raztools / studio Goto Github PK
View Code? Open in Web Editor NEWModded AssetStudio with new features
License: MIT License
Modded AssetStudio with new features
License: MIT License
I saw a validation added in AnimationClipExtension on Commit. Why we skip legacy animation clip now ?
This error occurs when I export animations from Project Sekai
You can reproduce this error by playing it directly in Unity.
I have tried enabling animation IK and disabling animation compression, but neither solved the issue
And it also appears in Maya and Blender, not just in Unity, so I guess it might be an error during the conversion?
btw, I also tried making a new animation, packaging it as an asset bundle, and then extracting it, but I did not observe the same problem.
Exported fbx file:
https://drive.google.com/file/d/1i4FxdR2QZbNKjTmiZy1MRuMfjInHuutZ/view?usp=drive_link
Original asset bundle:
https://drive.google.com/file/d/1A53mERhhVt3jeKRHiCUzM5NFZ-g_xvfx/view?usp=sharing
Trying to open almost any assetbundle file from game "Overlord: King of Nazarick" (CN game) throws this error:
[Error]
System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
at AssetStudio.LZ4.Decompress(ReadOnlySpan1 cmp, Span
1 dec) in D:\a\Studio\Studio\AssetStudio\LZ4\LZ4Utils.cs:line 57
at AssetStudio.BundleFile.ReadBlocks(FileReader reader, Stream blocksStream) in D:\a\Studio\Studio\AssetStudio\BundleFile.cs:line 556
at AssetStudio.BundleFile..ctor(FileReader reader, Game game) in D:\a\Studio\Studio\AssetStudio\BundleFile.cs:line 147
at AssetStudio.AssetsManager.LoadBundleFile(FileReader reader, String originalPath, Int64 originalOffset, Boolean log) in D:\a\Studio\Studio\AssetStudio\AssetsManager.cs:line 257
Here is an example file:
/////(this file is extracted from apk file)
Is it even possible to open these files?
How to use custom keys
Weapon animations using PGR extracted with v0.90.00 will have individual bones strangely misaligned(Bone16&bone17,These two bones are supposed to be parallel and symmetrical, but bone17 is strangely misaligned as shown in the picture)
and attempting to extract the PGR file with v0.90.10 will display the following error message
These are the source files, I exported Animator "E3SwordMd130111P01" and AnimationClip "Change04".
files.zip
Overlord on Unity, and I even accidentally managed to connect two codes to decrypt files, but alas, this file was lost. (I'm not a programmer, I just connected two existing codes and they worked) In any case, it is possible to decrypt the files.
As for the FGO, I’m no longer sure how it works, but I good be possible open it.
same i write problem message. Quite often, when opening game files of 1-4 GB (all files game), RAM takes up more than 30 GB, and it happens that this is not even half the progress of opening files.And its do broke programm and can do bad thing with PC. Ultimately, AssetStudio.GUI often becomes useless for opening the this files, because died, after after RAM is full. (AssetStudio.CLI does not have such problems, but it cannot normally export textures and models at the same time as in AssetStudio.GUI, and generally has more limited functionality.)
Game: Jump Assemble (Codename Jump)
Game Samples: 80.0MB (A few random AB Files) https://mega.nz/file/NDA2CC6T#Vrwb8q3oZ ... CGR5TLm4Os
APK Download Links:
https://apkcombo.com/codename-jump/com. ... 3.android/
https://modcombo.io/jump-assemble.html
https://apkrabi.com/jump-assemble/
Hi, so the new MOBA game Jump Assemble (AKA Codename Jump) look really nice but all the assets is in .AB file format. I tried AssetBundleExtractor but ended in failure.
Just wondering if anyone could help extract it, so it would load on AssetStudio.
When i export some mesh is missing its weight information. Can you please take a look? Thank you.
help.zip
[Info] Target Game type is GI
[Warning] CABMap is not build, skip resolving dependencies...
[Info] Loading G:\GI\00\02113327.blk_unpacked\00220244_unpacked\CAB-b279e28a16af051274293350e24b3f8c
[Info] Read assets...
