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Unity Studio

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qxoda4
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Re: Unity Studio

Post by qxoda4 »

hi

Thank you for the update of the great unity studio :D :D :D
In the future, do you have any plans to implement a function of extracting a link AssetBundles?
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Chipicao
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Re: Unity Studio

Post by Chipicao »

qxoda4 wrote:hi

Thank you for the update of the great unity studio :D :D :D
In the future, do you have any plans to implement a function of extracting a link AssetBundles?
You're welcome!

What exactly do you mean by "extracting a link AssetBundles"? What link?
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
qxoda4
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Re: Unity Studio

Post by qxoda4 »

Chipicao wrote:What exactly do you mean by "extracting a link AssetBundles"? What link?
wanted to get the manifest list of files in the urls to download the additional files....But it will need to record a log from the proxy server :( :(
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Re: Unity Studio

Post by rayleigh »

he @Chipicao is it possible to export animation in fbx in the future ?
sam319
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Re: Unity Studio

Post by sam319 »

Chipicao wrote: @sam319 OK, I'll add that.
But what exactly are you looking to achieve? To extract assets and load them back in Unity?
I just want to confirm the contents in assetbundle. Thank you very much.
DXFan619
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Re: Unity Studio

Post by DXFan619 »

Hi, can anyone help me with a problem I seem to be having?

Trying to export some models from Afro Samurai 2: Revenge of Kuma using Unity Studio and I've run into an issue. When I export to .fbx and import into Max, I end up with models like this.

Image

Then when I export this to .fbx and import in Blender, I get this.

Image

Was just wondering what I'm doing wrong? I think it may be a problem with the models, as some don't even export in t-pose and it seems impossible for them to export them like that. If it isn't an inherent problem with the models, is there anything I can do here? I think I've tried everything in the fbx import options in Max and in the export options for Unity Studio.

Here's some of the FBX files I exported from Unity Studio, if anyone is willing to take a look. Can also try to pull up the raw assets if anyone needs them. Thank you.

http://www.mediafire.com/download/5tcqu ... +Files.rar
Darko
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Re: Unity Studio

Post by Darko »

DXFan619 wrote:Hi, can anyone help me with a problem I seem to be having?

Trying to export some models from Afro Samurai 2: Revenge of Kuma using Unity Studio and I've run into an issue. When I export to .fbx and import into Max, I end up with models like this.

Image

Then when I export this to .fbx and import in Blender, I get this.

Image

Was just wondering what I'm doing wrong? I think it may be a problem with the models, as some don't even export in t-pose and it seems impossible for them to export them like that. If it isn't an inherent problem with the models, is there anything I can do here? I think I've tried everything in the fbx import options in Max and in the export options for Unity Studio.

Here's some of the FBX files I exported from Unity Studio, if anyone is willing to take a look. Can also try to pull up the raw assets if anyone needs them. Thank you.

http://www.mediafire.com/download/5tcqu ... +Files.rar
Open the fbx in noesis and re-export it to fbx, open it in 3ds max and export to whatever format you want.
Image
DXFan619
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Re: Unity Studio

Post by DXFan619 »

Darko wrote:Open the fbx in noesis and re-export it to fbx, open it in 3ds max and export to whatever format you want.
Thanks for the help! After messing around with these instructions, I realized that the problem I was having didn't have anything to do with the .fbx format and Max/Blender. It was with Skin Deformers within Unity Studio. The models I initially exported had problems because of their deformers. I tried on some other models and got great results.

Image

^ After exporting that, it works fine in Blender and can be posed without a problem.

Image

The problem now is that some models aren't A-posed, and they look something like this.

Image

The only way to get them into A-Pose is to turn off skin deformers in the Unity Studio export options, but that leads to this.

Image

No deformers = no bones.

Is there any way in Unity Studio or elsewhere to force A-Pose for these sorts of models so they can properly export with the correct pose and bones? Thanks again for the initial help. Noesis turned out to be a good tool in rooting out this problem, and I had no clue that it also exported in .psk. I'd been looking for a program that could do that.
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Re: Unity Studio

Post by Chipicao »

DXFan619 wrote:After messing around with these instructions, I realized that the problem I was having didn't have anything to do with the .fbx format and Max/Blender. It was with Skin Deformers within Unity Studio. The models I initially exported had problems because of their deformers. I tried on some other models and got great results.
Could you please make a quick list with models that have this problem so I can investigate? I don't need actual files, only their names and location in scene hierarchy.

