March 17Mar 17 Hey guys! First post here. Basically I need your help to extract the 3D mesh from a Unity mobile game called "Russian Car Drift" I used AssetStudio to extract the files, the textures are in .png and the 3D mesh is stored as .dat and .bytes files, somebody told me that I need to create a script to run these files and then I can finally import to Blender. But the problem is, I don't know nothing about programming 😞 can you guys please help me? Edited March 17Mar 17 by Nick01
March 17Mar 17 Localization You may need to upload a file—just a sample will do—so we can review and analyze it.
March 17Mar 17 Author 7 hours ago, KuWuniss6 said: You may need to upload a file—just a sample will do—so we can review and analyze it. Here! TextAsset_dat.zip
March 17Mar 17 Supporter 13 hours ago, Nick01 said: But the problem is, I don't know nothing about programming Hey. too bad. Plus, the .dat format is so simple (UrasGt) that I can't imagine AssetStudio can't export the mesh. edit: can't remember having seen TextAsset in AssetStudio. The .dat I checked contained pure mesh data. Edited March 17Mar 17 by shak-otay
March 17Mar 17 Author 5 minutes ago, shak-otay said: Hey. too bad. Plus, the .dat format is so simple (UrasGt) that I can't image AssetStudio can't export the mesh. I mean, I could see the other's mesh from the game, but not the car's mesh, those are TextAsset in AssetStudio
March 17Mar 17 Author 5 hours ago, shak-otay said: Can you unfold TextAsset in AssetStudio and click on a dat file? Yes I already have the .dat files in my desktop Btw, how could you be able to see the mesh? Edited March 17Mar 17 by Nick01
March 18Mar 18 Supporter I used hex2obj to display the mesh. Can you upload the bundle file (or whatever you loaded into AssetStudio)? (If its size is not about 100 MB.)
March 18Mar 18 Author 39 minutes ago, shak-otay said: I used hex2obj to display the mesh. Can you upload the bundle file (or whatever you loaded into AssetStudio)? (If its size is not about 100 MB.) Hey! I found the main bundle, it's called UnityDataAssetPack (about 400MB). I couldn't find a smaller one, but all the Eclipse meshbytes are inside this one. Here is the link: https://drive.google.com/drive/folders/1rI1VQ_5XWJ7WSz4WO0bU2az71gwXcATt?usp=sharing. Thanks for the help!
March 18Mar 18 Localization Are you sure you're not mistaken? I downloaded the data you provided, and it's not complicated at all. You can quickly view the data structure using a hex editor; the geometric structure is located near the beginning of the hex address. I printed out a few vertices, and they look perfectly normal. It's not much different from a standard Unity structure—it's not complicated at all.
March 18Mar 18 Author 23 minutes ago, KuWuniss6 said: Are you sure you're not mistaken? I downloaded the data you provided, and it's not complicated at all. You can quickly view the data structure using a hex editor; the geometric structure is located near the beginning of the hex address. I printed out a few vertices, and they look perfectly normal. It's not much different from a standard Unity structure—it's not complicated at all. I appreciate you taking a look at the data. To be honest, I'm still learning how to navigate hex structures and my current tools are giving me a hard time with the offsets. Since it’s a standard structure for you, would you mind helping me out with the extraction? It would be amazing to finally see the full car in 3D. Thanks again for your patience!
March 18Mar 18 Author Update: I think I'm finally understanding the hex2obj program, but when I click to see the generated mesh, the window that's supposed to open, just disappears!