[Error] Unable to load object
Assets CAB-b279e28a16af051274293350e24b3f8c
Path
Type AnimationClip
PathID -3925070649274897598
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.Stream.ReadAtLeastCore(Span`1 buffer, Int32 minimumBytes, Boolean throwOnEndOfStream)
at System.IO.BinaryReader.InternalRead(Int32 numBytes)
at System.IO.BinaryReader.ReadInt64()
at AssetStudio.EndianBinaryReader.ReadInt64() in D:\a\Studio\Studio\AssetStudio\EndianBinaryReader.cs:line 58
at AssetStudio.PPtr`1..ctor(ObjectReader reader) in D:\a\Studio\Studio\AssetStudio\Classes\PPtr.cs:line 27
at AssetStudio.AnimationClipBindingConstant..ctor(ObjectReader reader) in D:\a\Studio\Studio\AssetStudio\Classes\AnimationClip.cs:line 1642
at AssetStudio.AnimationClip..ctor(ObjectReader reader) in D:\a\Studio\Studio\AssetStudio\Classes\AnimationClip.cs:line 1884
at AssetStudio.AssetsManager.ReadAssets() in D:\a\Studio\Studio\AssetStudio\AssetsManager.cs:line 650
[Info] Process Assets...
Any guide for using it?
I loaded it and it took hours to load all the files but finally displayed nothing
As title.
The client just avaliable for download today, which can be download here. If you can't download the files I can provide the example files you need.
https://drive.google.com/file/d/1ActwFgHBLkc-1B1B-oxcXhdJyHwnnmbe/view?usp=sharing
https://forum.xentax.com/viewtopic.php?p=194637
Found Criware Decrypt key, but I'm not too sure if it's the same key used everywhere.
Key: 19629307353822
Key(Hex): 0x000011da4de45ade
Files seem to be contained in AFS2 and ACB/AWB files as I've seen.
Is this possible?
Meshes from honkai impact 3rd do not seem to export with geometry when exporting from current game versions.
************** Exception Text **************
System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
at AssetStudio.LZ4.Decompress(ReadOnlySpan`1 cmp, Span`1 dec) in D:\a\Studio\Studio\AssetStudio\LZ4\LZ4Utils.cs:line 57
at AssetStudio.BundleFile.ReadBlocks(FileReader reader, Stream blocksStream) in D:\a\Studio\Studio\AssetStudio\BundleFile.cs:line 575
at AssetStudio.BundleFile..ctor(FileReader reader, Game game) in D:\a\Studio\Studio\AssetStudio\BundleFile.cs:line 152
at AssetStudio.GUI.Studio.ExtractBundleFile(FileReader reader, String savePath) in D:\a\Studio\Studio\AssetStudio.GUI\Studio.cs:line 96
at AssetStudio.GUI.Studio.ExtractFile(String fileName, String savePath) in D:\a\Studio\Studio\AssetStudio.GUI\Studio.cs:line 62
at AssetStudio.GUI.Studio.ExtractFolder(String path, String savePath) in D:\a\Studio\Studio\AssetStudio.GUI\Studio.cs:line 38
at AssetStudio.GUI.MainForm.<>c__DisplayClass57_0.<extractFolderToolStripMenuItem_Click>b__0() in D:\a\Studio\Studio\AssetStudio.GUI\MainForm.cs:line 267
at System.Threading.Tasks.Task`1.InnerInvoke()
at System.Threading.Tasks.Task.<>c.<.cctor>b__272_0(Object obj)
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
--- End of stack trace from previous location ---
at AssetStudio.GUI.MainForm.extractFolderToolStripMenuItem_Click(Object sender, EventArgs e) in D:\a\Studio\Studio\AssetStudio.GUI\MainForm.cs:line 267
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_0(Object state)
************** Loaded Assemblies **************
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----------------------------------------
AssetStudio.GUI
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----------------------------------------
System.Runtime
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----------------------------------------
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----------------------------------------
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AssetStudio.PInvoke
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ZstdSharp
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System.Reflection.Metadata
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System.Collections.Immutable
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System.IO.Compression
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************** JIT Debugging **************
Can you add an unpack of zzzcb2? I really need it
story_prefab_211.zip
Could not parse the game, Can you see the problem? thank you!
I have downloaded the repo zip. How do I install it and use it? There is no option "Misc -> Build CBMap" in VS 2022.
