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Tips for resource location
This page outlines some common tips to use when locating textures to replace
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
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.
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.