March 18Mar 18 Supporter 1 hour ago, Nick01 said: , but when I click to see the generated mesh, the window that's supposed to open, just disappears! That's when the parameters you entered are not correct. (could you show them plus the .dat file in question?) Open the created test.obj file in a text editor and you'll see at which line it goes wrong. Usually the chosen count of vertices is too big then leading to very big vertices or NAN values. 5 hours ago, KuWuniss6 said: It's not much different from a standard Unity structure—it's not complicated at all. That's not the problem. The problem is why AssetStudio doesn't recognize this. Edited March 18Mar 18 by shak-otay
March 18Mar 18 Supporter @Nick01: edit: the TextAssets in the archive you've uploaded don't have a mesh contained afaics. For type "mesh" the meshes are displayed and exported correctly. So AssetStudioMod works like a charm, afaics. Bottle_6.001.zip Edited March 18Mar 18 by shak-otay
March 18Mar 18 Author 9 hours ago, shak-otay said: That's when the parameters you entered are not correct. (could you show them plus the .dat file in question?) Open the created test.obj file in a text editor and you'll see at which line it goes wrong. Usually the chosen count of vertices is too big then leading to very big vertices or NAN values. That's not the problem. The problem is why AssetStudio doesn't recognize this. Yeah, sure! TextAsset.zip
March 18Mar 18 Author 2 hours ago, shak-otay said: @Nick01: I can't seem to find any TextAssets in the archive you've uploaded. It's "mesh", "Texture2D, "monoBehaviour" and the meshes are displayed and exported correctly. So AssetStudioMod works like a charm, afaics. Bottle_6.001.zip 5.39 kB · 1 download That "Bottle_6.001" It's a mesh that I could see perfectly in the AssetStudio viewer (appears as mesh in AssetStudio) But that's not what I looking for to convert into a mesh. I'm trying too see all the meshes from the Eclipse folder, they are listed as TextAsset in the program. This was the route I used to find the files for that car: "assets/_ladadrift/editor/resources/meshbytes/eclipse" after dragging the .apk into AssetStudio. Edited March 18Mar 18 by Nick01
March 18Mar 18 Supporter 50 minutes ago, Nick01 said: they are listed as TextAsset in the program. Maybe report the issue here.
March 18Mar 18 Author 1 minute ago, shak-otay said: Maybe report the issue here. Thanks, but you already show me in this pic that is possible see the meshes with hex2obj with the "TextAsset_dat.zip" file that I uploaded here earlier and that's I'm trying too doo with all the restant meshes. I just need to figure out the exact parameters...
March 18Mar 18 Supporter Solution It's not a 15 minutes job as I thought: edit: the 2nd sub mesh is not so obvious: Edited March 18Mar 18 by shak-otay
March 18Mar 18 Author 1 hour ago, shak-otay said: It's not a 15 minutes job as I thought: edit: the 2nd sub mesh is not so obvious: That looks amazing! Thanks for sharing the screen, it makes everything much clearer. I see you've got the parameters perfectly tuned for the Eclipse mesh.
March 18Mar 18 Author @shak-otay A guy told me to find the code which is used to loading the meshes from assets, and then write a script for Blender to import them. Can you please help me with that script? It's my last request, I don't want to keep wasting your time. Thank you for everything!
March 18Mar 18 Supporter 10 hours ago, Nick01 said: @shak-otay A guy told me to find the code which is used to loading the meshes from assets, The code for loading meshes in the AssetStudio project? That will handle "mesh", not "TextAsset", I guess. Quote Can you please help me with that script? When it means that I write the code, then sorry, no, I don't have the time for that. If I means that you write the code and I check it, then 'yes'. edit: I checked the code, in Exporter.cs there's these two functions: private static bool ExportMesh(AssetItem item, string exportPath) private static bool ExportTextAsset(AssetItem item, string exportPath) Someone with free time might exchange their names, then try to export TextAssets as mesh. Just a wild guess, I'll maybe check that later... Edited March 19Mar 19 by shak-otay
March 18Mar 18 Author 2 hours ago, shak-otay said: When it means that I write the code, then sorry, no, I don't have the time for that. Don't worry, It's fine! Edited March 18Mar 18 by Nick01
March 19Mar 19 Author Update: Finally I can see the first mesh! I used the image above as example and to find out how it works a hex file. Thank you guys! I'll leave this post open just in case. Edited March 19Mar 19 by Nick01
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