I only see the possibility in export options to export the audio as .wav but not as ogg.
Its only me with this error or I miss something to install?
Unhandled exception. System.InvalidCastException: Unable to cast object of type 'System.Windows.Forms.TreeNode' to type 'AssetStudioGUI.GameObjectTreeNode'.
at AssetStudioGUI.Studio.<>c__DisplayClass21_0.b__0(Object state) in D:\a\Studio\Studio\AssetStudioGUI\Studio.cs:line 721
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
我想导出GI游戏中的 spine 文件,它由图片,skel 和 atlas 文件构成, atlas 文件可以使用记事本直接打开。
在导出的时候图片和 skel 文件都可以正常导出,只有atlas文件只能以 Raw 方式导出,并且导出后的文件前后都出现了乱码字符。我不知道哪里有问题。
如果选中文件后 Export >Selected assets,会出现:[Info] Error while read type, read 76 bytes but expected 8004 bytes
如果选中文件后 Export >Raw>Selected assets,会导出 .dat 文件,使用记事本打开后,会发现文件前后都出现了乱码字符,而中间的内容是正常的。
并且 AssetStudioCLI 不能设置以 Raw 方式导出。
另外,AssetStudioCLI 可以增加在 --types 上使用正则表达式的功能吗?
BH3 The new test server version cannot extract the model normally or there are other problems
I tried following the tutorial, but only part of it worked.
Is there a different way to do it?
It seems some files have different key length.
the asset was from SEA CBT
https://drive.google.com/file/d/1bLfAUttjIuSGo29gM_QcC1lk2KnS8cwP/view?usp=sharing
v0.18.60 works fine.
v0.80.65 works fine.
https://github.com/kongying-tavern/it-is-a-exporter/blob/main/scripts/Resources.csx#L37-L44
Can you check why are assets from this game causing error on load?
https://mega.nz/file/Xhh3DCSI#tmWvgUDjKTXZI6OMlVR_e6mjpJr6ju62Ni54leQbeTg
Fix not supporting CN unity games:naruto mobile unity ver:2021.03.16f which cant export by any method
so, i decided to test RazTools' Studio with a couple of files from a nintendo switch game (Baten Kaitos I&II HD Remaster) and with it came a "digital artbook" of sorts that showcases a lot of the art from the game. as it turns out, a lot of assets with "Sprite" and "Texture2D" as their type would turn out garbled and/or downright incomprehensible to look at.
here are four "Sprite" assets, in no particular order.
https://files.catbox.moe/go46of.png
https://files.catbox.moe/g23q6y.png
https://files.catbox.moe/ttzmln.png
https://files.catbox.moe/uqw69a.png
and here are eight "Texture2D" assets.
https://files.catbox.moe/fhuhfz.png
https://files.catbox.moe/6lf7tc.png
https://files.catbox.moe/p4fbs2.png
https://files.catbox.moe/ttuk9m.png
https://files.catbox.moe/scqw0y.png
https://files.catbox.moe/6d3mod.png
https://files.catbox.moe/mu9lo9.png
https://files.catbox.moe/1ozy0h.png
i can upload the raw files themselves if needed.
Neural Cloud CN has updated today to version number "2.0.3".
After that, it seems the UnityCN key was also changed.
The existing UnityCN key for Neural Cloud, "31636162383436663532393031633965" does not working anymore.
Are there any methods to get the changed UnityCN key?
Or would you see this game and find the UnityCN key?
All assets of Call of Duty: Mobile are currently encrypted, and all attempts of extraction using the original AssetStudio have failed, as no one knows how to decrypt it.
It would be very appreciated if you guys somehow figure out how to extract assets like weapons, operator skins, hand models, and more.
There are multiple versions of this game. The Chinese and Garena versions have more content than the Global version of CODM, and some exclusives can only be found on those versions.
Thank you so much, and I hope you consider this as a new addition to Studio!
This game has been bothering me for a long time
It seems that il2cpp is enabled, and a large number of resources are obtained via hot update.
google play:https://play.google.com/store/apps/details?id=jp.co.nextninja.dimensions&hl=ja&gl=jp
hot update pack:(As of Nov 19, 2023) https://1drv.ms/u/s!Akiq9eKkT_m3mUhhbs_MOntSM5Dg
imagine if you're trying to sort dozens and dozens of baked-in C# code through dozens and dozens of unity asset files. that may include files like "level0", "globalgamemanagers" and/or even a single file that ends with the "bundle" file extension.
