![]() ![]() The command to dump the files was along the lines of: In the directory will be the name of each asset (extracted from the member m_Name) with its data being whatever data was the specified member ( m_Script in this case). UAR will only ouput the one member of that asset, creating a new file for each asset in the specified output directory. Next, you need to dump all of the assets with that specific member. ![]() Dump Text and View Output 2.-.Output.mp4 In this example, we found that m_Script from inside the assets is what needed modified. Once you've got the asset bundle you want, open it in UABE and decompress it (saving it to disk) if necessary.įrom there, you can view all of the assets in the file to find what field (refered to as a member in this program) needs modified. Usually a search for the string you are trying to modify in the game files will turn up the correct file/asset bundle you are looking for. Decompress and View Assets 1.-.mp4įirst, you need to identify what you are trying to modify. This section is for dumping/replacing single raw data/text sections in assets.
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