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Unity 3d Assets files

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hackspeedok, posted Fri Nov 20, 2015 11:25 am (9931)


aluigi wrote:
I gave it a quick look and didn't find small things to change in the script. Anyway it's just 150kb, do you have a bigger file?

http://jxyd.xoyo.com/
Click "????" to download. I'm looking for localization file :(
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aluigi, posted Fri Nov 20, 2015 11:41 am (9933)


10kb/s... no no no
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aluigi, posted Fri Nov 20, 2015 2:37 pm (9938)


The CP files are just compressed with lzo1x and I don't think they are related to the Unity framework (I mean the dev of that game decided to compress them using their own method).
Anyway use this script with them:
Code:
comtype lzo1x
get ZSIZE asize
xmath SIZE "ZSIZE * 20"
get NAME basename
clog NAME 0 ZSIZE SIZE
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hackspeedok, posted Fri Nov 20, 2015 2:51 pm (9939)


aluigi wrote:
The CP files are just compressed with lzo1x and I don't think they are related to the Unity framework (I mean the dev of that game decided to compress them using their own method).
Anyway use this script with them:
Code:
comtype lzo1x
get ZSIZE asize
xmath SIZE "ZSIZE * 20"
get NAME basename
clog NAME 0 ZSIZE SIZE


i used this script with "pack0.dat.CP" in the RES folder and recieved "pack0.dat". Can you help me unpack "pack0.dat"
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aluigi, posted Fri Nov 20, 2015 3:04 pm (9940)


It seems obfuscated
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hackspeedok, posted Fri Nov 20, 2015 3:35 pm (9941)


aluigi wrote:
It seems obfuscated

I think so but it seems the language file is in *.CP files
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Iceman1975, posted Wed Nov 25, 2015 3:57 pm (10106)


When I'm using the script I get following error:

- error in src\file.c line 243: fdnum_open()
Error: Permission denied

Any idea?
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aluigi, posted Wed Nov 25, 2015 4:04 pm (10108)


Are you using quickbms 0.7.1 and the script 0.2.4?

Are you extracting the files or reimporting them?
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Iceman1975, posted Wed Nov 25, 2015 4:53 pm (10110)


Yes, I use 0.7.1 and 0.2.4.
I found the solution. There was already an existing file. The script asked me to rename the output file. It looks like this doesn't work correctly. So I removed the existing file and everything works.

Unfortunately not everything. I get all files but most of them I can't open. Only a few text files (mainly the shaders) and a few images are readable. Can this script normally extract meshes and materials?
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aluigi, posted Wed Nov 25, 2015 5:06 pm (10111)


The script extracts the data "as-is" but I think other users may give you more tips.
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Iceman1975, posted Thu Nov 26, 2015 9:28 am (10114)


Hm, the files seem to be all corrupted. For example I'm able to open a shader file. But it starts with strange chars and ends with strange chars. Because shader files are text files I'm able to use the extracted file somehow. In case of binary data I'm not able to open any file. They are all corrupted... :-(
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brokenspicerack, posted Fri Jan 08, 2016 5:20 pm (10778)


0.2.4 of the bms script has been working for me, but it stopped working in 5.3 probably due to the new format. Any ideas?
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PlanK69, posted Wed Mar 23, 2016 5:38 am (12197)


That's great. Can you link the script here please?
I'm on vacation right now, but will try it out in a weeks time when I'm home. Until now I've been using 'unity asset extractor' from github, but it crashes often and seems it can't fully deal with unity5
tyvm Aluigi
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JONATHANTKB, posted Sun May 29, 2016 5:55 pm (13779)


soon ..
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ffleader1, posted Wed Jan 25, 2017 2:17 am (20407)


Hi.
Sorry I have made another topic here but it does not receive much of attention T.T
viewtopic.php?f=17&t=3723
Anyway, I was trying to extract some .resS files and I ran into some problems.
Please help :<
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finale00, posted Thu Apr 27, 2017 3:46 am (22669)


