/AzurLanePaintingExtractPlus

A tool for modifying Azur Lane ship skins

Primary LanguagePythonMIT LicenseMIT

Azur Lane Painting Extract Plus (ALPEP) v0.1:

Current Release

Beta 0.1.1

Current State

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.

Help

The whole process as of right now is as follows:

  1. Go to: /storage/emulated/0/Android/data/com.YoStarEN.AzurLane/files/AssetBundles/painting/... and grab the tex 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 tags Default 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)
  2. 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 the Texture2D and Mesh files (select the two files, right-click, and choose Export selected assets.

Step1

  1. They will be exported into two separate folders, combine them into a single folder. Now, open ALPEP.exe, drag the Texture2D (.png) and Mesh (.obj) files onto the left menu area. It should display the repaired asset on the right. To export the repaired asset, click the Export button in the lower left corner.

Step2

Step3

  1. 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 word texture appended to the end.

Step4

  1. To recombine the texture and mesh files you need to use UABE. Drag the tex blob file into UABE and click save to memory, then click info, then select the file of type texture2D, then in the right menu click Plugins then select Edit Texture then click Ok, click Load at the bottom of the menu and navigate to the output file prodced in step 4. Press CTRL+S and exit the info menu, now press file in the upper ribbon menu and save as..., ensure the name of the file is identical to the original.

Step5

Step5-1

  1. The final step is to copy paste the modded texture file to the game files

Step6

  1. Enjoy!

Future Development

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

Contributions should wait until it reaches a more stable state, stay tuned