AssetMap building is great but it can only gather tons of animations, models, materials, sounds, textures and videos. but not MonoBehaviour entries. despite them being basically the "proteins" of an entire Unity game. despite tons of them existing in all of these asset files.
trying to preview an MonoBehaviour entry has you lose minds over which "FileID" (if that) and PathID this entry is referencing, so if possible (big if) i need to see AssetMap build include MonoBehaviour entries as well, thanks in advance.
Hello!
I saw the previous thread #11 that you closed and I couldn't follow the conversation, however, I wasn't 100% sure if you could see it when writing a comment, however, I'm opening another thread to clarify everything.
I was testing the new version and I tell you.
File/Load Folder
and Phasmophobia
So, Studio forces me to upload individual files... appear again the microsoft net error
Is there no solution for this?
You said to use an external tool to unzip and then use Studio, but my question is, is it not possible to upload the entire folder? I will have to upload file by file including the heavy file that give error when upload folder
, because if I upload file by file, studio loads them without errors.
Thx! ^^
As shown in the picture, there was an error in extracting the assets, maybe they changed the UnityCN key?
sample:https://drive.google.com/file/d/1lwIZG5LwnsslqEB7jpZNg9DZpYUOtYHl/view?usp=share_link
Official website: https://ma.zlongame.com/ (It starts testing pre-downloads today)
Game : One Piece Bounty Rush
The asset was from the latest update.
0af61a22ea21951eba9b0e42900bbb5f.zip
Multithreading of processes executed in memory, such as asset list generation and conversion.
Hi,
did the key for Punishing Gray Raven Global change?
Cannot open any of the files.
[Verbose] [AssetsManager] Cleaning up...
[Verbose] [ImportHelper] Processing split assets (.splitX) prior to loading files...
[Verbose] [ImportHelper] Found 0 split files, attempting to merge...
[Verbose] [ImportHelper] Filter out paths that has .split and has the same name
[Warning] CABMap is not build, skip resolving dependencies...
[Verbose] [AssetsManager] caching E:\New\Games\PGR\PGR_Data\StreamingAssets\resource\matrix\00ae6ff2e893fffae3c9c532a087c932983c95e0 path and name to filter out duplicates
[Verbose] [FileReader] Parsed signature is UnityFS
[Verbose] [FileReader] File E:\New\Games\PGR\PGR_Data\StreamingAssets\resource\matrix\00ae6ff2e893fffae3c9c532a087c932983c95e0 type is BundleFile
[Verbose] [FileReaderExtensions] Applying preprocessing to file 00ae6ff2e893fffae3c9c532a087c932983c95e0
[Verbose] [FileReaderExtensions] File is encrypted !!
[Verbose] [FileReaderExtensions] No preprocessing is needed
[Info] Loading E:\New\Games\PGR\PGR_Data\StreamingAssets\resource\matrix\00ae6ff2e893fffae3c9c532a087c932983c95e0
[Verbose] [BundleFile] Parsed signature UnityFS
[Verbose] [BundleFile] Bundle header Info: signature: UnityFS | version: 6 | unityVersion: 5.x.x | unityRevision: 2018.4.30f1 | size: 0x000FA7F4 | compressedBlocksInfoSize: 0x0000007F | uncompressedBlocksInfoSize: 0x000000DF | flags: 0x00000243
[Verbose] [BundleFile] Attempting to decrypt file 00ae6ff2e893fffae3c9c532a087c932983c95e0 with UnityCN encryption
[Verbose] [BundleFile] Mask set to BlockInfoNeedPaddingAtStart
[Verbose] [BundleFile] Encryption flag exist, file is encrypted, attempting to decrypt
[Verbose] [UnityCN] Decrypted signature is ??dek1??B?jo?@3
[Error] Error while reading bundle file E:\New\Games\PGR\PGR_Data\StreamingAssets\resource\matrix\00ae6ff2e893fffae3c9c532a087c932983c95e0
System.Exception: Invalid Signature, Expected #$unity3dchina!@ but found ??dek1??B?jo?@3 instead
at AssetStudio.UnityCN..ctor(EndianBinaryReader reader) in D:\a\Studio\Studio\AssetStudio\Crypto\UnityCN.cs:line 34
at AssetStudio.BundleFile.ReadUnityCN(FileReader reader) in D:\a\Studio\Studio\AssetStudio\BundleFile.cs:line 401
at AssetStudio.BundleFile..ctor(FileReader reader, Game game) in D:\a\Studio\Studio\AssetStudio\BundleFile.cs:line 142
at AssetStudio.AssetsManager.LoadBundleFile(FileReader reader, String originalPath, Int64 originalOffset, Boolean log) in D:\a\Studio\Studio\AssetStudio\AssetsManager.cs:line 260
[Verbose] [AssetsHelper] Cleared cached offsets
[Info] Read assets...
