Esempio n. 1
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def check_file_type(fp):
    if type(fp) == str:
        f = open(fp, 'rb')
    elif type(fp) in [bytes, bytearray]:
        from io import BytesIO
        f = BytesIO(fp)
    else:
        f = fp

    ret = 'raw'
    try:
        #	file type check
        firstChars = bytearray(f.read(12))
        f.seek(0)

        def IfFirstChars(text):
            return firstChars[:len(text)] == bytearray(text.encode())

        if IfFirstChars("UnityFS") or IfFirstChars("UnityWeb") or IfFirstChars(
                "UnityRaw") or IfFirstChars("UnityArchive"):
            ret = 'bundle'
        else:
            from unitypack.asset import Asset
            asset = Asset.from_file(f)
            for _id, obj in asset.objects.items():
                pass
            ret = 'asset'
    except Exception as e:
        pass

    if type(fp) == str:
        f.close()
    return ret
Esempio n. 2
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def main(filename, outpath):
    f = open(filename, 'rb')
    tabledata = Asset.from_file(f)

    # find the terrain height map
    indx = 0
    for k, v in tabledata.objects.items():
        if v.type == 'TerrainData':
            indx = k
            break

    terrainData = tabledata.objects[indx].read()
    ofs = terrainData['m_Heightmap'].getmemboffset('m_Heights')
    print('TerrainData object index is {}, offset in binary is {}'.format(
        indx, hex(ofs)))

    pixels = []
    for height in terrainData['m_Heightmap']['m_Heights']:
        pix = int((height * 255) / MAX_HEIGHT)
        pixels.append((pix, pix, pix))

    img = Image.new("RGB", (terrainData['m_Heightmap']['m_Width'],
                            terrainData['m_Heightmap']['m_Height']))
    img.putdata(pixels)
    img.save(outpath)

    print('done.')
Esempio n. 3
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def main(f, name, base=None):
	asset = Asset.from_file(f)
	if base is not None:
		asset.environment.base_path = base

	depth = 0
	container = asset.objects[1].read()['m_Container']
	for path, mtdt in container:
		if path == name:
			gameobject = mtdt['asset'].object
			print(gameobject.type, gameobject.read().name)
			seen.append(gameobject)
			fun(gameobject.read(), 1)

                        # commented out for the Windows users' benefit
			#i = 0
			#for mesh in meshes:
			#	with open('/tmp/mesh{}.obj'.format(i), 'w') as f:
			#		f.write(OBJMesh(mesh).export())
			#	i += 1

			print('\n{} meshes\n{} texutres\n{} materials'.format(meshes, textures, materials))
			return

	print('didn\'t find', name)
Esempio n. 4
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def main(f):
    asset = Asset.from_file(f)

    container = asset.objects[1].read()['m_Container']
    for path, mtdt in container:
        t = mtdt['asset'].object.type
        print('{}\t{}\t{}\t{}'.format(mtdt['asset'].path_id,
                                      mtdt['asset'].file_id, t, path))
Esempio n. 5
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def main(f):
    asset = Asset.from_file(f)

    container = asset.objects[1].read()['m_Container']
    for path, mtdt in container:
        print('{}\t{}\t{}\t{}'.format(mtdt['asset'].path_id,
                                      mtdt['preloadIndex'],
                                      mtdt['preloadSize'], path))
Esempio n. 6
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def main(f):
    asset = Asset.from_file(f)

    for id, obj in asset.objects.items():
        name = ''
        if hasattr(obj.read(), 'name'):
            name = obj.read().name
        print('{}\t{}\t{}\t{}'.format(id, obj.type_id, obj.type, name))
Esempio n. 7
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    def extract(self, lang='eng'):
        """Actually run the extraction process."""

        resources_file = os.path.join(self.data_dir, 'resources.assets')

        if not os.path.isfile(resources_file):
            raise FileNotFoundError(resources_file + ' does not exists')

        # --------------------------------------------------------
        # STEP 1 - Parse and load the item names localization file

        with open(resources_file, 'rb') as f:
            asset = Asset.from_file(f)

            for id, obj in asset.objects.items():
                if obj.type != 'TextAsset':  # We only want text objects
                    continue

                d = obj.read()

                if d.name == 'LocalizationItems':
                    self._parse_localization(d.script, lang=lang)

                    break

            # Loop through each objects in the resources file to find the items
            # data config files. If found, parse them.
            # for id, obj in asset.objects.items():
            #     if obj.type_id > 0: # Ignore known object types
            #         continue

