports, like the machete, pickaxe, fireaxe,... would be really nice. Link to comment Share on other sites More sharing options...
DerPopo Posted December 29, 2018 Author Share Posted December 29, 2018 2.2 stable b is out. Fixed Mesh export (again) and RGBA32 mip map generation for texture import. Link to comment Share on other sites More sharing options...
libaibaba Posted December 29, 2018 Share Posted December 29, 2018 2.2 stable b is out. Fixed Mesh export (again) and RGBA32 mip map generation for texture import. Thank God (I mean you) Link to comment Share on other sites More sharing options...
n2n1 Posted January 4, 2019 Share Posted January 4, 2019 Very big Things are done with this Utility Link to comment Share on other sites More sharing options...
dire_insomniac Posted January 28, 2019 Share Posted January 28, 2019 When trying to use the program through Wine (or any of its wrapper variants) I can't export any of the files because when I go to select "Plugins" the program crashes. Link to comment Share on other sites More sharing options...
n2n1 Posted January 28, 2019 Share Posted January 28, 2019 (edited) DerPopo, could You comment on the situation that now we can not change the texture in the "blocktextureatlases" for blocks as such, due to the introduction of stream textures. Because they are no longer presented as graphics files. Can we some some way to change textures in (Texture2DArray)? Edited January 29, 2019 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted February 3, 2019 Share Posted February 3, 2019 Yes please. Link to comment Share on other sites More sharing options...
kira1 Posted February 5, 2019 Share Posted February 5, 2019 Hi please support unity 2018.3 when i try to export texture2d it was corrupted no image will show its empy Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 9, 2019 Share Posted February 9, 2019 DerPopo, could You comment on the situation that now we can not change the texture in the "blocktextureatlases" for blocks as such, due to the introduction of stream textures. Because they are no longer presented as graphics files. Can we some some way to change textures in (Texture2DArray)? If DerPopo finds a way to do this it would be magic. I have my doubts though due to Unity Things. Link to comment Share on other sites More sharing options...
pascetora Posted March 5, 2019 Share Posted March 5, 2019 2.2 stable b can't read the Texture2D file size in 2018.2.20f1 Unity3d. In 2017.4.2f2 it was able to read accurately. The target game is iDOL M@STER Cinderella Girls. upload the sample file. https://mega.nz/#!Km4RkKiC!fmlOmXj-B8zI56ZdYVnEEr4pKeqpvTz9zQQciNBVzHM Link to comment Share on other sites More sharing options...
War3zuk Posted March 6, 2019 Share Posted March 6, 2019 When trying to export any .Mesh file im getting the error, Unable to read the mesh asset, unknown format ? its the same with any mesh file, Everyone seems to say this is the prog for extracting the files so they can be loaded into Unity but not getting anywhere lol.... All i wanting to know or rather get is the Wrench object so I can see how I set up the attachments cos at the mo my current model ingame sits below the hand.... Link to comment Share on other sites More sharing options...
Robeloto Posted March 6, 2019 Share Posted March 6, 2019 When trying to export any .Mesh file im getting the error, Unable to read the mesh asset, unknown format ? its the same with any mesh file, Everyone seems to say this is the prog for extracting the files so they can be loaded into Unity but not getting anywhere lol.... All i wanting to know or rather get is the Wrench object so I can see how I set up the attachments cos at the mo my current model ingame sits below the hand.... Which versions do you use? Works fine for me when using AssetsBundleExtractor_2.2stableb and Unity 2018.2.0f2. Link to comment Share on other sites More sharing options...