[Info] Process Assets...
When I load the phasmophobia folder, it seems that it doesn't load the assets, there will be some problem with some file that is not compatible or I don't know.
Here is the error.
************* Exception **************
System.IO.IOException: Stream was too long.
at System.IO.MemoryStream.Write(Byte[] buffer, Int32 offset, Int32 count)
at System.IO.Compression.DeflateStream.CopyToStream.Write(Byte[] buffer, Int32 offset, Int32 count)
at System.IO.Stream.CopyTo(Stream destination, Int32 bufferSize)
at System.IO.Strategies.BufferedFileStreamStrategy.CopyTo(Stream destination, Int32 bufferSize)
at System.IO.FileStream.CopyTo(Stream destination, Int32 bufferSize)
at System.IO.Compression.DeflateStream.CopyToStream.CopyFromSourceToDestination()
at System.IO.Compression.DeflateStream.CopyTo(Stream destination, Int32 bufferSize)
at System.IO.Compression.GZipStream.CopyTo(Stream destination, Int32 bufferSize)
at System.IO.Stream.CopyTo(Stream destination)
at AssetStudio.ImportHelper.DecompressGZip(FileReader reader) in D:\a\Studio\Studio\AssetStudio\ImportHelper.cs:line 69
at AssetStudio.AssetsManager.LoadFile(FileReader reader) in D:\a\Studio\Studio\AssetStudio\AssetsManager.cs:line 126
at AssetStudio.AssetsManager.Load(String[] files) in D:\a\Studio\Studio\AssetStudio\AssetsManager.cs:line 83
at AssetStudio.AssetsManager.LoadFolder(String path) in D:\a\Studio\Studio\AssetStudio\AssetsManager.cs:line 62
at AssetStudioGUI.AssetStudioGUIForm.<>c__DisplayClass57_0.<loadFolder_Click>b__0() in D:\a\Studio\Studio\AssetStudioGUI\AssetStudioGUIForm.cs:line 223
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.<>c.<.cctor>b__272_0(Object obj)
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
--- End of stack trace from previous location ---
at AssetStudioGUI.AssetStudioGUIForm.loadFolder_Click(Object sender, EventArgs e) in D:\a\Studio\Studio\AssetStudioGUI\AssetStudioGUIForm.cs:line 223
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_0(Object state)
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Versión del ensamblado: 6.0.0.0
Versión Win32: 6.0.1022.47605
Código base: file:///C:/Program%20Files/dotnet/shared/Microsoft.NETCore.App/6.0.10/System.Data.Common.dll
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AssetStudio.PInvoke
Versión del ensamblado: 0.90.0.0
Versión Win32: 0.90.00
Código base: file:///D:/Descargas/Programas%20PBE,%20LoR%20y%20DBD/PHA/AssetStudio_v0.90.00/AssetStudio.PInvoke.dll
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System.Collections.NonGeneric
Versión del ensamblado: 6.0.0.0
Versión Win32: 6.0.1022.47605
Código base: file:///C:/Program%20Files/dotnet/shared/Microsoft.NETCore.App/6.0.10/System.Collections.NonGeneric.dll
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System.Runtime.CompilerServices.Unsafe
Versión del ensamblado: 6.0.0.0
Versión Win32: 6.0.1022.47605
Código base: file:///C:/Program%20Files/dotnet/shared/Microsoft.NETCore.App/6.0.10/System.Runtime.CompilerServices.Unsafe.dll
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System.Threading.ThreadPool
Versión del ensamblado: 6.0.0.0
Versión Win32: 6.0.1022.47605
Código base: file:///C:/Program%20Files/dotnet/shared/Microsoft.NETCore.App/6.0.10/System.Threading.ThreadPool.dll
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System.IO.Compression
Versión del ensamblado: 6.0.0.0
