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Update readme and other text files
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@ -201,8 +201,8 @@ namespace AssetStudioCLI.Options
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optionDefaultValue: exportableAssetTypes,
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optionDefaultValue: exportableAssetTypes,
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optionName: "-t, --asset-type <value(s)>",
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optionName: "-t, --asset-type <value(s)>",
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optionDescription: "Specify asset type(s) to export\n" +
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optionDescription: "Specify asset type(s) to export\n" +
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"<Value(s): tex2d, sprite, textAsset, monoBehaviour, font, shader, movieTexture,\n" +
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"<Value(s): tex2d, tex2dArray, sprite, textAsset, monoBehaviour, font, shader\n" +
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"audio, video, mesh | all(default)>\n" +
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"movieTexture, audio, video, mesh | all(default)>\n" +
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"All - export all asset types, which are listed in the values\n" +
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"All - export all asset types, which are listed in the values\n" +
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"*To specify multiple asset types, write them separated by ',' or ';' without spaces\n",
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"*To specify multiple asset types, write them separated by ',' or ';' without spaces\n",
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optionExample: "Examples: \"-t sprite\" or \"-t tex2d,sprite,audio\" or \"-t tex2d;sprite;font\"\n",
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optionExample: "Examples: \"-t sprite\" or \"-t tex2d,sprite,audio\" or \"-t tex2d;sprite;font\"\n",
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@ -14,10 +14,11 @@ AssetStudioModCLI <input path to asset file/folder> [-m, --mode <value>]
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[--l2d-force-bezier] [--fbx-scale-factor <value>]
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[--l2d-force-bezier] [--fbx-scale-factor <value>]
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[--fbx-bone-size <value>] [--filter-by-name <text>]
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[--fbx-bone-size <value>] [--filter-by-name <text>]
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[--filter-by-container <text>] [--filter-by-pathid <text>]
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[--filter-by-container <text>] [--filter-by-pathid <text>]
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[--filter-by-text <text>] [--export-asset-list <value>]
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[--filter-by-text <text>] [--custom-compression <value>]
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[--max-export-tasks <value>] [--export-asset-list <value>]
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[--assembly-folder <path>] [--unity-version <text>]
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[--assembly-folder <path>] [--unity-version <text>]
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[--not-restore-extension] [--load-all]
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[--not-restore-extension] [--avoid-typetree-loading]
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[--load-all]
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General Options:
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General Options:
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-m, --mode <value> Specify working mode
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-m, --mode <value> Specify working mode
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@ -26,13 +27,13 @@ General Options:
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ExportRaw - Exports raw data
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ExportRaw - Exports raw data
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Dump - Makes asset dumps
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Dump - Makes asset dumps
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Info - Loads file(s), shows the number of available for export assets and exits
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Info - Loads file(s), shows the number of available for export assets and exits
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Live2D - Exports Live2D Cubism 3 models
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Live2D - Exports Live2D Cubism models
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SplitObjects - Exports split objects (fbx)
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SplitObjects - Exports split objects (fbx)
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Example: "-m info"
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Example: "-m info"
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-t, --asset-type <value(s)> Specify asset type(s) to export
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-t, --asset-type <value(s)> Specify asset type(s) to export
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<Value(s): tex2d, sprite, textAsset, monoBehaviour, font, shader, movieTexture,
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<Value(s): tex2d, tex2dArray, sprite, textAsset, monoBehaviour, font, shader
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audio, video, mesh | all(default)>
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movieTexture, audio, video, mesh | all(default)>
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All - export all asset types, which are listed in the values
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All - export all asset types, which are listed in the values
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*To specify multiple asset types, write them separated by ',' or ';' without spaces
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*To specify multiple asset types, write them separated by ',' or ';' without spaces
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Examples: "-t sprite" or "-t tex2d,sprite,audio" or "-t tex2d;sprite;font"
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Examples: "-t sprite" or "-t tex2d,sprite,audio" or "-t tex2d;sprite;font"
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@ -74,9 +75,9 @@ Convert Options:
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None - Do not convert images and export them as texture data (.tex)
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None - Do not convert images and export them as texture data (.tex)
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Example: "--image-format jpg"
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Example: "--image-format jpg"
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--audio-format <value> Specify the format for converting audio assets
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--audio-format <value> Specify the format for converting FMOD audio assets
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<Value: none | wav(default)>
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<Value: none | wav(default)>
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None - Do not convert audios and export them in their own format
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None - Do not convert fmod audios and export them in their own format
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Example: "--audio-format wav"
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Example: "--audio-format wav"
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Live2D Options:
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Live2D Options:
