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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Mon Jun 16, 2014 11:01 pm 
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apparently this was found in the code:

Image
http://forums.guru3d.com/showpost.php?p ... count=1283

ah the joys of cross platform development

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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Mon Jun 16, 2014 11:30 pm 
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odrin wrote:
apparently this was found in the code:

Image
http://forums.guru3d.com/showpost.php?p ... count=1283

ah the joys of cross platform development

At first I found it funny but then I felt a bit insulted, not having a console and all... :oops:
Anyway for the sake of continuity, and in case that post is no more, here is the piece of code with comment from deferredambient.inc.fx in shaders.dat:

Code:
#else
   float3 upperColor = tex3Dlod(BigProbeVolumeTextureUpperColor3D,finalUVW4).xyz;
#endif
#else
   // This is PC only, who cares.
   float3 upperColor = DefaultProbeUpperColor;
#endif


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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Fri Jun 20, 2014 11:19 am 
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@Rick, can we have a tool or a code for converting "FCbn" files? I guess this is a binary XML files. To the moment, the /graphics/vehicle/*.. */(vehicle-name)_ref.skeleton looks like a single FCbn file. I've checked your tools for FC3, but they seem to deal with .fcb files which looks to include multiple "FCbn" entries. I mean the _ref.skeleton starts straight from nbCF bytes. Can you have a look at these?

The code might be preferable, as some xbg files seem to contain very similar data inside (most of high-detailed ped models seems to store _ref.skeleton inside xbg).


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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Sun Jun 22, 2014 6:45 am 
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Any plans on importing custom models back ingame? Format seems simple enough from what I heard, so I'd be more than glad to shove in new cars and characters in WD.


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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Sun Jun 22, 2014 9:04 am 
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Nearly there :D
http://www.youtube.com/watch?v=NovaLL1j7sg
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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Sun Jun 22, 2014 9:48 am 
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Simply amazing!
Can't wait for the release of the tool!


Last edited by loriscangini on Tue Jun 24, 2014 1:38 pm, edited 1 time in total.

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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Sun Jun 22, 2014 10:55 am 
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Wow damn that's amazing ;_; Great work!


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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Sun Jun 22, 2014 10:00 pm 
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cra0 Feel free to raid the cookie jar when your done. Keep going!!


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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Wed Jun 25, 2014 2:40 pm 
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I'm thinking of either ripping Aiden's phone/profiler and shoving it to some other game, or importing a Galaxy S5 to WD for good measure. :) Anyone else here planning on doing something similar?


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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Fri Jul 04, 2014 5:37 am 
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Sorry for the bump, but anything new in regards to the formats?


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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Sat Jul 05, 2014 5:50 pm 
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Any new filename update for sound.dat?

EDIT: how does one get new filenames from?


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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Fri Jul 11, 2014 9:18 am 
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Haoose wrote:
Fox wrote:
Anyone manage to get it more complete than that yet? :wink:

http://svn.gib.me/builds/disrupt/
disrupt-r43_b31.zip
187164/310351 (60%)


Sorry but I've to know if there are any more updates after the one I quoted!
I noticed that with the r43 some character's textures are still missing.


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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Fri Jul 11, 2014 12:26 pm 
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loriscangini wrote:
Haoose wrote:
Fox wrote:
Anyone manage to get it more complete than that yet? :wink:

http://svn.gib.me/builds/disrupt/
disrupt-r43_b31.zip
187164/310351 (60%)


Sorry but I've to know if there are any more updates after the one I quoted!
I noticed that with the r43 some character's textures are still missing.


What character textures do you mean?
If it's arms, eyes, eyelashes and on some characters also clothing then they are in the 'kit' folders. The game uses general textures for the random citizens and some of those textures are also used by main characters. The game adjusts the correct skin tones and eye colors of those in shaders i suppose =)


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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Fri Jul 11, 2014 1:16 pm 
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No, I mean that some maps are missing, for example the alpha map of Clara's hairs, there is one but I think that something is still missing.


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 Post subject: Re: Watch_Dogs fat and dat archives
PostPosted: Sun Jul 13, 2014 8:18 pm 
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HI all,

is there any plan to support dat/fat files from ps3. I've read on some pages that on ps3 format is deflated. (I'll try to use offzip on this files but I don't get any results)

I've upload common.dat/fat for ps3 here:

http://www46.zippyshare.com/v/94165371/file.html

Someone could tell me that is other structure file format diferent from pc?

Thanks



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