Versión Win32: 6.0.1022.47605
Código base: file:///C:/Program%20Files/dotnet/shared/Microsoft.NETCore.App/6.0.10/System.IO.Compression.dll
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System.Runtime.Loader
Versión del ensamblado: 6.0.0.0
Versión Win32: 6.0.1022.47605
Código base: file:///C:/Program%20Files/dotnet/shared/Microsoft.NETCore.App/6.0.10/System.Runtime.Loader.dll
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System.Windows.Forms.resources
Versión del ensamblado: 6.0.2.0
Versión Win32: 6.0.1022.47606
Código base: file:///C:/Program%20Files/dotnet/shared/Microsoft.WindowsDesktop.App/6.0.10/es/System.Windows.Forms.resources.dll
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System.Diagnostics.StackTrace
Versión del ensamblado: 6.0.0.0
Versión Win32: 6.0.1022.47605
Código base: file:///C:/Program%20Files/dotnet/shared/Microsoft.NETCore.App/6.0.10/System.Diagnostics.StackTrace.dll
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System.Reflection.Metadata
Versión del ensamblado: 6.0.0.0
Versión Win32: 6.0.1022.47605
Código base: file:///C:/Program%20Files/dotnet/shared/Microsoft.NETCore.App/6.0.10/System.Reflection.Metadata.dll
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System.Collections.Immutable
Versión del ensamblado: 6.0.0.0
Versión Win32: 6.0.1022.47605
Código base: file:///C:/Program%20Files/dotnet/shared/Microsoft.NETCore.App/6.0.10/System.Collections.Immutable.dll
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************** Depuración JIT **************
[Info] Target Game type is Normal
[Warning] CABMap is not build, skip resolving dependencies...
[Info] Loading C:\Users\Administrator\Desktop\Data\data.unity3d
[Info] Read assets...
[Error] Unable to load object
Assets unity_builtin_extra
Path C:\Users\Administrator\Desktop\Data\data.unity3d
Type Shader
PathID 6
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.BinaryReader.InternalRead(Int32 numBytes)
at AssetStudio.EndianBinaryReader.ReadInt32() in D:\a\Studio\Studio\AssetStudio\EndianBinaryReader.cs:line 47
at AssetStudio.VectorParameter..ctor(EndianBinaryReader reader) in D:\a\Studio\Studio\AssetStudio\Classes\Shader.cs:line 321
at AssetStudio.SerializedProgramParameters..ctor(ObjectReader reader) in D:\a\Studio\Studio\AssetStudio\Classes\Shader.cs:line 510
at AssetStudio.SerializedSubProgram..ctor(ObjectReader reader) in D:\a\Studio\Studio\AssetStudio\Classes\Shader.cs:line 628
at AssetStudio.SerializedProgram..ctor(ObjectReader reader) in D:\a\Studio\Studio\AssetStudio\Classes\Shader.cs:line 730
at AssetStudio.SerializedPass..ctor(ObjectReader reader) in D:\a\Studio\Studio\AssetStudio\Classes\Shader.cs:line 816
at AssetStudio.SerializedSubShader..ctor(ObjectReader reader) in D:\a\Studio\Studio\AssetStudio\Classes\Shader.cs:line 868
at AssetStudio.SerializedShader..ctor(ObjectReader reader) in D:\a\Studio\Studio\AssetStudio\Classes\Shader.cs:line 923
at AssetStudio.Shader..ctor(ObjectReader reader) in D:\a\Studio\Studio\AssetStudio\Classes\Shader.cs:line 1011
at AssetStudio.AssetsManager.ReadAssets() in D:\a\Studio\Studio\AssetStudio\AssetsManager.cs:line 663
[Error] Unable to load object
Assets unity_builtin_extra
I know I shouldn't submit feedback here. Please forgive me for this behavior because I can't find a place to submit issues in your project, so I will give feedback here.