As of 5.1 a new texture format was provided to devs, specifically for devs making webGL games or anything that requires as little space as possible to make it load as fast as possible.
https://docs.unity3d.com/Manual/class-T ... rride.html

Docs here: https://github.com/BinomialLLC/crunch

Using UnityEX, it will identify the textures as DXTn "crunched", and when you export the assets, you'll get a ".tex.crn" file. Sometimes you'll get a .tex.crn.dds, but if for some reason it only converts to DDS, you can use something like this

https://github.com/Unvanquished/crunch

Which you could then convert to DDS, or TGA, or PNG.
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Gazyi, posted Sat Nov 18, 2017 3:08 pm (30113)


Is there any way to convert compressed meshes from Unity 5 and higher into another 3d formats?
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Acewell, posted Tue Dec 12, 2017 8:03 am (30692)


just posting to let people know "Unity Assets Bundle Extractor" 2.2 beta1 was released yesterday :)
https://7daystodie.com/forums/showthrea ... -Extractor

Changes in 2.2 beta1: wrote:
Add batch import support for raw assets, dumps, Texture2D, TextAsset, TerrainData and MovieTexture.
Add an option to retrieve MonoBehaviour type information from assemblies to create full dumps.
Add UABE JSON dump export/import and Unity JsonUtility compatible export.
Update plugins for 2017.1.* and 2017.2.*.
Add type databases for 2017.1.0f3 and 2017.2.0f3.
Add a new dialog View->Containers.
Add a new column "Container" to the asset list to show assets grouped together properly. Base container assets can be searched for.
Add progress indicators for opening .assets files and batch export/import.
Improve performance massively for very large .assets files (opening files, selecting assets, removing assets, adding assets, plugin options).
Support RGB9e5Float HDR, RG16 and R8 texture formats (will still be converted from/to normal SDR RGBA32).
Add big endian write support (experimental).
Redo AssetsFileReader / AssetsFileWriter interfaces and add experimental support for more than 2045 files.
Improve streamed data file lookup.
Add mip map support to the Texture2D plugin.
Add compressed mesh support (experimental).
Add bundle compression support (LZMA only, experimental).
Add multithread DXT1/5 compression support.
Use type information to add valid assets with zeroed fields instead of empty ones.
Allow entering a type name instead of a type id for the Add Asset dialog.
Fix a bug writing .assets files that caused a missing field which in some cases caused further trouble.
Improve bundle decompression for LZ4 files by creating a streamed decompression interface.
Make AssetTypeInstance more strict on invalid assets or outdated type information (prevent out of memory crashes when trying to view or export dumps of some assets).
Rework the plugin interface.
Fix a bug importing .txt dumps with long lines.
Update the Texture2D edit dialog to and fix a couple of options to represent the asset format properly.
Change the default asset list window size.
Change the default name format for exports to allow UABE to find the files for batch import.
Make the plugin option list double-clickable.
Support longer engine version strings.
Hide removed assets from unsaved bundles.
Use comctrl32 6.0 for the progress indicators, which also changes the look of dialog controls.
Fix a couple of small memory leaks.
Fix a bug allowing UABE to close before saving bundles.

i am especially excited for the compressed mesh support because i collect models, :D
but it still has a way to go, it failed on quite a few compressed meshes. :(
still there is Unity Studio 8.0 that works though :D
https://github.com/Perfare/UnityStudio
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PlanK69, posted Thu Dec 14, 2017 8:59 am (30742)


UABE is a great program, my only problem with it is that there's no 'batch extract' option (yet). It makes extracting an entire game's files extremely tedious :( Oh how I miss 'Disunity' (sadly, it doesn't work with Unity5 anymore)
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Acewell, posted Thu Dec 14, 2017 9:41 am (30744)


yes it is great, i never used disunity, only UABE, Unity Studio and UnityEx, you can get it all done with those. :D
what kind of "batch extraction" are you looking for in UABE? you can already load multiple unity files and multi-select
files for extraction, but i'm really only after models and textures and maybe sounds so i don't need much more. :)
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