File structure

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Exporting assets from a game is like a giant puzzle game where you have to use seemingly unrelated files. In this section, I will detail the contents of the most important folders.

Most of the contents are unorganized, so I would advise to reorganize them by creating new subfolders.

Audioclip

Contains the music and sound effects.

This folder does not exist for Forefront, which uses WWise for its sound engine. This means sounds files are encoded under a proprietary format and not avalaible in the Assetripper export. Sound files can be accessed through the Unity project, but the files names are just numbers without any associated meaning, so you would have to listen and rename every file. Instead, I simply used sounds from Escape from Tarkov.

Cubemap

Contains the skyboxes as image files. I did not try to use them, but you could use Errorbot1122’s node groups to import them in Blender.

Mesh

Contains the mesh files, which means the geometry without any other associated data.

PrefabHierarchyObject

Contains objects which are groups of meshes and materials (for example guns and their attachments). The imported materials only contain the base color and the UV mapping, which means it is relatively easy to complete the material setup.

Some of these objects are empty and correspond to objects without mesh (for example menus and interface).

SceneHierarchyObject

Contains groups of meshes and objects, used for maps.

Texture2D

Contains the textures, unorganized and sometimes with duplicates.

TextureArray

Contains files which are made of multiple textures stiched together. Forefront has one of these files for each map in the game, which contains the textures for every object present on the map.