When I tried to export the Live2D assets of the Neural Cloud game (total 300+Mib size), it threw these exceptions and the program stopped after exporting the assets of three characters. I don't know what's going on and hope get your help
This is one of the files haze_vow.zip that will cause errors, I hope it will be helpful to you.
D:\Unpack Tools\UnityCNLive2DExtractor>"D:\Unpack Tools\UnityCNLive2DExtractor\UnityLive2DExtractor.exe" C:\Users\Neko\Desktop\l2d 4
[UnityCN] Selected Key is Neural Cloud (31636162383436663532393031633965)
Loading...
Extract assets/res/character/abigail_p2/l2d
Extract assets/res/character/aki_carnival/l2d
Extract assets/res/character/aki_p2/l2d
Unhandled exception. System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.BinaryReader.InternalRead(Int32 numBytes)
at AssetStudio.EndianBinaryReader.ReadInt32() in D:\a\CNStudio\CNStudio\AssetStudio\EndianBinaryReader.cs:line 42
at AssetStudio.BinaryReaderExtensions.ReadAlignedString(BinaryReader reader) in D:\a\CNStudio\CNStudio\AssetStudio\Extensions\BinaryReaderExtensions.cs:line 35
at UnityLive2DExtractor.CubismPhysicsOutput..ctor(EndianBinaryReader reader) in D:\a\UnityCNLive2DExtractor\UnityCNLive2DExtractor\UnityCNLive2DExtractor\CubismPhysicsRig.cs:line 64
at UnityLive2DExtractor.CubismPhysicsSubRig..ctor(EndianBinaryReader reader) in D:\a\UnityCNLive2DExtractor\UnityCNLive2DExtractor\UnityCNLive2DExtractor\CubismPhysicsRig.cs:line 123
at UnityLive2DExtractor.CubismPhysicsRig..ctor(EndianBinaryReader reader) in D:\a\UnityCNLive2DExtractor\UnityCNLive2DExtractor\UnityCNLive2DExtractor\CubismPhysicsRig.cs:line 145
at UnityLive2DExtractor.Program.ParsePhysics(MonoBehaviour physics) in D:\a\UnityCNLive2DExtractor\UnityCNLive2DExtractor\UnityCNLive2DExtractor\Program.cs:line 362
at UnityLive2DExtractor.Program.Main(String[] args) in D:\a\UnityCNLive2DExtractor\UnityCNLive2DExtractor\UnityCNLive2DExtractor\Program.cs:line 147
D:\Unpack Tools\UnityCNLive2DExtractor>
Please Add Support Moba Chinese Like :
Or is it only the mobile version supported?
The files from this game have UnityFS
header, but Studio can't open them, resulting in this error:
System.IO.IOException: Lz4 decompression error, write -1 bytes but expected 130156 bytes at AssetStudio.BundleFile.ReadBlocks(FileReader reader, Stream blocksStream) in D:\a\Studio\Studio\AssetStudio\BundleFile.cs:line 493 at AssetStudio.BundleFile..ctor(FileReader reader, Game game) in D:\a\Studio\Studio\AssetStudio\BundleFile.cs:line 113 at AssetStudio.AssetsManager.LoadBundleFile(FileReader reader, String originalPath, Int64 originalOffset, Boolean log) in D:\a\Studio\Studio\AssetStudio\AssetsManager.cs:line 265
Possible encryption? The game is called "创造与魔法" in Chinese; apparently localized as "Utopia: Origin" in the west.
assets.zip
Hi,
PathID 7 Texture2D nothing exported.
PathID 8-12 Shader System.OverflowException
When ID7 loading, it didn't have any error, but failed to export.
And ID8-12 not loadable, but shader is unimportant.
Bundle Version: 2022.2.1f1
Sample:
BeginningSpine.zip
thanks.
Hello, I was wondering if you could have a look at some of these samples for the game Battle Teams 2.
https://mega.nz/file/N6oBWI6Z#aFuEOW92db_fHH2ViKzVtL1HScua77vTZtYyfTb-f8w
The files were found in an assetbundleres folder and if you need any additional files I can see about uploading them. Thank you for your time.
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