
The work I did on that apple tree raised an issue regarding "MonoBehaviour Base" files (type 0xFFFFFFE2): The working apple tree model mod (with the correct script attached making it able to be chopped down) is here: I used it to figure out which scripts are attached to the tree objects ingame (which makes them able to be chopped down). Thankyou for the work you have done on this program. To back this up, if you use the "View Info" function of UABE, and/or export a dump of audio-related files that are within resources.assets (e.x.: 44magnum_reload path ID 5754), you'll see the following: 0 AudioClip Base Instead, this file contains what appear to be scripts of some sort which, presumably, point to individual files located within resources.resource.

From what I can gather, it seems that most of, if not all the sounds 7DTD uses are not stored directly within resources.assets. assets files to see how they're structured, along with a bit of my own research on how Unity 5 streams media during runtime. Using this tool and Grim's UAE, I've been doing some poking around inside the. raw files readable by Unity.So, I've been wanting to mod some of the in-game audio for a while, but I've hit a bit of a snag when it comes to extracting audio clips and such. The TerrainData plugin can export and import. The MovieTexture plugin can export and import. dae (Collada) files, also supporting rigged SkinnedMeshRenderers. m4a files from WebGL builds and Unity 4 sound files. wav files from U5's AudioClip assets using FMOD. The AudioClip plugin can export uncompressed.

The TextAsset plugin can export and import. tga files and decode&encode most texture formats used by Unity.

The Texture plugin can export and import. There are multiple plugins to convert Unity assets from/to common file formats : Custom MonoBehaviour types also are supported. Type information extracted from Unity is used in order to generate text representations of various asset types. It can create standalone mod installers from changes to.
