Delete the original UPMPackage folder from the first projectĢ.
EXTRACT UNITY ASSETS CODE
Observe : your new package has conflicting guids and conflicting code definitions Unity makes new guids for the imported package.ġ. In your original project, add the location of your package folder to manifest.json Verify that the code complies and is intact.ġ. Import your Unitypackage’s contents Into the new project. Export UPMPackage as a Unity package fileģ. Observe: you have a game object with the desired script attached.ġ. In UPMPackage folder, create your package.json.ħ. In the Runtime folder, create your asmdefĦ. In the Runtime folder, create a MonoBehaviour subclass named M圜ode with any namespace you like.ĥ. In the UPMPackage folder, create a Runtime folderĤ. In the Assets folder, create a folder called UPMPackage.ģ. *An item's existing effect can not only have it's value edited, but can actually be changed to another effect entirely.The main problem is when your package contains MonoBehaviour or ScriptableObject code, and you have already assigned these scripts to objects either in a scene or to a Prefab, or have an existing ScriptableObject.Ģ. *If an item only has 1 effect, adding another will cause the game to crash while loading. *Must Exit & Restart game everytime file is edited, otherwise game keeps using old version. *Keep backup copy outside Streaming folder, otherwise will cause missing models ingame. Some tips to keep in mind while hex editing. changed "wl2_portrait_ranger06.dds" (Kathy Lawson)Īlso, edits to items has to be done to "ItemTemplates.unit圓d" for all ingame items, and "ItemTemplates_CharacterCreate.unit圓d" for all the beginner clothes/underwears/PC character's bodyparts.Įdits to NPC characters will need to be done to the scene file itself, or the MobTemplates file, if the NPC's data isn't in their scene file. changed "wl2_Portrait_JesseBell.dds" with Hex-editor *copy&pasted dds hex string with Hex Editor I know it uses the dds for Loadscreens though, as I've actually changed my version's "Loadscreen03.dds" with Unity Asset Editor.īelow are some of the files I had to edit to get the changes to appear ingame. The game doesn't seem to use most of the resource files within "resources.assets". I believe you will need to replace the "T_Ranger_A_Torso_E_N.dds" within "ItemTemplates_CharacterCreate.unit圓d" to see a change ingame. Hi, if the "T_Ranger_A_Torso_E_D.dds" you edited is for "Wearable_Ranger_A_Torso_E". I'm presuming it didn't actually overwrite somehow. Zeronet wrote:I tried coloring some of the armour textures, specifically T_Ranger_A_Torso_E_D.dds, imported my edited one into the game, but the textures didn't change in the game. Path to file structure is: Program Files (x86)\Steam\SteamApps\common\Wasteland 2\Build\WL2_Dataįiles: resources.assets - sharedassets0.assets - sharedassets1.assets Beta 3 will always contain the latest version.Ĭamoflagecaper wrote:Can we have a Sub forum for Modding! Please! Add ,Move this to topic to ! As of posting this not all versions are ready, so the links will contain defaults. 3 will be the most recent while the two previous will hold earlier versions. Make sure to read the readme file for more information about the tool.īETA 1,2 and 3. Included are the main program, the Text File Plugin, the Texture Plugin, and the Audio plugin.Īlso included is a Visual Studio 2008 project and source files for making a plug-in DLL. Also any suggestions will be listened too, and if I can do it I will. If you find a file or game it doesn't work with let me know so I can figure out what's wrong. I also can't guarantee it will work with every game or every file. This is an early version of UAE, so expect some bugs. It can also be extended to support any kind of asset type through the use of plug-ins. It can import and export any asset in raw data format. Is a plug-in based asset editor, exporter, and importer for modding games created with the Unity Game Engine.