- Get latest version from Github actions from here , if you dont have account you can use site like nightly.link to download it , Latest build
- 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 inOptions
->Export Options
checkDisable Shader
andDisable AnimationClip
SpecifyingGame.mov
- Click on
Miscs
then in text input type assets map output name ,test_bh3
in this video - Click on Selection Box and pick
MessagePack
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 maker 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
Name=Elysia Type=Animator|Texture2D
- Click on Arrow icon and Select the Assets you want to load
FindingAssets.mov
- you can right click items in
Asset List
thenExport selected assets
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
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 --models --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