Skip to content

Releases: emoose/DQXIAsset

v0.2.5

13 Apr 22:18
Compare
Choose a tag to compare

DQXIAsset release 0.2.5, converts between UAsset <-> CSV fine for almost every DataTable, other than the ones listed in Program.cs.

  • 0.2.4 fixed a major bug with localization datatables, and also speeds-up deserialization into CSV by a huge amount

Requires .NET Core 3.1 to be installed (download from here: either install the .NET Desktop Runtime 3.1.13 or select your OS under the .NET Runtime 3.1.13 section on the right)

Usage is simple, just run it like DQAsset.exe [-o output/path] <path/to/uasset/or/csv/file> (-o is optional, might be useful for scripting)
Alternately you can drag+drop into the EXE either a DT_*.uasset file or a converted/edited CSV.

Using a UAsset as input will convert it to CSV, and write the CSV out to either <input_path>.csv, or to the given output path when using -o.

Using a CSV as input will write an updated UAsset containing the data from the CSV either to <input_path>.uasset/uexp or to the -o path (you can rename them afterwards to let the game make use of it).
Note that CSV conversion requires the UAsset/UExp pair belonging to the CSV to exist next to it, as a base to apply the CSV to (the data inside the base UAsset is ignored though, only data inside the CSV will be output into the modded file, so entries can be added/removed/etc fine)

Example workflow (using command-line inputs, you can use drag+drop instead if desired)

  • Desired DT file to modify is extracted from the games pak files (unreal_tournament_4_0.4.20a_dq11_v5.bms...)
  • Run DQAsset.exe JackGame\Content\L10N\en\DataTables\Text\DT_TextDataSystem.uasset - converts DT_TextDataSystem.uasset to DT_TextDataSystem.csv text file
  • Modifications made to DT_TextDataSystem.csv (either with text editor, or CSV could be loaded into a spreadsheet app like Excel/Google Sheets)
  • DQAsset.exe JackGame\Content\L10N\en\DataTables\Text\DT_TextDataSystem.csv - applies DT_TextDataSystem.csv to the DT_TextDataSystem.uasset (must be next to the CSV), writing the updated file to DT_TextDataSystem_mod.uasset
  • Original DT_TextDataSystem.uasset/uexp is moved/deleted, DT_TextDataSystem_mod.uasset/uexp is renamed to remove _mod from filename
  • Modified asset is then loaded in to the game somehow, and modifications should hopefully take effect

v0.2.4

13 Apr 21:51
Compare
Choose a tag to compare

found a small bug, 0.2.5 soon...

DQXIAsset release 0.2.4, converts between UAsset <-> CSV fine for almost every DataTable, other than the ones listed in Program.cs.

  • Note: 0.2.4 fixes a major bug with localization datatables, and also speeds-up deserialization into CSV by a huge amount, however this means CSV files generated with an older version are likely now incompatible!, serialize with 0.2.3 and deserialize with 0.2.4 if you want to move over any work.

Requires .NET Core 3.1 to be installed (download from here: either install the .NET Desktop Runtime 3.1.13 or select your OS under the .NET Runtime 3.1.13 section on the right)

Usage is simple, just run it like DQAsset.exe [-o output/path] <path/to/uasset/or/csv/file> (-o is optional, might be useful for scripting)
Alternately you can drag+drop into the EXE either a DT_*.uasset file or a converted/edited CSV.

Using a UAsset as input will convert it to CSV, and write the CSV out to either <input_path>.csv, or to the given output path when using -o.
The only dependencies are the UAsset & UExp must exist for the file.

Using a CSV as input will write an updated UAsset containing the data from the CSV either to <input_path>.uasset/uexp or to the -o path (you can rename them afterwards to let the game make use of it).
Note that CSV conversion requires the UAsset/UExp pair belonging to the CSV to exist next to it, as a base to apply the CSV to.

Example workflow (using command-line inputs, you can use drag+drop instead if desired)

  • Desired DT file to modify is extracted from the games pak files (unreal_tournament_4_0.4.20a_dq11_v5.bms...)
  • Run DQAsset.exe JackGame\Content\L10N\en\DataTables\Text\DT_TextDataSystem.uasset - converts DT_TextDataSystem.uasset to DT_TextDataSystem.csv text file
  • Modifications made to DT_TextDataSystem.csv (either with text editor, or CSV could be loaded into a spreadsheet app like Excel/Google Sheets)
  • DQAsset.exe JackGame\Content\L10N\en\DataTables\Text\DT_TextDataSystem.csv - applies DT_TextDataSystem.csv to the DT_TextDataSystem.uasset (must be next to the CSV), writing the updated file to DT_TextDataSystem_mod.uasset
  • Original DT_TextDataSystem.uasset/uexp is moved/deleted, DT_TextDataSystem_mod.uasset/uexp is renamed to remove _mod from filename
  • Modified asset is then loaded in to the game somehow, and modifications should hopefully take effect

v0.2.3

01 Apr 14:59
Compare
Choose a tag to compare

DQXIAsset release 0.2.3, converts between UAsset <-> CSV fine for almost every DataTable, other than the ones listed in Program.cs.

