idstring "\xC1\x83\x2A\x9E" get VERSION long math VERSION ^ 0xFFFFFFFF if VERSION = 6 findloc NONE_TAG binary "\x4E\x6F\x6E\x65" goto NONE_TAG get NONE_ID long get DUMMY long get DUMMY byte get NAMES_COUNT long get NAMES_OFFSET long savepos CHECKER goto NAMES_OFFSET get DUMMY long get FOLDER_NAME string goto CHECKER savepos CHECKER goto NAMES_OFFSET for k = 0 < NAMES_COUNT get NAME_LENGH long getdstring NAME NAME_LENGH get ID_NAME long putarray 0 k NAME next k goto CHECKER get DUMMY long get DUMMY long get FILES long get INFO_OFF long get CLASS_COUNT long get CLASS_OFF long goto INFO_OFF for i = 0 < FILES get FLAG long get DUMMY longlong get NUMB1 long get NAME_NUMB long getarray NAME 0 NAME_NUMB get COUNTER long get DUMMY long get SIZE longlong get OFFSET longlong getdstring HEADING 24 getdstring HEADING 8 get ID_NUM long get CLASS_NUM long if FILES > 1 math CLASS_NUM + 1 endif savepos CHECKER goto CLASS_OFF for h = 0 < CLASS_NUM findloc FLAG_CLASS binary "\xFF\xFF\xFF" goto FLAG_CLASS get DUMMY threebyte get CLASS_NAMER long next h math CLASS_NAMER + 1 goto NAMES_OFFSET for o = 0 < CLASS_NAMER get DUMMY long get CLASS string get DUMMY long next o goto CHECKER getdstring HEADING 20 if COUNTER = 0 string FILE_NAMER p "%s\%s.%s" FOLDER_NAME NAME CLASS else string FILE_NAMER p "%s\%s_%s.%s" FOLDER_NAME NAME COUNTER CLASS endif get OFFSETER asize if OFFSET < OFFSETER log FILE_NAMER OFFSET SIZE endif if OFFSET >= OFFSETER get NAMERQ basename string NAMERQ + ".uexp" open FDSE NAMERQ 2 get UEXP asize 2 math OFFSET - OFFSETER 2 log FILE_NAMER OFFSET SIZE 2 endif next i next i endif
GHFear wrote:What is this for? Blueprints? Textures? What type of file.
it's help to unpack and repack .uasset files with quickbms if anyone want's to make tool for editing text files with no size limition
this extract .uexp too ? if you open the .uasset file via hxd you will see "/Script/CoreUObject" (after extracting .uasset file i don't get the script). How can i get accesss to this script ?
GHFear wrote:What is this for? Blueprints? Textures? What type of file.
it's help to unpack and repack .uasset files with quickbms if anyone want's to make tool for editing text files with no size limition
this extract .uexp too ? if you open the .uasset file via hxd you will see "/Script/CoreUObject" (after extracting .uasset file i don't get the script). How can i get accesss to this script ? http://www.mediafire.com/folder/a5kqtek7k2pfh/fov_files
All scripts (they referr to the .cpp) are compiled in the exe. Its just a reference.
Shokoniraya wrote: it's help to unpack and repack .uasset files with quickbms if anyone want's to make tool for editing text files with no size limition
this extract .uexp too ? if you open the .uasset file via hxd you will see "/Script/CoreUObject" (after extracting .uasset file i don't get the script). How can i get accesss to this script ? http://www.mediafire.com/folder/a5kqtek7k2pfh/fov_files
All scripts (they referr to the .cpp) are compiled in the exe. Its just a reference.
thanks for info, last thing : could you help me to extract a .bin file please ? i made new topic but no one answer
you know what funny?, is that umodel doing the same action , you can also unpack with already posted script your script do whatever umodel do and the old scripted doing , something unique here i don't see at all you may go to umodel website to see , its even more useful then this, unless its doing better stuff like unpack blueprint or something with scripts that stuff its cant do for sure , ue4 games are based on c++ and on unreal script by the developer choice , if umodel cant do that , your script also cant do that otherwise the programmer of umodel may already finish it