DXFan619 wrote:Is there any way in Unity Studio or elsewhere to force A-Pose for these sorts of models so they can properly export with the correct pose and bones?
I'll see if it's possible.
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
DXFan619
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Re: Unity Studio

Post by DXFan619 »

Chipicao wrote:
DXFan619 wrote:After messing around with these instructions, I realized that the problem I was having didn't have anything to do with the .fbx format and Max/Blender. It was with Skin Deformers within Unity Studio. The models I initially exported had problems because of their deformers. I tried on some other models and got great results.
Could you please make a quick list with models that have this problem so I can investigate? I don't need actual files, only their names and location in scene hierarchy.

DXFan619 wrote:Is there any way in Unity Studio or elsewhere to force A-Pose for these sorts of models so they can properly export with the correct pose and bones?
I'll see if it's possible.
Sure, of course.

prop_polecat_dj (Located in file "level9" ; scene hierarchy is level9 -> SCENE ROOT -> GAMEPLAY -> PROGRESSION -> GPA 0 -> DYNAMIC PROPS)
archangel (Located in file "level9" ; scene hierarchy is level9 -> SCENE ROOT -> GAMEPLAY -> NPC)
prop_stripper_dance_polecat4 (Located in file "level9" ; scene hierarchy is level9 -> SCENE ROOT -> GAMEPLAY -> PROGRESSION -> GPA 0 -> DYNAMIC PROPS -> Stage_animated)
Old_Bar_Tender relaxed (Located in file "level9" ; scene hierarchy is level9 -> SCENE ROOT -> GAMEPLAY -> NPC)
female_assassin:polecat_03 (Located in file "level9" ; scene hierarchy is level9 -> SCENE ROOT -> GAMEPLAY -> VISUALS -> SCENE VISUALS HOST -> SCENE_VISUALS_ROOT -> Terrain -> Bar Scene -> Dynamic -> Characters -> pole_cat_sitting_ani)

I try and extract from any other level file, and the models load normally. It seems to be contained to this level in specific.
JONATHANTKB
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Re: Unity Studio

Post by JONATHANTKB »

@CHIPICAO how import mesh from nitro nation and nitro nation stories??
coolkid
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Re: Unity Studio

Post by coolkid »

Hey Chipicao! just checkin.
Got any news on those manifest files yet?
hackspeedok
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Re: Unity Studio

Post by hackspeedok »

Chipicao wrote:
DXFan619 wrote:After messing around with these instructions, I realized that the problem I was having didn't have anything to do with the .fbx format and Max/Blender. It was with Skin Deformers within Unity Studio. The models I initially exported had problems because of their deformers. I tried on some other models and got great results.
Could you please make a quick list with models that have this problem so I can investigate? I don't need actual files, only their names and location in scene hierarchy.

DXFan619 wrote:Is there any way in Unity Studio or elsewhere to force A-Pose for these sorts of models so they can properly export with the correct pose and bones?
I'll see if it's possible.
Can you help me, i have an encrypted image and i can't replace its in the resources.assets

https://drive.google.com/file/d/0B2fmFY ... sp=sharing
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Re: Unity Studio

Post by Cerophono »

Seems like Unity 5.3 has a new encryption scheme?
I only know about this in a naive sense, but does this mean that Unity Studio needs to be updated to extract a 5.3 build?
Is this only for WebGL builds or for all builds?
Data files will now be LZ4 compressed in memory. In WebGL, you don’t have access to a real file system. For this reason, we will keep all your assets in memory all the time. In Unity 5.3, asset data in memory is compressed using LZ4, and will only be decompressed when assets are loaded. This means that your asset data will use less space in memory, and you will be less likely to run out of memory.
http://blogs.unity3d.com/2015/12/07/uni ... l-updates/
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Ferrari formula 1
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Re: Unity Studio

Post by Ferrari formula 1 »

Hello Chipicao! :)

I tried interesting feature of Unity Studio - Shader Export, but it might not be working properly...

I took CSR Classics for a test and tried bunch of shaders in different versions of Unity3D but none of them work.
Every shader(even simple ones) tell the same error: It basically won't compile

I will try something simplier to see if it works
[UPD]
Tried a bunch of games,even the newest CSR 2,none of the exported shaders works for some reason (Even in unity 5) But I think It's the issue inside the unity,I'm searching for the way to fix it.

[UPD 2]
I think I found a problem why they can't be used - they are already compiled/precompiled for specific platform,that's why they won't start...I guess

By the way,I wonder if Unity Studio can export actual C#/JavaScripts in the future? That would be really amazing stuff for learning!
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