I'm curious, was there a specific reason you went with that solution for grabbing the games assets?
Because asset-ripping is a pretty widespread, well documented practice in gaming - it's how a lot of modding communities figure out and expand on the games they mod.
A quick search shows WH40K: Rogue Trader is built on Unity too, so any number of existing Unity-specific asset-ripping tools should have worked for your purposes. Though I should say I've never actually dabbled much with modding Rogue Trader, so maybe I'm wrong?
It was January I think and I don't remember our thought process. I think we mostly just remember looking at the fandom.com or whatever crap was there and thinking how out of date that stuff was.
We also just wanted to try some modestly sized project with an LLM. Neither of us had any real experience doing any of the things we ended up doing for that project (other than my making the website and him understanding the graphics pipeline).
So, unfortunately, no, there was no specific reason I suspect.
https://stephencagle.dev/posts-output/2026-01-30-warhammer-4... is my best recollection of the thought process.