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toji export

a guest Sep 11th, 2019 88 Never
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  1. ADB-SYNC
  2. ========
  3. use adb-sync (https://github.com/google/adb-sync) to extract the files from your card, or manually pull them from the card some other way
  4.  
  5. the command:
  6. adb-sync --reverse /sdcard/Android/data/com.square_enix.android_googleplay.TojinomikoTomoshibi/files/ ./files/
  7.  
  8. this command can easily take up to 30 minutes or more depending on your card speed and how much you have in your cache. i'm not sure if ADB over wifi would be better or not; i've always used a USB3 connection.
  9.  
  10.  
  11. UnityCache
  12. ==========
  13. After running the above command everything at that location just gets put into a folder called "files" right next to where you run the command. The folder we're mostly interested in is `./Files/UnityCache/Shared`
  14.  
  15. You might want to duplicate this folder and separate out everything into chunks of like 100-700 subfolders, since the tool we're going to put it into crashes if you have too many things loaded into it at once.
  16.  
  17. Every subsequent run of the command will overwrite and update the "date modified" of each subfolder as needed so you can find all of the newest cache by sorting by date modified. Some updates just touch basically every single file so it's not always useful.
  18.  
  19. AssetStudio
  20. ===========
  21. AssetStudio (https://github.com/Perfare/AssetStudio) works to extract most things. It gets updated somewhat regularly and newer versions generally work better. Cards (support/main) cannot be extracted and instead they're in a bizarre encrypted format, likely using some middleware; it comes with a key and the data but it's not a simple xor so it's too annoying to deal with atm. Likewise "acb" audio aren't properly extracted either; someone will likely have to find the decryption key to get audio extracting properly as well.
  22.  
  23. Run the program then go to `File->Load Folder`, choose your 100-700 subfolder chunks that you made above or whatever else you want to open up. The program will parse it all and then display it in the `Scene Hierarchy` tab, and you can flip over to the `Asset List` tab to view each individual file. From here you can `Filter Type` at the top of the window to hide whatever you don't care about.
  24.  
  25. In `Options->Export Options` you can choose a few different settings on how everything gets exported. Check whatever you want in there before you go further.
  26.  
  27. You can use `Model->Export All Objects (Split)` on the topbar to get FBX models with textures that you can import into blender, although you have to fix up the models a bit since not all of the data was exported correctly.
  28.  
  29. You can use `Export->Filtered Assets` to export only what you have filtered, or `Export->All Assets`, etc. Shaders take forever to export, and monobehaviours aren't very fast either. Most of the time shaders aren't very useful to have exported so I recommend hiding them with the filter and choosing Filtered Assets.
  30.  
  31. Blender
  32. =======
  33. 2.8 is pretty easy to use but i still rec just looking up tutorials if you've never used it before.
  34.  
  35. File->Import->FBX, navigate to where your stuff is extracted, open it up. It should place it where the 3D cursor is. Change to lookdev or render preview mode to see the materials properly.
  36.  
  37. All of the models import as PBR fine but sometimes they'll be missing skin textures, and their specular is turned way up when it should be set to 0. Look at the model's materials and they should be named as the textures they're looking for. Look into your extracted non-model assets and you can probably find the desired texture in the `Textures/` folder. Just drag and drop it into the shader and connect the color/alpha nodes.
  38.  
  39. Heads, bodies, and hair are separate. Sometimes the hair/head are rotated in odd directions.
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