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 Post subject: Re: The Crew fat/dat archives
PostPosted: Thu Jul 05, 2018 9:54 pm 
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I only want the car models :P

But i really hope someone will make an importer for the XBG files

That could be awesome 8)

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Fri Jul 06, 2018 7:48 am 
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CobraGamer wrote:
Everything can be unpacked

Well, not everything.
CobraGamer wrote:
...at the moment there's no way to open them...

Wrong.
ImageImage
Faithfullfaun wrote:
But I really hope someone will make an importer for the XBG files

And as you can see above everything still works as should, I don't understand what else you want as an importer if models work.


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Fri Jul 06, 2018 8:46 am 
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...and do you wanna tell us what program to open the XBGs with?


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Fri Jul 06, 2018 7:07 pm 
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CobraGamer wrote:
...and do you wanna tell us what program to open the XBGs with?

Ummmm, your joking right? :eek:
That's 3dsMax in the screenshot, everything has been posted already since 2013, but I guess that's what happens when no one cares to do a bit of search in the forum anymore, damn. :? :bleh:


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Sun Jul 08, 2018 10:23 pm 
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mono24 wrote:
That's 3dsMax in the screenshot, everything has been posted already since 2013, but I guess that's what happens when no one cares to do a bit of search in the forum anymore, damn.

Inappropriate answer for a serious question.
I was expecting a proper method instead of a plugin for a professional modelling software that is 1.5k USD per year.

mono24 wrote:
CobraGamer wrote:
Everything can be unpacked

Well, not everything.

Everything can be unpacked.


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Mon Jul 09, 2018 1:11 am 
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CobraGamer wrote:
Inappropriate answer for a serious question.

Not only that a plain text does not carry proper tone, a question like that can not be taken too serious giving the fact everything is already posted, and people, yourself included, are still ignorant to the "search" function, which makes no sense, have you ever taken in to consideration as to why so many "serious questions" are left hanging? Just think about it, anyway.
CobraGamer wrote:
I was expecting a proper method instead of a plugin for a professional modelling software that is 1.5k USD per year.

There is a proper way, its a 3dsMax script that does the job just fine, we all use what we get here for free, I am sure you can make it work same way we all do even with its host expensive software ;).
CobraGamer wrote:
Everything can be unpacked.

Once again wrong, if you would have taken the time to look back in my post you'd see that NOT everything can be extracted giving the existing unpacker, period.


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Fri Jul 13, 2018 5:00 pm 
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I simply didn't expect a 3dsMax script from 2013 to still work, and not everybody can recognize software from a screenshot that's not even full screen sized.
Also, could you tell me what files can't be extracted? I'm not gonna test each of the 45 archives as it seems like you already did? Do some of the archives have a different format or something else that causes the unpacker to not work?



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