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Cannot properly read assets with external ".resource" file in a bundle #91

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jack980517 opened this issue Dec 20, 2016 · 10 comments
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@jack980517
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I have an asset bundle that contains an assets file and a ".resource" file. UABE can only see the info/metadata, but not the audio file itself (which is in the ".resource" file). Selecting "CAB-xxx.resource" in the drop-down menu would cause the program to say that it's not a valid assets file.

The file in question has been uploaded here:
https://mega.nz/#!skJW0IrR!1901uAG4fhLvxvwMCP3-8L--Rw6VokM7A0zy4tWXbI0

@DerPopo
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DerPopo commented Dec 20, 2016

The .resource file contains only raw data that is used by the .assets file.
The AudioClip plugin can extract the data if you select the AudioClip in the .assets file.

@jack980517
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But what about importing? Can it be supported? I need importing more, and extracting is already supported by other applications like Unity Studio...

@DerPopo
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DerPopo commented Dec 21, 2016

It can be done manually as described in this old post : https://7daystodie.com/forums/showthread.php?32600-Overriding-vanilla-files-(assets-)&p=314195&viewfull=1#post314195
The m_Source has a special format in bundles, just take a look at the original AudioClip's m_Source.
I'll of course see what I can do to create FMOD sound banks in the same way as Unity does.

@jack980517
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Thanks. So just to confirm, I need to build my own AssetBundle, switch the .resource file and edit the .assets file to match?
I tried replacing the whole AssetBundle (i.e. .assets + .resources) but the game refused to recognize it. Didn't think of only replacing .resource though.

@jack980517
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Just tried and succeeded. Thanks a lot!

@RingyRing
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It can be done manually as described in this old post : https://7daystodie.com/forums/showthread.php?32600-Overriding-vanilla-files-(assets-)&p=314195&viewfull=1#post314195 The m_Source has a special format in bundles, just take a look at the original AudioClip's m_Source. I'll of course see what I can do to create FMOD sound banks in the same way as Unity does.

Sorry for bumping an old thread. The page with the linked post has been deleted. I tried looking for the archived version of the page, but it has never even been archived. Can you please explain how to edit such audio files here again?

@jack980517
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@RingyRing #246

@RingyRing
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Thanks!

@SeriousCache
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@RingyRing UABE 3.0 also can import resources through View Data - right click on the resource field.
To copy an AudioClip asset, you would essentially transfer all the regular values such as m_Length (manually or via Export Dump/Import Dump) and then transfer the resource (View Data on the original asset and export the resource, View Data on the new asset to import the data).
Also, mod installers now support resource changes.

@RingyRing
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@SeriousCache If I use your new method, how will the steps in @jack980517 's instructions change?

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