I need help to extract models from Game.
The file is in .DAT format, can be used with AssetStudio but it does not extract the whole datai.
https://mega.nz/#!jtkmwaRQ!DABQYKJWwm1f ... tYQJp1fJRQ
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Power Rangers: Battle for the Grid Models?
- shakotay2
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Re: Power Rangers: Battle for the Grid Models?
Guess, it's very unlikely someone downloads 773 MB of data just to check a model format...
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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einherjar007
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Re: Power Rangers: Battle for the Grid Models?
I'm not familiar with parsing, but I think it's just a Unity AssetBundle concatenation file.
I think you should use the quickbms script (generic splitter) created by AlphaTwentyThree.
I think you should use the quickbms script (generic splitter) created by AlphaTwentyThree.
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episoder
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Re: Power Rangers: Battle for the Grid Models?
(try to split the file. use a hex editor. search for "unityfs" and set a reminder on the start and ends. then c/p the subcontainers into seperate files. I tested 1, 2, blah. asset studio can open those subcontainers. i guess it's just glued together and you missing the descriptor file for the glue offsets. looks like it can be bypassed this way.
)
script for convenience. you gotta dump the last subcontainer manually. the findloc terminates at eof, so... it won't math the end and dump it.
script for convenience. you gotta dump the last subcontainer manually. the findloc terminates at eof, so... it won't math the end and dump it.
Code: Select all
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm
goto 0
savepos fstart
for
goto fstart
goto 1 0 seek_cur
findloc foffset string "UnityFS"
xmath fsize "foffset - fstart"
math count + 1
get oname basename 0
string cnt p "_%03d" count
string oname + cnt
log oname fstart fsize 0
math fstart + fsize
next
