FusionFall Retrobution 2025 Asset Dump – Reverse Engineer Animated Model Imports using asset bundles

FusionFall Retrobution 2025 Asset Dump – Reverse Engineer Animated Model Imports using asset bundles

FusionFall Retrobution 2025 Asset Dump – Reverse Engineer Animated Model Imports using asset bundles
This archive includes the full set of game assets from FusionFall Retrobution’s latest update (March 3rd, 2025), preserving and expanding upon the original MMO’s legacy:
  • 2010: Base assets from Cartoon Network’s FusionFall
  • 2020: Content added during the FusionFall Retro project​
  • 2025: New Retrobution-exclusive content and structure updates

    What’s Included:

    Compressed Asset Bundles:


    Formats: .resourceFile, .unity3d
    Compression: LZMA
    Unity Version: 2.5.5bf
    These are original FusionFall bundles compatible with clients like OpenFusion
    Note: Not ideal for modding due to compression

    Decompressed Asset Bundles:

    Exported to: CustomAssetBundle, BuildPlayer, and BuildPlayer-Map_xx_xx.sharedAssets
    Ideal for inspection and modification, These can be loaded in tools like DevX Unpacker for analysis

    Raw Asset Dump:

    Includes textures, mesh files (.obj), and loose game data
    No rigging or animation—this is a flat dump of decompressed files using the UnityPackFF method (ffextract.py)
    Useful for manual edits or conversions into modern unity pipelines​

🔧 Tools and Resources​

  • UnityPackFF: A specialized fork of UnityPack tailored for FusionFall assets, facilitating extraction and analysis.
  • FFStudio: Customized AssetStudio that works with FusionFall asset bundles.
  • DevX Unpacker (Legacy): Useful for inspecting and modifying decompressed asset bundles.
For a detailed guide on importing animated models, refer to:
👉
How to Import Animated Models into FusionFall – 4 Essential Custom Modding Scripts

🧩 Technical Structure for Animated Models​

For importing animated models into FusionFall, understanding the Unity asset bundle structure is crucial:
  • m_Name: Identifies the asset bundle or container group.
  • m_Container: An ordered dictionary mapping asset names to object pointers.
  • m_PreloadTable: Lists all objects to be loaded at runtime.
  • preloadIndex: Within m_Container entries, this value points to the corresponding index in m_PreloadTable.

    Maintaining the integrity of these structures is essential. For example, when adding new animated NPCs, it's imperative to:
    1. Ensure all related assets (models, animations, rigs) are correctly referenced in m_Container.
    2. Include these assets in m_PreloadTable in the appropriate order.
    3. Set each preloadIndex to match the asset's position in m_PreloadTable.
    4. Preserve the m_MainAsset reference to indicate the primary asset to load.
    This structure mirrors that of existing animated models in FusionFall.

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