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 gameand pick your game name , for games like GI you might have to disable shader click here
SpecifyingGame.mov
- Click on
Miscsthen in text input type assets map output name ,test_bh3in this video - Click on
AssetMap Typeand pickMessagePackfrom 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
MiscsSelect CABMap you built earlier from list (check in console windows and make sure it said Loaded cabmap name)Miscs->Asset Browser->Load AssetMapand pick theAssetMapyou create in previous step it ends with.mapextension- Find asset you need by searching with its name or type for example under Name
Elysiaunder TypeAnimator - Click on Arrow icon and Select the Assets you want to load
-
- now you can press
Load Selectedto load files in GUI and let you browse and pick what to extract
- now you can press
-
- or Use
Export Selectedwhich 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) underOptionsuncheckResolve Dependenciesotherwise it would take long time loading all other files
- or Use
ExportSelected.mov
- you can right click items in
Asset ListthenExport selected assets
-
- if you are getting big size fbx output make sure to disable
Collect AnimationsinOptions->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 Listthen right clickGo to scene hierarchySelect the model you want - Click on
Model->Export Selectedif you selected more than one model and you want them merged pickmergeoptions
-
- Optionally If you want AnimationClips along the FBX file Doesnt work for Every AnimationClip Type Select them in
Asset listand 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 onlyso 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 inAssetmapby default if you need them you need to go toOptions->Export OptionsuncheckMinimalMapbefore 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 --helpto 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_mapreplaceGAME_NAMEwith your actual game name - extracting all textures
.\AssetStudioCLI.exe "input folder" "output folder" --types Texture2d --game GAME_NAME
-
- can also use
--namesto 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_mapreplaceassets_mapwith whatever name you picked when building assetmap this would extract any model that start with Avatar
Options->Specify Game->UnityCNOptions->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