import sys import os import re from PIL import Image from PIL import ImageOps from unitypack.asset import Asset if len(sys.argv) < 4: print("Usage: " + sys.argv[0] + " assetfile.assets inputFolder outputFile.emip\nInput folder should contain files whose names start with the object ID they want to replace.") exit() if not os.path.isdir(sys.argv[2]): print("Input folder " + sys.argv[2] + " must be a directory!") exit() class AssetEdit: def __init__(self, file, id, name, type): self.file = file self.id = id self.name = name self.type = type self.shouldDecode = False @property def filePath(self): return sys.argv[2] + "/" + self.file def pngToTexture2D(self, pngData): image = Image.open(self.filePath) image = ImageOps.flip(image) imageData = image.convert("RGBA").tobytes() output = len(self.name).to_bytes(4, byteorder="little") output += self.name.encode("utf-8") output += b"\0" * ((4 - len(self.name)) % 4) output += image.width.to_bytes(4, byteorder="little") output += image.height.to_bytes(4, byteorder="little") output += len(imageData).to_bytes(4, byteorder="little") output += (4).to_bytes(4, byteorder="little") # m_TextureFormat output += (1).to_bytes(4, byteorder="little") # m_MipCount output += b"\0\x01\0\0" # Flags output += (1).to_bytes(4, byteorder="little") # m_ImageCount output += (2).to_bytes(4, byteorder="little") # m_TextureDimension output += (2).to_bytes(4, byteorder="little") # m_FilterMode output += (2).to_bytes(4, byteorder="little") # m_Aniso output += (0).to_bytes(4, byteorder="little") # m_MipBias output += (1).to_bytes(4, byteorder="little") # m_WrapMode output += (0).to_bytes(4, byteorder="little") # m_LightmapFormat output += (1).to_bytes(4, byteorder="little") # m_ColorSpace output += len(imageData).to_bytes(4, byteorder="little") output += imageData if self.type > 0: output += b"\0" * 12 # Empty Streaming Data return output def loadTexture2DInfo(self, assets, bundle): self.shouldDecode = True obj = assets.objects[self.id] data = bundle[obj.data_offset:(obj.data_offset + obj.size)] length = int.from_bytes(data[0:4], byteorder='little') paddedLength = length + (4 - length) % 4 self.name = data[4:4+length].decode('utf-8') def getAssetInfo(self, assets, bundle): if self.id is None: for id, obj in assets.objects.items(): try: objType = obj.type if objType != self.type: continue except: # Special case handling for newer files that fail to read type id if self.type == "TextMeshProFont" and obj.type_id < 0: objType = self.type pass else: continue # UnityPack is broken and overreads its buffer if we try to use it to automatically decode things, so instead we use this sometimes-working thing to decode the name data = bundle[obj.data_offset:(obj.data_offset + obj.size)] name = None try: name = obj.read()["m_Name"] except: length = int.from_bytes(data[0:4], byteorder='little') # Things often store their length in the beginning of the file # Note: the `len(self.name) * 4` is the maximum length the string `self.name` could be if it used high unicode characters if length >= len(self.name) and length + 4 <= len(data) and length < len(self.name) * 4: name = data[4:4+length].decode('utf-8') # TextMeshPro assets store their name here elif len(data) > 32: length = int.from_bytes(data[28:32], byteorder='little') if length + 4 <= len(data) and length < 40: name = data[32:32+length].decode('utf-8') if name is not None: if self.name == name: self.id = id if objType == "Texture2D" and self.file[-4:] == ".png": print(f"Will replace object #{id} with contents of {self.file} converted to a Texture2D") self.shouldDecode = True else: print(f"Will replace object #{id} with contents of {self.file}") break else: if self.file[-4:] == ".png": self.loadTexture2DInfo(assets, bundle) print(f"Will replace object #{self.id} with contents of {self.file} converted to a Texture2D") else: print(f"Will replace object #{self.id} with contents of {self.file}") if self.id == None: print(f"Couldn't find object named {self.name} for {self.file}, skipping") return obj = assets.objects[self.id] self.type = obj.type_id @property def bytes(self): out = (2).to_bytes(4, byteorder='little') # Unknown out += b"\0" * 3 # Unknown out += self.id.to_bytes(4, byteorder='little') # Unknown out += b"\0" * 4 # Unknown out += self.type.to_bytes(4, byteorder='little', signed=True) # Type out += b"\xff" * 2 # Unknown with open(self.filePath, "rb") as file: fileBytes = file.read() if self.shouldDecode: fileBytes = self.pngToTexture2D(fileBytes) out += len(fileBytes).to_bytes(4, byteorder='little') # Payload Size out += b"\0" * 4 # Unknown out += fileBytes # Payload return out def generateHeader(numEdits): header = b"EMIP" # Magic header += b"\0" * 4 # Unknown header += (1).to_bytes(4, byteorder='big') # Number of files header += b"\0" * 4 # Unknown if os.path.abspath(sys.argv[1])[1] == ":": # Windows paths will be read properly, UNIX paths won't since UABE will be run with wine, so use a relative path path = os.path.abspath(sys.argv[1]).encode('utf-8') else: path = sys.argv[1].encode('utf-8') header += len(path).to_bytes(2, byteorder='little') # Path length header += path # File path header += numEdits.to_bytes(4, byteorder='little') # Number of file changes return header edits = [] for file in os.listdir(sys.argv[2]): if file[0] == ".": continue matches = re.match(r"^(\d+).*", file) if matches: edits.append(AssetEdit(file, int(matches.group(1)), None, None)) else: name = os.path.splitext(file)[0] parts = name.split("_") if len(parts) < 2: continue edits.append(AssetEdit(file, None, "_".join(parts[:-1]), parts[-1])) with open(sys.argv[1], "rb") as assetsFile: bundle = assetsFile.read() assetsFile.seek(0) assets = Asset.from_file(assetsFile) for edit in edits: edit.getAssetInfo(assets, bundle) edits = [x for x in edits if x.id != None] edits = sorted(edits, key=lambda x: x.id) with open(sys.argv[3], "wb") as outputFile: outputFile.write(generateHeader(len(edits))) for edit in edits: outputFile.write(edit.bytes)