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Tips for resource location

Geoffrey Horsington edited this page Jul 28, 2020 · 2 revisions

This page outlines some common tips to use when locating textures to replace

Enable debug logging

In BepInEx.cfg (located in BepInEx/config folder), find and set

LogLevels = All

under [Logging.Disk] section. This will enable debug logs which will be output into BepInEx/LogOutput.log.
Sideloader automatically logs the full targets to the assets in the format outlined on the main page:

For example,

[Debug  :H3VR Sideloader] Texture: h3vr_data\streamingassets\assets_resources_objectids_weaponry_ammunition\ammo_45acp_fmj:Cal_45ACP:Ammo_45ACP_basecolor

Tells that a Texture type was loaded using the following parameters:

  • prefabPath: h3vr_data\streamingassets\assets_resources_objectids_weaponry_ammunition\ammo_45acp_fmj
  • materialName: Cal_45ACP
  • texName: Ammo_45ACP_basecolor

Another example:

[Debug  :H3VR Sideloader] ItemSpawnerID Icon: itemspawnerids\auga1:ItemSpawner_Icon_Rifle_AugA1:ItemSpawner_Icon_Rifle_AugA1

Icons are textures, in which case the type is Texture and target is

  • prefabPath: itemspawnerids\auga1:ItemSpawner_Icon_Rifle_AugA1
  • materialName: ItemSpawner_Icon_Rifle_AugA1
  • texName: ItemSpawner_Icon_Rifle_AugA1

Dump assets

One option is to use UtinyRipper which will dump textures, prefabs, models and other assets. It will dump everything using correct names, so you can easily grab correct textures using the above log as reference.

For instance, if the log gives

[Debug  :H3VR Sideloader] Texture: h3vr_data\streamingassets\assets_resources_objectids_weaponry_smg\thompsonm1a1_magazine:Cal_45ACP:Ammo_45ACP_basecolor

texName is Ammo_45ACP_basecolor which is the name of the texture file you can find in the asset bundles.

Use RuntimeUnityEditor to inspect prefabs in-game

RuntimeUnityEditor allows to inspect the game hierarchy in-game. It also provides a C# REPL which can be used to further test game's hierarchy at runtime.

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