this guide is not meant to help with leaking or feeding your paywall or any stupid things you might do to ruin experience for other people
- Get latest version from Github Actions not releases from here , if you dont have account you can use site like nightly.link to download it , Latest build or this fork if main repo expired here or mine
if GI 4.6+ use this fork on your own risk here
- Extract zip file somewhere
chrome_bBlpF4CYiz.webm.mov
- open AssetStudioGUI then click on
Options
->specify game
and pick your game name , for games like GI you might have to disable shader click here
SpecifyingGame.mov
- Click on
Miscs
then in text input type assets map output name ,test_bh3
in this video - Click on
AssetMap Type
and pickMessagePack
from list - Cick on
Build Both
- Select the folder where your game files are
- Pick Output folder try to not use game folder as output folder as it cause some issues
- Wait till it finish
BuildingAssetMap.mov
Miscs
Select CABMap you built earlier from list (check in console windows and make sure it said Loaded cabmap name)Miscs
->Asset Browser
->Load AssetMap
and pick theAssetMap
you create in previous step it ends with.map
extension- Find asset you need by searching with its name or type for example under Name
Elysia
under TypeAnimator
- Click on Arrow icon and Select the Assets you want to load
-
- now you can press
Load Selected
to load files in GUI and let you browse and pick what to extract
- now you can press
-
- or Use
Export Selected
which will export assets without loading them into GUI (this generaly use less Ram compared to loading assets option) if you are exporting types thats not models (Animators/GameObject) underOptions
uncheckResolve Dependencies
otherwise it would take long time loading all other files
- or Use
ExportSelected.mov
- you can right click items in
Asset List
thenExport selected assets
-
- if you are getting big size fbx output make sure to disable
Collect Animations
inOptions
->Export options
- if you are getting big size fbx output make sure to disable
ExtractingAsset.mov
OR
- Find Asset that has Animator Type in
Asset List
then right clickGo to scene hierarchy
Select the model you want - Click on
Model
->Export Selected
if you selected more than one model and you want them merged pickmerge
options
-
- Optionally If you want AnimationClips along the FBX file Doesnt work for Every AnimationClip Type Select them in
Asset list
and pickExported Selected objects + Selected Animation Clips
- Optionally If you want AnimationClips along the FBX file Doesnt work for Every AnimationClip Type Select them in
-
- you can also click
Options
->Filter models only
so only models that hash mesh are shows in asset list orEnable model preview
- you can also click
- Some models are
GameObject
(GI npcs for example ) those wont be included inAssetmap
by default if you need them you need to go toOptions
->Export Options
uncheckMinimalMap
before building assetmap
-
Options
->Display All Assets
ModelScene.mov
- credits (undefined) video link
- scripts needed TimelineRecorder.cs
some games require betterfbx addon to import correctly in blender
ImportModel.mov
- first build CABMap using
.\AssetStudioCLI.exe input output --map_op CABMap --map_name bh3_cliCabMap --game GAME_NAME
- extract using
.\AssetStudioCLI.exe input output --map_op Load --map_name bh3_cliCabMap --models --game GAME_NAME
-
- with extracting models you can pass name or containers filter , also better to use --group_assets option
-
- it might be slow
- you can use asset studio cli to export stuff easier open powershell/cmd in same folder where studio installed
- do
.\AssetStudioCLI.exe --help
to see what you can do few examples - Building AssetMap would be something like
\AssetStudioCLI.exe "input folder" "output folder" --game GAME_NAME --map_op AssetMap --map_type MessagePack --map_name assets_map
replaceGAME_NAME
with your actual game name - extracting all textures
.\AssetStudioCLI.exe "input folder" "output folder" --types Texture2d --game GAME_NAME
-
- can also use
--names
to filter what you want to extract it accept any regex
- can also use
- extracting models with cli would be something like
.\AssetStudioCLI.exe "input folder" "output folder" --game GAME_NAME --map_op Load --types Animator --names ^Avatar --map_name assets_map
replaceassets_map
with whatever name you picked when building assetmap this would extract any model that start with Avatar
Options
->Specify Game
->UnityCN
Options
->Specify UnityCN Key
- pick your game from the list or add new key if you have one , double click on the arrow
- Load your file
UnityCN.mov
in Options
-> Export Options
under Selected unity type can
click on list and pick type
and uncheck both Parse
and Export
There is no ETE Chronicle... ;(