Hey there! QI here. This is a fork of AzurLanePaintingExtract-v1.0 that I plan to fully localize and add some minor improvements on top of. Currently, many of the features are non-functional, so expect to encounter some jank. The strings and comments were all translated from Chinese with a translator, but I haven't had the chance to clean it up yet.
The whole process as of right now is as follows:
-
Go to:
/storage/emulated/0/Android/data/com.YoStarEN.AzurLane/files/AssetBundles/painting/...
and grab thetex
files for the ship (e.g.qiye_tex
is Enterprise's texture file).- Note that many ships have multiple
tex
files, but the ones you should care about are as follows:
Postfix Meaning _rw_
or no tagsDefault skin _#_
or_#
Premium skin _n_
Retrofit _g_
Oath _alter_
META _ex_
Damaged ships (ripped/revealing clothes) _idol_
or_idolns_
MUSE _younv_
Child ships - You can find the conversion between English ship names and the file names here, just use
CTRL+F
to search for the ship name. There should be an entry called "painting" somewhere below it. (e.g.Universal Bulin
->gin
)
- Note that many ships have multiple
-
Now you need to download AssetStudio to extract the texture and mesh data. Drag the
tex
files into AssetStudio and navigate to the AssetList tab, download theTexture2D
andMesh
files (select the two files, right-click, and chooseExport selected assets
.
- They will be exported into two separate folders, combine them into a single folder. Now,
open ALPEP.exe
, drag theTexture2D
(.png
) andMesh
(.obj
) files onto the left menu area. It should display the repaired asset on the right. To export the repaired asset, click theExport
button in the lower left corner.
- After editing the texture to your liking (or if you have a different image you want to convert to a texture): Expand the Funtions section of the tree and select the final option called
Import PNG
, then navigate to the.png
you want to convert. The output file will be placed in the same folder as the texture file with the wordtexture
appended to the end.
- To recombine the texture and mesh files you need to use UABE. Drag the
tex
blob file into UABE and clicksave to memory
, then clickinfo
, then select the file of typetexture2D
, then in the right menu clickPlugins
then selectEdit Texture
then clickOk
, clickLoad
at the bottom of the menu and navigate to the output file prodced in step 4. PressCTRL+S
and exit the info menu, now pressfile
in the upper ribbon menu andsave as...
, ensure the name of the file is identical to the original.
- The final step is to copy paste the modded texture file to the game files
- Enjoy!
On top of revamping the original features, I plan to turn the asset conversion and editing process into a library. Better localization will come in the future.
Contributions should wait until it reaches a more stable state, stay tuned