            #     d = obj.read()

            #     if isinstance(d, dict) and 'm_Name' in d and d['m_Name'].endswith('_ItemData'):
            #         print(d) # TODO
            #         break

            #     if not d.name.startswith('ITM_') and obj.type != 'Texture2D':
            #         continue

            #     image = ImageOps.flip(d.image)
            #     image.save(d.name + '.png')

        # --------------------------------------------------------
        # STEP 2 - Parse the items data files (they must be extracted manually from the resources.assets file)

        items = OrderedDict()

        for file in glob(os.path.join(self.items_data_dir, '*.dat')):
            with open(file, 'rb') as buf:
                item_id, item = self._parse_item_data_file(BinaryReader(buf))

                if not item['name']:
                    continue

                items[item_id] = item

        return items
Esempio n. 8
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def main():
    print('inserting {}...'.format(ITEM_NAME))

    print('modding TableData...')
    with open(TABLEDATA_PATH, 'rb') as f:
        tabledata = Asset.from_file(f)

        iconnum = mod_tabledata(tabledata)

        with open(TABLEDATA_PATH + '_new', 'wb') as outf:
            tabledata.save(outf)

    texture = Image(filename=ITEM_TEXTURE_PATH)
    icon = Image(filename=ITEM_ICON_PATH)
    icon_name = 'cosicon_{}'.format(iconnum)
    icon_path = 'icons/{}.png'.format(icon_name)

    print('icon_name: {}, icon_path: {}'.format(icon_name, icon_path))

    print('modding CharTexture...')
    with open(CHARTEX_PATH, 'rb') as f:
        chartex = Asset.from_file(f)

        mod_texture(chartex, texture, 'texture/' + ITEM_TEXTURE_NAME + '.dds',
                    ITEM_TEXTURE_NAME, TEMPL_TEXTURE_PATHID)

        with open(CHARTEX_PATH + '_new', 'wb') as outf:
            chartex.save(outf)

    print('modding Icons...')
    with open(ICONS_PATH, 'rb') as f:
        icons = Asset.from_file(f)

        mod_texture(icons, icon, icon_path, icon_name, TEMPL_ICON_PATHID,
                    'dxt5')

        with open(ICONS_PATH + '_new', 'wb') as outf:
            icons.save(outf)

    print('done.')
Esempio n. 9
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    def run(self):
        for file in self.args.files:
            if self.args.as_asset or file.endswith(".assets"):
                with open(file, "rb") as f:
                    asset = Asset.from_file(f)
                    self.handle_asset(asset)
                continue

            with open(file, "rb") as f:
                bundle = unitypack.load(f)

                for asset in bundle.assets:
                    self.handle_asset(asset)

        return 0
Esempio n. 10
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def main(f):
	asset = Asset.from_file(f)
	wasmesh = False
	for id, obj in asset.objects.items():
		data = obj.read()
		if obj.type != 'Mesh':
			if wasmesh:
				break
			print('skipping', obj.type)
			continue
		wasmesh = True
		print('processing', id, data.name)

		mesh = extract_obj(data)
		with open("/tmp/out/" + data.name + ".obj", "w") as outf:
			write_obj(data, mesh, outf)
Esempio n. 11
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def altmain(f):
	asset = Asset.from_file(f)

	ids = [int(x) for x in sys.argv[2:]]
	for id in ids:
		obj = asset.objects[id]
		data = obj.read()
		print('processing', id, data.name)

		mesh = extract_obj(data)
		print("# of triangles:", len(mesh.triangles))
		print("# of vertices:", len(mesh.vertices))
		#print("last vertex:", max(mesh.triangles))
		print("# of normals:", len(mesh.normals))
		print("# of uv1s:", len(mesh.uv1))
		print("# of uv2s:", len(mesh.uv2))

		with open("/tmp/" + data.name + ".obj", "w") as outf:
			write_obj(data, mesh, outf)
Esempio n. 12
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def main(f, name, base=None):
    asset = Asset.from_file(f)
    if base is not None:
        asset.environment.base_path = base

    print('''digraph {
	graph [fontname=Arial, nodesep=0.125, ranksep=0.25];
	node [fontcolor=white, fontname=Arial, height=0, shape=box, style=filled, width=0];
	edge [fontname=Arial];
	''',
          file=outf)

    depth = 0
    container = asset.objects[1].read()['m_Container']
    for path, mtdt in container:
        if path == name:
            gameobject = mtdt['asset'].object

            body = gameobject.read()
            qid = f'{asset.name}#{gameobject.path_id}'
            seen.append(qid)
            print(
                f'\t"{qid}" [label="{gameobject.type} {0} {gameobject.path_id} {body.name}", color="{getcolor(gameobject.type)}"];',
                file=outf)

            handle_objbody(body, 1, qid)

