I'll be honest, I'm a bit out of touch with TF at the moment. I'm basically unable to code mod forThanks for the help guys. Apparently I was using the wrong software to extract it. I managed to open it now, but I have to be honest in saying I'm clearly in over my head with this. I'll keep trying my best at this, but I'm unlikely to make much progress with my available skills.
0.4+ because I haven't been able to do a true blue decompilation of the code like I can with 0.39.
And even with 0.39 my focus hasn't really been there for like a month now.
I did recently discover that Asset Studio can extract fbx files properly now, so I could start looking into
that, but I don't think you guys realize just how complicated a process this really is.
The best potential solution I've come up with for it:
First - Prepare a character 3D model with a TF compatible skeleton and shapekey layout
Second - Load up that model into the Unity version that TF is made in
Third - Start populating that project with C# scripts that have a property structure that matches the C# scripts in the actual game. Note that when I say property structure, I'm referring to the values that are assigned to them that you'd see in asset viewers like UABEA and asset studio, the full code probably isn't needed, you just need to match the property structures
Fourth - Create a GameObject prefab for the character not only with the model, but also with all the C# property structure scripts assigned to the right objects in the prefab, with the right values and assignments made to the properties of each script assigned to each object
?th - Potentially do something similar to the C# scripts but for shaders/materials too
Fifth - Build the GameObject prefab into an asset bundle, which can be done with Unity itself, using an editor script
Sixth - Open up your custom asset bundle with UABEA and manually go through all the script assets, dump them to text files and edit the text files to assign them to the correct assembly references for the actual game dlls. Reimporting the edited text dumps for all of the script assets that you changed
Seven - Potentially edit other assets
Eight - Copy your custom built asset bundle into the mods folder as a .tfa/.tfm and hope to god it actually works
I haven't even attempted this myself, so this isn't really a guide, just my own idea about a potential way to do it.
This is the editor script I mentioned in the Fifth step:
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