

I used the "Export Raw" button to dump the bytes and figured out what they mean.īasically those files contain swapped bytes with the parent Path ID in "resources.assets" and a Path ID to the script file name stored in the "mainData." file. When I try to "Export Dump" these files (for example "resources.assets" Path ID 65883 in A12.5) your program says "The file format is empty" which is not correct. The work I did on that apple tree raised an issue regarding "MonoBehaviour Base" files (type 0xFFFFFFE2): The working apple tree model mod (with the correct script attached making it able to be chopped down) is here: I used it to figure out which scripts are attached to the tree objects ingame (which makes them able to be chopped down). Thankyou for the work you have done on this program. To back this up, if you use the "View Info" function of UABE, and/or export a dump of audio-related files that are within resources.assets (e.x.: 44magnum_reload path ID 5754), you'll see the following: 0 AudioClip Base

Instead, this file contains what appear to be scripts of some sort which, presumably, point to individual files located within resources.resource. From what I can gather, it seems that most of, if not all the sounds 7DTD uses are not stored directly within resources.assets. assets files to see how they're structured, along with a bit of my own research on how Unity 5 streams media during runtime. Using this tool and Grim's UAE, I've been doing some poking around inside the. So, I've been wanting to mod some of the in-game audio for a while, but I've hit a bit of a snag when it comes to extracting audio clips and such.
