nesrak1
nesrak1
> Of course, if it's small enough to fit in memory, that would be great. As far as I understand, the main problem is that reading dependencies can load the...
Your texture data is only 85 bytes: `Tsactxsactxsactxsactxsactxsactxsactxsactxsactxsactxsactxsactxsactxsactxsactx.c3ede7cc`. Are you sure `bytes` is set to the right thing?
According to the metadata, the engine is `2021.2.5f1c302\n2`. From my experience, \n2 games run on custom engines and most likely there are extra fields at the end. You may want...
I thought I already fixed this on the last update, but this can be solved by building directly for .net 6 (what I'm doing for UABEA right now.) I'm going...
`GetTemplateBaseField` is a big method so it could be anywhere. I doubt it has to do with sprites being in the bundle. Maybe check if your bundle has a type...
As the exception suggests, the exception happens in the read code and not the write/compress code. This could be for a number of reasons: 1. The bundle is too big...
The monobehaviour handling code in AT2 wasn't perfect, but in AT3 it should be (or at least a lot better.) You'll probably have more success working on the [AT3 branch](https://github.com/nesrak1/AssetsTools.NET/tree/upd21-with-inst)...
AT3 is on nuget under the preview versions (https://www.nuget.org/packages/AssetsTools.NET/3.0.0-preview3)
I don't plan on adding support for anything like this any time soon because of the reasons discussed in that issue. Editing the resS in the middle/beginning might cause a...
If you can reopen the file and your change is there, then the game has two copies of the text and you really do need to look elsewhere. There's a...