nesrak1

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I'm not sure what indicates whether a texture should be like this (maybe m_PlatformBlob or a setting in globalgamemanagers?) so I think either having a checkbox in the main texture...

> Do I have to compile it myself? Here's a build I just made (had to double zip because of github upload size limits): [win-x64_2.zip](https://github.com/nesrak1/UABEA/files/8967966/win-x64_2.zip)

Completed. Thanks for helping.

I keep getting asked about the program in this issue, but it was replaced long ago and you shouldn't use it because it only supports PO2 textures of certain formats....

If you're going to be exporting models, I'd just suggest using assetstudio. uabe had mesh support to obj but that's it, anything more than that (even mesh to fbx) is...

I'm not sure why assetstudio would work very bad since it has all the features you suggested already. Uabe afaik only supports mesh export and no materials. If all you...

Did you use the texture edit plugin? Can you export the original texture and reimport it without issues?

Does this happen on a specific asset or all assets in a specific file?

> This is the raw file of the asset: Just the raw asset does not have all the info to debug this (type tree, file version, asset type, etc.) A...

> at UABEAvalonia.AssetWorkspace.GetConcatMonoBaseField Looking closer at this looks like a monobehaviour decoding error, so all decoding comes from the game's (Assembly-CSharp).dll files. So it's possible I missed a case for...