

- #UNITY ASSETS BUNDLE EXTRACTOR CANNOT OPEN FILE TO SAVE HOW TO#
- #UNITY ASSETS BUNDLE EXTRACTOR CANNOT OPEN FILE TO SAVE INSTALL#
- #UNITY ASSETS BUNDLE EXTRACTOR CANNOT OPEN FILE TO SAVE MOD#
- #UNITY ASSETS BUNDLE EXTRACTOR CANNOT OPEN FILE TO SAVE FULL#
- #UNITY ASSETS BUNDLE EXTRACTOR CANNOT OPEN FILE TO SAVE MODS#
#UNITY ASSETS BUNDLE EXTRACTOR CANNOT OPEN FILE TO SAVE HOW TO#
In this section we will discuss how to override data from the default data files in a mod.

#UNITY ASSETS BUNDLE EXTRACTOR CANNOT OPEN FILE TO SAVE FULL#
In this wiki we will refer to specific properties by specifying their full path containing a file name, sheet name, grouping category and ID of the data row (first column) like in these examples: In this example, there are overall three data rows grouped into two categories - Weather and Audio. Take a look at this example taken from General.xlsx / Settings: They may be opened by various software including Microsoft Office, LibreOffice or Microsoft Excel Online.Īll of these files contains multiple sheets (these are the tabs on the bottom) and are structured in such a way that there are multiple grouping rows followed by rows with actual data.
#UNITY ASSETS BUNDLE EXTRACTOR CANNOT OPEN FILE TO SAVE MOD#
It's not a special folder, but a custom folder that groups files, that are used by this concrete mod scripts.ĭefault game data files can be viewed by going into the installation folder and opening files located in this folder: It's displayed in the game's launcher in your mod's description section and on Steam Workshop.Īll other folders and files are ignored by the game, like the "Templates" folder in the example above. Preview (png or jpg) It's an icon for your mod. It's purpose is to define your mod's name, description and security permissions for its code.

It's created automatically when a new mod is created by the game's launcher. Manifest.json Each mod has to contain such file directly in the main folder. They are compiled by the game on the fly. Source Mod's script files should land here in a raw form. Data Sheets This is the place for all Excel data sheets of your mod that can either override or extend base game data or contain custom data that is recognized and used by your mod scripts. All files in this folder are usually packed automatically by scripts that are supplied with "Unity project" template. Asset bundles are packed Unity files that are meant to contain models, textures, audio files and other game assets.
#UNITY ASSETS BUNDLE EXTRACTOR CANNOT OPEN FILE TO SAVE INSTALL#
In this section you will learn how to mod basic things in the game that don't require the use of Unity Editor.įinal mod that is ready to install on a user's computer should contain a few special files and folders.īundles This folder should contain all asset bundles supplied by your mod.
#UNITY ASSETS BUNDLE EXTRACTOR CANNOT OPEN FILE TO SAVE MODS#
"Empty project" may be preferred for quick mods such as mods altering the game data sheets, replacing a few assets or adding simple scripts. "Unity project" template opens up the most modding possibilities although requires to use Unity Editor. Fill out the form and choose template that suits your needs.crp files and extract meshes and textures. CrperĬrper is a web-based tool which can read. UTinyRipper is a tool which can extract an entire. It can export meshes as OBJ and textures as PNG. Most vanilla assets can be found in the sharedassets11 file, although assets from DLCs can be found in files with a higher number. assets files which are located in the Cities_Data folder which is in the game folder. Some meshes or textures are not readable, and therefore ModTools can't dump them, in that case, you remember the name of the mesh or material and use one of the other methods. ModTools can't dump some textures because of their format, in this case, a script can be used to convert the texture, which ModTools can then dump. To find prefabs when you can't click on them ingame or in the menu, see how to find any vanilla or custom prefab in the ModTools article. Network elevations such as bridge and tunnel can be found inside the prefab in m_netAI. There you can find the m_segmentMesh and m_segmentMaterial which contains the textures. Network Segments & Nodesįor networks, the nodes and segments can be found inside the prefab in m_nodes and m_segments. If a building has sub-buildings or sub-meshes, those can be found inside the prefab in m_subBuildings and m_subMeshes. Alternatively, inside the prefab you can find the m_mesh and textures inside m_material and dump those. If you preview it, you can dump it there. You can click on the desired item in the menu as if you are about to plop it, and then find the prefab in Scene Explorer > Tool Controller > BuildingTool / PropTool / TreeTool / NetTool > m_prefab. For buildings and vehicles, you can simply click on it ingame and press dump asset there. This assumes you are familiar with ModTools usage.
