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You need a text editor and perhaps a 3d program for the 3d models. I'm not sure how to progress further with that files so I won't say anything wrong here. Hope someone else knows how to open the files
renders link [imgur.com]
I used the cute little kingfisher for the experiment.
Using the Unity Assets Bundle Extractor (UABE), I was able to export 3D models and textures.
you can find the latest version on the github page here [github.com]
Thank you Jace and Player8 for directing me to it.
Exporting is pretty simple, just open the 3D model and Texture files (kingfisher and kingfisher_tex_base respectively for the kingfisher), uncompress them, and then Info > Select Assets > Plugins. From there you can export the assets (as .tga or .png for textures; .obj or .dae for the 3D models)
For the Kingfisher, I exported the meshes and the T_OS2U_Kingfisher_D texture file, and quickly rendered them in Blender 2.91.2.
I haven't tested modifying T_OS2U_Kingfisher_D and importing it back into the file yet. I have no idea if it will work.
Before we start making new textures however, I must caution that anyone looking to do so should refrain until we know Killer Fish Game's stance on us modifying and redistributing their assets.
As for Killerfish, their modding policy, etc, Im pretty sure they are ok with people modding textures and models. The whole point of the default folder is so it can be overridden. They could have left the models and tex files hidden the the unity archives. Sure they are still a pain to work with decompress/extract/mod/import/recompress???
But yes ask first. But until i see one working in game its a bit of a moot point. Their skins and textures are pretty decent anyhow, not sure what I'd mod. I know they have alternate ship skins lined up because there are screenshots of them somewhere on the net.
Funny you should ask, because I just got it working in game!
https://imgur.com/a/NOb4dpI
I'll be posting a guide when I get an answer from Killerfish on the topic, but I did find that compression (or more accurately lack of) wasn't much of an issue.
As for what to mod, I was thinking of doing different historical skins for aircraft like B-17F's, along with different types of camouflage schemes/roundels/etc. I also noticed some players like Wolfpack345 will put custom personal art and logos on their vehicles in other games.
I didn't know that KillerFish was planning on different skins though. Maybe they'll rework how unit textures work and make it easier to edit in our own files
Moved some torps [i.imgur.com]
Nope I haven't yet, but it is possible to create completely new color schemes. However there are tons of small details like rivets and panel lines that would have to be remade.
I'm using the method you described in your very helpful import/export guide, but it's not quite working for me. Here's what I did:
- "Export" Step 4: use UABE (V2.2) to uncompress the original "kingfisher_tex_base" file into the "kingfisher_Textureunpacked" file. The "unpacked" file size is 5,477 kB
- "Export" Step 5: use Asset Studio (V0.15.47) to extract the T_OS2U_Kingfisher_D.png file from the unpacked file into the Texture2D subfolder. The PNG file size is 3,575 kB
- I don't change the PNG file.
- "Import" Step 1: use UABE to replace the original texture with the extracted but unchanged PNG file . The unpacked file size has increased by 1 to 5,478 kB.
- "Import" Step 2: use UABE to save the new "kingfisher_tex_base" file, which also increases by 1 to 5,478 kB.
- I get the "Silver Surfer" effect when I use the new "kingfisher_tex_base" in WOTS.
I'm pretty sure I'm not doing the re-import correctly, but I'm not sure what I'm doing wrong to get a larger file size than when I started.Any help would be appreciated.
Thanks! :)
If your primarily replacing/importing files, don't use Asset Studio. I added Asset Studio for people only interested in exporting, since it is a lot more intuitive and user friendly. It does have some issues though (i.e. .FBX models are at a incorrect size), and what I believe is happening here is that image files are being resized on export. Try using UABE for Export step 5 and see if that fixes it.
As for importing, try renaming "kingfisher_tex_base.unity3d" to "kingfisher_tex_base".