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 Post subject: Re: The Crew fat/dat archives
PostPosted: Mon Dec 08, 2014 12:54 am 
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First of all congrats Chipi for the script!
Could you add, if possible (maybe is even in the plans) multiple files import and LOD select.

Thank you, always the best

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Mon Dec 15, 2014 11:32 pm 
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Hi, I found rain file but in the game I didn't see it. Some one see it?
And I have a problem with script i drag and drop in 3d max 2015 but nothing happen. Any solution?

thx


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue Dec 16, 2014 5:25 pm 
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@thedoc yess I'll add more features.

@thor96ita I replied to your issue in the other thread.

As for rain, I've seen some references too, but they could be just standard leftovers from the Dunia engine.
One of the developers has clearly stated in an interview that there's no dynamic weather, only region-specific weather like snow.

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Wed Dec 17, 2014 12:08 am 
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For anyone interested, here's a tool I just made to stitch together low-res tiles of the game's map: http://www.mediafire.com/download/4i571 ... tchLow.zip

- extract global.fat/dat using Ekey's tool
- place CrewMapStitchLow.exe in \data_win32\Unpacked\project\road66\base\area and run
- after a few seconds you'll get a lowresc.dds file in the same area folder
- no recompression is done, the DDS data is just re-arranged in one larger texture

It actually faster for me to code this to tool instead of manually stitching 209 images. :D Not to mention the amount of memory Photoshop would have eaten...

P.S I'm aware these textures are meant to be rendered on 3D map areas, but this is just a means to an end.

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue Jan 06, 2015 6:14 pm 
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Here is another little tool I made a few weeks ago that might come in handy: XBGmover
It only works for vehicles and it's just a way to group mesh files belonging to the same car. Actual file paths may be different (if we ever find them).
Usage:
- extract only vehicles.dat/fat with Ekey's tool and make sure you use my updated filelist.
- place XBGmover.exe in the extracted folder, on the same level with __Unknown and graphics
- run it and wait

What it does is it parses unknown .mesh files, then materials, it gets a list of textures and based on the texture path it moves each mesh file in a specific vehicle folder.
For example a model that uses graphics\vehicles\mclaren\mp4_12c\maps\mclaren_logo_c.xbt will be moved in graphics\vehicles\mclaren\mp4_12c\

The problem is that some car parts only use common textures from graphics\vehicles\common_maps, so there's no way to tell which car they belong to.
Even so, you still get between 20 to 60 mesh files moved.

If anyone attempts to identify other files manually, I would appreciate if you'd post your findings here.

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue Jan 06, 2015 8:13 pm 
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unfortunately XBGmover does nothing - DOS window just opened and closed, nothing happened. If runed from directory /graphic for instance, it crashes saying, that couldn't find a path... :[


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue Jan 06, 2015 8:57 pm 
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JoshuaX wrote:
unfortunately XBGmover does nothing - DOS window just opened and closed, nothing happened. If runed from directory /graphic for instance, it crashes saying, that couldn't find a path... :[


same here :[

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue Jan 06, 2015 9:51 pm 
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Try it now.

You got it right the first time, run from outside graphics folder.
Are you sure you extracted vehicles.dat using my filelist?

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue Jan 06, 2015 9:57 pm 
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so it should look
says zero files found

I just downloaded only all from your last post

Maybe interesting

I win8 x64
and started as admin

is a specific NetFrame may be required?

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue Jan 06, 2015 10:05 pm 
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Ok.. :|

Let's try something else. I included in the archive a cmd file that should move all the car files I found. Just run it, no need for the exe.

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue Jan 06, 2015 10:11 pm 
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it has done something

but is in cmd

E: \ blablabla \ Unpacked> move __Unkown \ XXXXXXX.mesh graphics \ vehicles \ blablabla \ XXXXXXX.xbg
The system can not find the file specified.

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue Jan 06, 2015 10:22 pm 
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WTF? Do you have any .mesh files inside __Unknown?

See if you can find any of these:
19CD0EB44C03139B.mesh
1CE0A14DDF140EB4.mesh
2CC9EB3FD7A5CE85.mesh
46C02028E0E874B9.mesh

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue Jan 06, 2015 10:29 pm 
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Image

no I did not .mesh files in the folder

Image Image

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue Jan 06, 2015 11:03 pm 
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Oh, I see the problem now. Ekey updated his tool and files are now xbg instead of .mesh.

Re-download XBGmover and try again please.

You should also re-download my updated filelist; I've re-synced it with Ekey's latest release.

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue Jan 06, 2015 11:12 pm 
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You are a god.

it runs, I think as it should


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