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@ -92,11 +93,11 @@ Live2D Options:
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FBX Options:
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FBX Options:
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--fbx-scale-factor <value> Specify the FBX Scale Factor
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--fbx-scale-factor <value> Specify the FBX Scale Factor
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<Value: float number from 0 to 100 (default=1)
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<Value: float number from 0 to 100 (default=1)>
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Example: "--fbx-scale-factor 50"
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Example: "--fbx-scale-factor 50"
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--fbx-bone-size <value> Specify the FBX Bone Size
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--fbx-bone-size <value> Specify the FBX Bone Size
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<Value: integer number from 0 to 100 (default=10)
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<Value: integer number from 0 to 100 (default=10)>
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Example: "--fbx-bone-size 10"
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Example: "--fbx-bone-size 10"
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Filter Options:
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Filter Options:
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@ -119,6 +120,17 @@ Filter Options:
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Advanced Options:
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Advanced Options:
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--custom-compression <value> Specify the compression type for assets that use custom compression
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<Value: zstd(default) | lz4>
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Zstd - Try to decompress as zstd archive
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Lz4 - Try to decompress as lz4 archive
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Example: "--custom-compression lz4"
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--max-export-tasks <value> Specify the number of parallel tasks for asset export
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<Value: integer number from 1 to max number of cores (default=max)>
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Max - Number of cores in your CPU
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Example: "--max-export-tasks 8"
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--export-asset-list <value> Specify the format in which you want to export asset list
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--export-asset-list <value> Specify the format in which you want to export asset list
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<Value: none(default) | xml>
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<Value: none(default) | xml>
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None - Do not export asset list
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None - Do not export asset list
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@ -132,6 +144,9 @@ Advanced Options:
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--not-restore-extension (Flag) If specified, AssetStudio will not try to use/restore original TextAsset
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--not-restore-extension (Flag) If specified, AssetStudio will not try to use/restore original TextAsset
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extension name, and will just export all TextAssets with the ".txt" extension
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extension name, and will just export all TextAssets with the ".txt" extension
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--avoid-typetree-loading (Flag) If specified, AssetStudio will not try to parse assets at load time
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using their type tree
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--load-all (Flag) If specified, AssetStudio will load assets of all types
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--load-all (Flag) If specified, AssetStudio will load assets of all types
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(Only for Dump, Info and ExportRaw modes)
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(Only for Dump, Info and ExportRaw modes)
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```
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```
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@ -16,7 +16,7 @@ namespace AssetStudio
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private ImageFormat imageFormat;
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private ImageFormat imageFormat;
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private Avatar avatar;
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private Avatar avatar;
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private AnimationClip[] animationClipUniqArray = Array.Empty<AnimationClip>();
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private AnimationClip[] animationClipUniqArray = Array.Empty<AnimationClip>(); //TODO: a proper AnimationClip equality comparer
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private Dictionary<AnimationClip, string> boundAnimationPathDic = new Dictionary<AnimationClip, string>();
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private Dictionary<AnimationClip, string> boundAnimationPathDic = new Dictionary<AnimationClip, string>();
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private Dictionary<uint, string> bonePathHash = new Dictionary<uint, string>();
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private Dictionary<uint, string> bonePathHash = new Dictionary<uint, string>();
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private Dictionary<Texture2D, string> textureNameDictionary = new Dictionary<Texture2D, string>();
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private Dictionary<Texture2D, string> textureNameDictionary = new Dictionary<Texture2D, string>();
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46
CHANGELOG.md
46
CHANGELOG.md
@ -1,5 +1,51 @@
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# Changelog
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# Changelog
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## v0.18.0.0 [04-04-2024]
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#### Breaking Changes
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- Structure of the AnimationClip class has been changed a bit to match the structure of its type tree (`m_Clip = animationClip.m_MuscleClip.m_Clip` -> `m_Clip = animationClip.m_MuscleClip.m_Clip.data`)
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- Types of Unity version fields have been changed from `int[]` to the `UnityVersion` class
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#### New features
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- Added option to export assets with PathID in filename (https://github.com/aelurum/AssetStudio/issues/25)
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- Added support for swizzled Switch textures:
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- Ported from nesrak1's fork (https://github.com/nesrak1/AssetStudio/tree/switch-tex-deswizzle)
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- Added support for `Texture2DArray` assets:
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- [GUI] Assets of fake asset type `Texture2DArrayImage` will be generated, to make it easier to work with images from array in the GUI
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- Added support for assets with Zstd block compression:
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- Implemented as one of the option for custom compression type (5). Selected by default.