HerrKingsley Posted March 10, 2019 Share Posted March 10, 2019 Ok so I have been scrolling through and searching this tread but i couldnt find a answer to my question. I want to make a copy of a zombie and do add a new texture to it. Basically for variation. I know how to export, edit and import the texture basically replace the texture. But i need help with copying a zombie so i can retexture it. Help! Link to comment Share on other sites More sharing options...
n2n1 Posted March 10, 2019 Share Posted March 10, 2019 (edited) Ok so I have been scrolling through and searching this tread but i couldnt find a answer to my question. I want to make a copy of a zombie and do add a new texture to it. Basically for variation. I know how to export, edit and import the texture basically replace the texture. But i need help with copying a zombie so i can retexture it. Help! Do you want to put a new texture on the existing model in the game? Look at the way that Mumpfy adds texture. https://7daystodie.com/forums/showthread.php?104836-NEW-ZOMBIE-TEXTURES-Mumpfy There is no easy way to directly export a model(mesh) to resources. Just make another zombie based on the existing model with new textures(replace material) that can now be connected from .xml. Edited March 10, 2019 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
HerrKingsley Posted March 10, 2019 Share Posted March 10, 2019 Do you want to put a new texture on the existing model in the game? Look at the way that Mumpfy adds texture. https://7daystodie.com/forums/showthread.php?104836-NEW-ZOMBIE-TEXTURES-Mumpfy There is no easy way to directly export a model(mesh) to resources. Just make another zombie based on the existing model with new textures(replace material) that can now be connected from .xml. Thank you for your quick response! So if I understand you correctly i shall 1. add a new texture to resources.assets 2. Copy/paste a zombie in entityclasses.xml 3. replace skin in entityclasses.xml with <property name="ReplaceMaterial0" value="entities/zombies/materials???/NewSkin"/> then i have a few questions. When i add a new material does the id need to be unique and what is mono class id? Also what is the path i shall refere to in entityclasses.xml to get zombie texture2d? Link to comment Share on other sites More sharing options...
n2n1 Posted March 11, 2019 Share Posted March 11, 2019 (edited) Not exactly. UABE only need to extract textures for you. First you need to repaint the extracted textures and create your own resource/bundle (.unity3d) with them, using Unity. Then connect these textures from this resource, in the likeness, as did Mumpfy. (Look at his mod for example). I've done things like this, but not with zombies. So maybe there are some nuances in the creation of these materials, which you'd have to ask Mumpfy. He will also be able to confirm this way or disprove it. I hope this is not too difficult, because there may need to create in addition to everything else and the materials for which and need these textures. But another way, if you want to keep the original zeds - does not exist, except to create new ones. Edited March 11, 2019 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted March 11, 2019 Share Posted March 11, 2019 Thank you for your quick response! So if I understand you correctly i shall 1. add a new texture to resources.assets 2. Copy/paste a zombie in entityclasses.xml 3. replace skin in entityclasses.xml with <property name="ReplaceMaterial0" value="entities/zombies/materials???/NewSkin"/> then i have a few questions. When i add a new material does the id need to be unique and what is mono class id? Also what is the path i shall refere to in entityclasses.xml to get zombie texture2d? You extract the textures with uabe, edit them with whatever, import them into unity, build .unity3d files with them, then reference those with XML, like you would custom blocks, sounds, entities, items, etc. Link to comment Share on other sites More sharing options...
HerrKingsley Posted March 11, 2019 Share Posted March 11, 2019 Thanks you guys for you help. I finally got it to work! But what i cant figure out is how to add the hair texture to the hair object. but other than that im pleased with the result. Let me present Frozen Marlene! (and ordinary Marelene to the left.) Link to comment Share on other sites More sharing options...
n2n1 Posted March 12, 2019 Share Posted March 12, 2019 (edited) Looks good ! Regarding the hairs, it's probably just to do with the other material...(perhaps it is easy to find by selecting/enumeration the material number, when you see the garbage on the head-then this is it) But i warn you, when i tried to change the hair (UMA) i noticed that the changes are barely noticeable, and you may think that nothing has changed. This is probably due to the fact that the shaders are too dark and texture color has little effect on them. Edited March 12, 2019 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
HerrKingsley Posted March 12, 2019 Share Posted March 12, 2019 (edited) Im trying to extract ALL texture resources right now. Seems easier EDIT: Found it! z_Hair. There was one hair that was black and white. You could even change the colors one in Photoshop if you would like. Anyways. This is the result. https://imgur.com/cE0ZbmD Edited March 12, 2019 by HerrKingsley (see edit history) 1 Link to comment Share on other sites More sharing options...
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