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Unity Assets Explorer [v 1.2]

The Original Forum. Game archives, full of resources. How to open them? Get help here.
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Slandey
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Re: Unity Assets Explorer [v 1.2]

Post by Slandey » Wed Oct 01, 2014 12:56 am

Ok. And what about 3D models? They are .45 files...

EDIT: Thanks Haoose, it seems to work with Reflector, but what is Refelxil for and how do I install / use it?
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MiRiKan
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Re: Unity Assets Explorer [v 1.2]

Post by MiRiKan » Sat Oct 04, 2014 6:38 am

Hi Haoose!

here is some problem :( when i change font for another. extension has been changed .ttf to .fnt…
And hexcode is moved up to 3h.

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it's before change font file

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it's after changed font file

And this is hexcode
Image

how can i solve them? thanks!
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Re: Unity Assets Explorer [v 1.2]

Post by Elayna » Wed Oct 08, 2014 11:34 am

MiRiKan wrote:Anybody knows that how to modify font file that using NGUI png + fnt system?
i can see image file. but i can not see any fnt file. i think that file changed when compiled it.
'Using NGUI image font system' games are Knights of Pen and Paper, Pixel Piracy, etc
In Unity for developer we using use a NGUI font and choose the exact size where it will make it to atlas.

There's are tutorial on youtube.

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Re: Unity Assets Explorer [v 1.2]

Post by MiRiKan » Thu Oct 09, 2014 3:02 pm

Elayna wrote:
In Unity for developer we using use a NGUI font and choose the exact size where it will make it to atlas.

There's are tutorial on youtube.
I know how to use NGUI in unity. but it's not for .assets file. i can see font file like .png or .dds .
but i can not find any .fnt files...
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Re: Unity Assets Explorer [v 1.2]

Post by martonHUN » Sun Oct 12, 2014 9:20 am

Hi guys. Thanks for the UAE, it is a really useful tool.
However, I would like to translate Thomas Was Alone. When I open an .assets file with the extractor, an error message
occurs: "TProgressBar property out of range."

What should I do?
Thanks for your help.

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Re: Unity Assets Explorer [v 1.2]

Post by gorgamel » Tue Oct 21, 2014 9:49 am

Csimbi wrote:I think that there's a memory leak.
After opening the fourth/fifth asset file in a row, I got an error saying:
Out of memory while expanding memory stream.
According to the task manager, UnityAssetsExplorer.exe uses ~952MBytes of memory.
version 1.4 [14.08.2014]
"Import This File from original-format" and same problem:

EStreamError ďîäí˙ňŕ îřčáęŕ, ń ńîîáůĺíčĺě : Out of memory while expanding memory stream

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Re: Unity Assets Explorer [v 1.2]

Post by saidsrc » Tue Oct 21, 2014 1:28 pm

Today I got DFC by early access and wanted to take a look at localized text files. I did a hex search with a certain dialogue in game and found which assets file it is in. I don't know which file (in assets file) contains that so I tried my luck with extract all, but after extracting 2394 files, it stopped with an error. Here is the screenshot:

Image

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Re: Unity Assets Explorer [v 1.2]

Post by desperado » Tue Oct 21, 2014 6:57 pm

saidsrc wrote:Today I got DFC by early access and wanted to take a look at localized text files. I did a hex search with a certain dialogue in game and found which assets file it is in. I don't know which file (in assets file) contains that so I tried my luck with extract all, but after extracting 2394 files, it stopped with an error. Here is the screenshot:

Image
Can you upload this file and main resources.assets file ?

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Re: Unity Assets Explorer [v 1.2]

Post by squallzell8 » Sat Nov 08, 2014 2:08 am

How can I extract and edit the texts of tomas was alone. The text files are not on the assets. But in the archives "levels".

Thanks for the help.

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Re: Unity Assets Explorer [v 1.2]

Post by Aphenamor » Mon Nov 10, 2014 7:41 am

I'm trying to edit one of the .tex files. I export it to .dds, make the visual changes using gimp and then save the .dds file. Gimp drastically changes the file size though and I get the error saying "ERROR! Wrong size dds". How can I fix this?

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Re: Unity Assets Explorer [v 1.2]

Post by merlinsvk » Mon Nov 10, 2014 11:41 am

Aphenamor wrote:Gimp drastically changes the file size
Save it in original format (DXT3, DXT5, uncompressed ARGB, etc., with mipmaps or without them).

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Re: Unity Assets Explorer [v 1.2]

Post by Aphenamor » Mon Nov 10, 2014 11:38 pm

merlinsvk wrote:Save it in original format (DXT3, DXT5, uncompressed ARGB, etc., with mipmaps or without them).
Do you know how to tell what the original format is? I've tried every format and every compression rate and none of them end up with the correct file size. Haven't tried much with the mipmaps yet. I'll give that a shot.

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Re: Unity Assets Explorer [v 1.2]

Post by Aphenamor » Tue Nov 11, 2014 4:15 am

I was able to figure it out, thanks. It was a mipmap issue.

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Re: Unity Assets Explorer [v 1.2]

Post by Regeta7 » Tue Nov 25, 2014 4:05 pm

Hey everyone. First I'd like to thank the OP for creating this program and everyone for helping test it.

I'm trying to replace a specific sound file (Impact_Club_01.ogg) from Shroud of the Avatar's resources.assets, with my own custom sound effect.

I successfully extracted it in both v1.2 and v1.4.

I can re-import the same file, and it's always successful.

However, when I try to import a custom file (which I converted from .wav to .ogg and named "Impact_Club_01.ogg") it doesn't work.

In 1.2, it gives me the result: a popup saying "ERROR"

In 1.4, it gives me the result: EStreamError ïîäíÿòà îøèáêà, ñ ñîîáùåíèåì : Out of memory while expanding memory stream


I have tried replacing SotA's sound .ogg file with my own custom one with the custom file size being:
A) Smaller file size
B) Larger file size

Always 10.0 to 10.8kb for both the original sound and custom replacement sound.
Very small file. However, resources.assets is VERY large: 671MB.



edit: SUCCESS! I used this program to do it.

http://7daystodie.com/forums/showthread ... s-UAE-BETA
^ Kick ass program that has a lot fewer errors (at least for this instance)

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Re: Unity Assets Explorer [v 1.2]

Post by Haoose » Sat Jun 20, 2015 10:00 pm

Image
-= GP-team =-
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