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- [GUI] "Options" -> "Custom compression type"
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- [CLI] "--custom-compression"
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- Added support of Texture2D assets from Unity 2023.2+
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- Added support of parallel asset export
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- It's also possible to specify the number of parallel tasks for export in both the GUI and CLI (the higher the number of parallel tasks, the more RAM may be needed for exporting)
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- Added support for parsing assets using their type tree for some asset types (`Texture2D`, `Texture2DArray`, `AnimationClip`) (beta):
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> only suitable for asset bundles which contain typetree info
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#### Fixes
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- [GUI] Fixed compatibility with High Contrast modes
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- Fixed Live2D export error due to wrong Blend type in Live2D expression parser
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- Fixed AssetBundle structure for Unity v5.4.x (https://github.com/aelurum/AssetStudio/issues/31)
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- Fixed loading of some Unity 2019.4 assets
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#### Other changes
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- [GUI] Preserve selection order of `AnimationClip` assets (https://github.com/aelurum/AssetStudio/issues/24)
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- Improved integration with Live2D assets:
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- Improved export method of AnimationClip motions
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- Added support for generation of cdi3.json (beta)
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- [GUI] Added display of model info on the preview tab
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- [GUI] Added support for partial export:
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- selected models
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- model + selected AnimationClip motions
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- model + selected Fade motions
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- model + selected Fade Motion List
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- Add more options to work with Scene Hierarchy: (https://github.com/aelurum/AssetStudio/issues/23)
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- Added option to group exported assets by node path in scene hierarchy
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- Added field with node path to exported xml asset list
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- [CLI] Added colors to help message
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- Changed Dump function to show/export object dump if type tree dump is not available
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- Added more displayed information for non-fmod audio clips
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- Added display of asset bundle's unity version in cases where asset's unity version is stripped but the asset bundle's unity version is not
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## v0.17.4.0 [16-12-2023]
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## v0.17.4.0 [16-12-2023]
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- Added support for Live2D Fade motions
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- Added support for Live2D Fade motions
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- [GUI] Added related settings to the Export Options window
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- [GUI] Added related settings to the Export Options window
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2
LICENSE
2
LICENSE
@ -2,7 +2,7 @@ MIT License
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Copyright (c) 2016 Radu
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Copyright (c) 2016 Radu
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Copyright (c) 2016-2022 Perfare
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Copyright (c) 2016-2022 Perfare
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Copyright (c) 2021-2023 aelurum
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Copyright (c) 2021-2024 aelurum
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Permission is hereby granted, free of charge, to any person obtaining a copy
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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of this software and associated documentation files (the "Software"), to deal
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17
README.md
17
README.md
@ -1,14 +1,13 @@
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# AssetStudioMod
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# AssetStudioMod
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[](https://ci.appveyor.com/project/aelurum/assetstudiomod/branch/AssetStudioMod)
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[](https://github.com/aelurum/AssetStudio/releases/latest) [](https://github.com/aelurum/AssetStudio/releases/latest) [](https://github.com/aelurum/AssetStudio/releases/latest)
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[](https://ci.appveyor.com/project/aelurum/assetstudiomod/branch/AssetStudioMod) [](https://ci.appveyor.com/project/aelurum/assetstudiomod/branch/AssetStudioMod/artifacts)
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**AssetStudioMod** - modified version of Perfare's [AssetStudio](https://github.com/Perfare/AssetStudio), mainly focused on UI optimization and some functionality enhancements.
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**AssetStudioMod** - modified version of Perfare's [AssetStudio](https://github.com/Perfare/AssetStudio), mainly focused on UI optimization and some functionality enhancements.
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**Neither the repository, nor the tool, nor the author of the tool, nor the author of the modification is affiliated with, sponsored, or authorized by Unity Technologies or its affiliates.**
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**Neither the repository, nor the tool, nor the author of the tool, nor the author of the modification is affiliated with, sponsored, or authorized by Unity Technologies or its affiliates.**
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Since the original repo has been archived, it's worth saying that you shouldn't expect support for newer versions of Unity from this fork.
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Unfortunately, I can't continue Perfare's work and keep AssetStudio up to date.