            # uncomment (and change path if on Windows) to auto-extract all encountered meshes
            #i = 0
            #for mesh in meshes:
            #	with open('/tmp/mesh{}.obj'.format(i), 'w') as f:
            #		f.write(OBJMesh(mesh).export())
            #	i += 1

            print('}', file=outf)
            print('\n{} meshes\n{} texutres\n{} materials'.format(
                meshes, textures, materials),
                  file=sys.stderr)
            return

    print("didn't find", name, file=sys.stderr)
Esempio n. 13
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def main():
    p = ArgumentParser()
    p.add_argument("files", nargs="+")
    p.add_argument("-s",
                   "--strip",
                   action="store_true",
                   help="Strip extractable data")
    args = p.parse_args(sys.argv[1:])

    for k, v in unitypack.engine.__dict__.items():
        if isinstance(v, type) and issubclass(v,
                                              unitypack.engine.object.Object):
            yaml.add_representer(v, unityobj_representer)

    if args.strip:
        yaml.add_representer(unitypack.engine.mesh.Mesh, mesh_representer)
        yaml.add_representer(unitypack.engine.movie.MovieTexture,
                             movietexture_representer)
        yaml.add_representer(unitypack.engine.text.Shader, shader_representer)
        yaml.add_representer(unitypack.engine.text.TextAsset,
                             textasset_representer)
        yaml.add_representer(unitypack.engine.texture.Texture2D,
                             texture2d_representer)

    for file in args.files:
        if file.endswith(".assets"):
            with open(file, "rb") as f:
                asset = Asset.from_file(f)
                handle_asset(asset)
            continue

        with open(file, "rb") as f:
            bundle = unitypack.load(f)

            for asset in bundle.assets:
                handle_asset(asset)
Esempio n. 14
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import sys
import os
from unitypack.asset import Asset


if len(sys.argv) < 3:
	print("This tool dumps assets from asset files for use in diffing\nUsage: " + sys.argv[0] + " assetfile.assets outputFolder\nWill extract all assets from the input file and write them to outputFolder/####.dat")
	exit()

with open(sys.argv[1], "rb") as assetsFile:
	asset = Asset.from_file(assetsFile)
	for id, obj in asset.objects.items():
		assetsFile.seek(obj.data_offset)
		data = assetsFile.read(obj.size)
		with open(os.path.join(sys.argv[2], str(id) + ".dat"), "wb") as outfile:
			outfile.write(data)
Esempio n. 15
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	def run(self):
		files = self.args.files

		self.populate_files_with_resource_assets(files)
		self.populate_files_with_asset_levels(files)
		self.populate_files_with_assets(files)
		self.populate_files_with_asset_bundles(files)

		# initialize object data for art_dump_summary
		if self.args.art_dump_summary:
			self.art_dump_textures_summary = {}
			self.art_dump_meshes_summary = {}
			self.art_dump_animation_clips_summary = {}
			self.art_dump_shaders_summary = {}
			self.art_dump_textures_size = 0
			self.art_dump_meshes_size = 0
			self.art_dump_animation_clips_size = 0
			self.art_dump_shaders_size = 0
		elif self.args.dep_summary:
			self.dependency_db = AssetDependencyDatabase()

		for file in files:
			if self.args.dep_summary:
				print("Processing " + file + "...", flush=True)
			else:
				print("Processing " + file + "...", end='', flush=True)

			# reset the write_json_data flag during art_dump. It is flipped when there are art assets found
			if self.args.art_dump:
				self.write_json_data = False

			if self.args.art_dump_summary:
				with open(file, "r") as f:
					self.handle_file_for_art_dump_summary(file, f)
				print("Done")
				continue