Requires .NET Core 3.1 to be installed (download from here: either install the .NET Desktop Runtime 3.1.13 or select your OS under the .NET Runtime 3.1.13 section on the right)

Usage is simple, just run it like DQAsset.exe [-o output/path] <path/to/uasset/or/csv/file> (-o is optional, might be useful for scripting)
Alternately you can drag+drop into the EXE either a DT_*.uasset file or a converted/edited CSV.

Using a UAsset as input will convert it to CSV, and write the CSV out to either <input_path>.csv, or to the given output path when using -o.
The only dependencies are the UAsset & UExp must exist for the file.

Using a CSV as input will write an updated UAsset containing the data from the CSV either to <input_path>.uasset/uexp or to the -o path (you can rename them afterwards to let the game make use of it).
Note that CSV conversion requires the UAsset/UExp pair belonging to the CSV to exist next to it, as a base to apply the CSV to.

Example workflow (using command-line inputs, you can use drag+drop instead if desired)

  • Desired DT file to modify is extracted from the games pak files (unreal_tournament_4_0.4.20a_dq11_v5.bms...)
  • Run DQAsset.exe JackGame\Content\L10N\en\DataTables\Text\DT_TextDataSystem.uasset - converts DT_TextDataSystem.uasset to DT_TextDataSystem.csv text file
  • Modifications made to DT_TextDataSystem.csv (either with text editor, or CSV could be loaded into a spreadsheet app like Excel/Google Sheets)
  • DQAsset.exe JackGame\Content\L10N\en\DataTables\Text\DT_TextDataSystem.csv - applies DT_TextDataSystem.csv to the DT_TextDataSystem.uasset (must be next to the CSV), writing the updated file to DT_TextDataSystem_mod.uasset
  • Original DT_TextDataSystem.uasset/uexp is moved/deleted, DT_TextDataSystem_mod.uasset/uexp is renamed to remove _mod from filename
  • Modified asset is then loaded in to the game somehow, and modifications should hopefully take effect

v0.2.2

24 Mar 09:04
Compare
Choose a tag to compare

DQXIAsset release 0.2.2, converts between UAsset <-> CSV fine for almost every DataTable, other than the ones listed in Program.cs.

Usage is simple, just run it like DQAsset.exe [path/to/uasset/or/csv/file], or drag+drop a uasset/csv into the EXE.
(output path can be given with -o outputpath.ext, may come in useful for batch scripting or other things)

UAsset -> CSV will write the csv out to [path].csv, the only dependencies are the uasset & uexp must exist for the file.

CSV -> UAsset writes the new UAsset to [path]_mod.uasset/uexp (you can rename them afterwards to let the game make use of it).
CSV conversion requires the UAsset/UExp pair belonging to the CSV to exist next to it, as a base to apply the CSV to.

Requires .NET Core 3.1 to be installed.

v0.2.1

24 Mar 07:24
Compare
Choose a tag to compare

DQXIAsset release 0.2.1, converts between UAsset <-> CSV fine for almost every DataTable, other than the ones listed in Program.cs.

Usage is simple, just run it like DQAsset.exe [path/to/uasset/or/csv/file], or drag+drop a uasset/csv into the EXE.
(output path can be given with -o outputpath.ext, may come in useful for batch scripting or other things)

UAsset -> CSV will write the csv out to [path].csv, the only dependencies are the uasset & uexp must exist for the file.

CSV -> UAsset writes the new UAsset to [path]_mod.uasset/uexp (you can rename them afterwards to let the game make use of it).
CSV conversion requires the UAsset/UExp pair belonging to the CSV to exist next to it, as a base to apply the CSV to.

DQXIAsset requires .NET Core 3.1 to be installed.

v0.2

24 Mar 07:07
Compare
Choose a tag to compare

DQXIAsset release 0.2, should deserialize/serialize between UAsset <-> CSV fine for almost every DataTable, besides the ones listed in Program.cs.

Usage is simple, just run it like DQAsset.exe [path/to/uasset/or/csv/file], or drag+drop a uasset/csv into the EXE.

UAsset -> CSV will write the csv out to [path].csv, the only dependencies are the uasset & uexp must exist for the file.

CSV -> UAsset writes the new UAsset to [path]_mod.uasset/uexp (you can rename them afterwards to let the game make use of it).
CSV conversion requires the UAsset/UExp pair belonging to the CSV to exist next to it, as a base to apply the CSV to.

DQXIAsset requires .NET Core 3.1 to be installed.

v0.1a

24 Mar 05:37
Compare
Choose a tag to compare

DQXIAsset release 0.1a, should deserialize/serialize between UAsset <-> CSV fine for almost every DataTable, besides the ones listed in Program.cs.

Usage is simple, just run it like DQAsset.exe [path/to/uasset/or/csv/file], or drag+drop a uasset/csv into the EXE.

UAsset -> CSV will write the csv out to [path].csv, the only dependencies are the uasset & uexp must exist for the file.

CSV -> UAsset writes the new UAsset to [path]_mod.uasset/uexp (you can rename them afterwards to let the game make use of it).
CSV conversion requires the UAsset/UExp pair belonging to the CSV to exist next to it, as a base to apply the CSV to.

DQXIAsset requires .NET Core 3.1 to be installed.