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## Game specific modifications
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## Game specific modifications
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- [ArknightsStudio](https://github.com/aelurum/AssetStudio/tree/ArknightsStudio)
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- [ArknightsStudio](https://github.com/aelurum/AssetStudio/tree/ArknightsStudio)
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@ -16,9 +15,9 @@ Unfortunately, I can't continue Perfare's work and keep AssetStudio up to date.
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## AssetStudio Features
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## AssetStudio Features
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- Support version:
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- Support version:
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- 3.4 - 2022.3
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- 3.4 - 2023.2
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- Support asset types:
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- Support asset types:
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- **Texture2D** : convert to png, tga, jpeg, bmp, webp
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- **Texture2D**, **Texture2DArray** : convert to png, tga, jpeg, bmp, webp
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- **Sprite** : crop Texture2D to png, tga, jpeg, bmp, webp
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- **Sprite** : crop Texture2D to png, tga, jpeg, bmp, webp
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- **AudioClip** : mp3, ogg, wav, m4a, fsb. Support converting FSB file to WAV(PCM)
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- **AudioClip** : mp3, ogg, wav, m4a, fsb. Support converting FSB file to WAV(PCM)
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- **Font** : ttf, otf
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- **Font** : ttf, otf
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@ -39,11 +38,12 @@ Unfortunately, I can't continue Perfare's work and keep AssetStudio up to date.
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- Support of Live2D Cubism model export
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- Support of Live2D Cubism model export
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- Ported from my fork of Perfare's [UnityLive2DExtractor](https://github.com/aelurum/UnityLive2DExtractor)
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- Ported from my fork of Perfare's [UnityLive2DExtractor](https://github.com/aelurum/UnityLive2DExtractor)
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- Using the Live2D export in AssetStudio allows you to specify a Unity version and assembly folder if needed
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- Using the Live2D export in AssetStudio allows you to specify a Unity version and assembly folder if needed
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- Support of swizzled Switch textures
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- Ported from nesrak1's [AssetStudio fork](https://github.com/nesrak1/AssetStudio/tree/switch-tex-deswizzle)
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- Detecting bundles with UnityCN encryption
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- Detecting bundles with UnityCN encryption
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- Detection only. If you want to open them, please use Razmoth's [Studio](https://github.com/RazTools/Studio)
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- Detection only. If you want to open them, please use Razmoth's [Studio](https://github.com/RazTools/Studio)
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- Some UI optimizations and bug fixes (See [CHANGELOG](https://github.com/aelurum/AssetStudio/blob/AssetStudioMod/CHANGELOG.md) for details)
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- Some UI optimizations and bug fixes (See [CHANGELOG](https://github.com/aelurum/AssetStudio/blob/AssetStudioMod/CHANGELOG.md) for details)
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## Requirements
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## Requirements
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- AssetStudioMod.net472
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- AssetStudioMod.net472
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@ -51,9 +51,6 @@ Unfortunately, I can't continue Perfare's work and keep AssetStudio up to date.
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- AssetStudioMod.net6
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- AssetStudioMod.net6
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- GUI/CLI (Windows) - [.NET Desktop Runtime 6.0](https://dotnet.microsoft.com/download/dotnet/6.0)
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- GUI/CLI (Windows) - [.NET Desktop Runtime 6.0](https://dotnet.microsoft.com/download/dotnet/6.0)
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- CLI (Linux/Mac) - [.NET Runtime 6.0](https://dotnet.microsoft.com/download/dotnet/6.0)
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- CLI (Linux/Mac) - [.NET Runtime 6.0](https://dotnet.microsoft.com/download/dotnet/6.0)
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- AssetStudioMod.net7
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- GUI/CLI (Windows) - [.NET Desktop Runtime 7.0](https://dotnet.microsoft.com/download/dotnet/7.0)
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- CLI (Linux/Mac) - [.NET Runtime 7.0](https://dotnet.microsoft.com/download/dotnet/7.0)
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- AssetStudioMod.net8
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- AssetStudioMod.net8
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- GUI/CLI (Windows) - [.NET Desktop Runtime 8.0](https://dotnet.microsoft.com/download/dotnet/8.0)
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- GUI/CLI (Windows) - [.NET Desktop Runtime 8.0](https://dotnet.microsoft.com/download/dotnet/8.0)
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- CLI (Linux/Mac) - [.NET Runtime 8.0](https://dotnet.microsoft.com/download/dotnet/8.0)
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- CLI (Linux/Mac) - [.NET Runtime 8.0](https://dotnet.microsoft.com/download/dotnet/8.0)
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