			# reset the json_data dict working memory on each file
			self.json_data = {}
			self.write_json_data = True

			if self.args.as_asset or file.endswith(".assets") or file.find("\\level") >= 0 or self.find_built_in_assets_index(file) >= 0:
				with open(file, "rb") as f:
					asset = Asset.from_file(f)

					self.json_data['Path'] = file

					# setup the ArtDump dictionary for handle_asset_for_art_dump
					if self.args.art_dump:
						self.json_data['ArtDump'] = {}
					elif self.args.dep_summary:
						self.dependency_db.add_asset(file, asset)
						continue

					if self.args.art_dump:
						self.handle_asset_for_art_dump(file, asset)
					else:
						self.handle_asset(file, asset)

					if not self.args.dry_run:
						json_path = file + ".json"
						if self.write_json_data:
							with open(json_path, "w") as json_file:
								json_file.write(json.dumps(self.json_data, indent=4, default=json_default))
						else:
							print("Not writing JSON...", end='')

				print("Done")
				continue

			with open(file, "rb") as f:
				bundle = unitypack.load(f)

				self.json_data['Path'] = bundle.path
				self.json_data['GeneratorVersion'] = bundle.generator_version
				self.json_data['CompressionType'] = str(bundle.compression_type).replace(str("CompressionType."), "")
				self.json_data['FileSize'] = bundle.file_size
				self.json_data['BlockStorageFileOffset'] = bundle.block_storage_file_offset

				# setup the ArtDump dictionary for handle_asset_for_art_dump
				if self.args.art_dump:
					self.json_data['ArtDump'] = {}
				elif self.args.dep_summary:
					self.dependency_db.build_from_bundle(file, bundle)
					continue

				for asset in bundle.assets:
					if self.args.art_dump:
						self.handle_asset_for_art_dump(file, asset)
					else:
						self.handle_asset(file, asset)

				if not self.args.dry_run:
					json_path = file + ".json"
					if self.write_json_data:
						with open(json_path, "w") as json_file:
							json_file.write(json.dumps(self.json_data, indent=4))
					else:
						print("Not writing JSON...", end='')

			print("Done")

		if self.args.art_dump_summary:
			print("Writing art dump summary " + "" + "...", end='')
			self.write_art_dump_summary()
			print("Done")
		elif self.args.dep_summary:
			if self.dependency_db is not None:
				summary_path = self.get_output_path("dependency_summary" + ".json")
				print("Writing dependency summary " + "" + "...", flush=True)
				self.dependency_db.write_to_json_file(summary_path)
				print("Done")

		return 0
Esempio n. 16
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from unitypack.asset import Asset
from unitypack.object import FFOrderedDict

TABLEDATA_PATH = 'CustomAssetBundle-1dca92eecee4742d985b799d8226666d'
XDTINDEX = 7

f = open(TABLEDATA_PATH, 'rb')
tabledata = Asset.from_file(f)

xdtdata = tabledata.objects[XDTINDEX].contents
missionTable = xdtdata['m_pMissionTable']
questItemTable = xdtdata['m_pQuestItemTable']

missionData = missionTable['m_pMissionData']
missionStringData = missionTable['m_pMissionStringData']
journalData = missionTable['m_pJournalData']
rewardData = missionTable['m_pRewardData']
questItemData = questItemTable['m_pItemData']
questItemStringData = questItemTable['m_pItemStringData']


# Use this to manually create and store quest items
def createQuestItem(name):
    index = len(questItemData)

    itemString = FFOrderedDict(0)
    for k, v in questItemStringData[0].items():
        itemString[k] = v

    itemString['m_strName'] = name
    itemString['m_strComment'] = name
Esempio n. 17
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import sys
from io import BytesIO

import unitypack
from unitypack.asset import Asset
from unitypack.object import FFOrderedDict
from unitypack.utils import BinaryWriter
from unitypack.modding import import_mesh

# CharacterSelection asset bundle
f = open('CustomAssetBundle-ce09c4c9be8a046ca92e0044f22d1b99', 'rb')
outf = open('CustomAssetBundle-ce09c4c9be8a046ca92e0044f22d1b99_new', 'wb')

#asset = unitypack.load(f).assets[0]
asset = Asset.from_file(f)

#mesh = asset.objects[17].contents # Eddy Nano in FutureNano (doesn't work yet)
mesh = asset.objects[12316].contents  # Fish Backpack in CharacterSelecion
#mesh = asset.objects[711].contents # Terrafuser engine 01 in Tutorial

import_mesh(mesh, 'nano_davestrider8.obj')

print(
    f'{len(mesh.vertices)} vertices, {len(mesh.normals)} normals, {len(mesh.uvs)} UVs, {len(mesh.index_buffer)//2} indices, {len(mesh.index_buffer)/6} triangles'
)

asset.save(outf)

print('done.')