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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue Jan 06, 2015 11:24 pm 
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+1

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Wed Jan 07, 2015 10:48 pm 
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At me it worked flawless, ty Chipi!

May it be a 64 bit only exe?


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Thu Jan 08, 2015 6:59 pm 
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No, nothing like that. It was a silly issue that I fixed afterwards.

Thanks for the feedback though.

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Sun Feb 08, 2015 8:21 pm 
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hello Chipicao
Do you have your file list already renewed

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Sun Feb 15, 2015 12:21 pm 
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No. Has something changed after the last update?

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 Post subject: Re: The Crew fat/dat archives
PostPosted: Thu Mar 12, 2015 5:59 pm 
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uhm, got the vehicle.dat and the vehicle.fat now, anyone has the carpass files? (458 speciale + MP4-12C)


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Tue May 12, 2015 6:16 pm 
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Is there any way to import more files per time?


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Thu May 21, 2015 10:29 am 
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Chipicao wrote:
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How I can import more then one file?


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Sat May 23, 2015 11:41 am 
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hello Chipicao
Could you tell me how to hook the game so i can build a filelist? I m actually building a filelist for Watch Dogs, which uses fat/dat as well.


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Thu Jun 18, 2015 9:55 pm 
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Great work. Is any way to import the pieces of the map in the right way ? like in game. I am really interested in the whole map.


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Wed Jan 20, 2016 12:22 pm 
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The Wild Run update has been released in november. Are there any apdates about the import script?
At least a script that allows to import more files at once...

Thank you in advance

(I have Wild Run, if you want/need i can provide files for research)


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Fri Jan 29, 2016 4:15 pm 
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advanced

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this method is just for the pc version or does it work also for the xbox360?:D


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Sun Mar 06, 2016 1:30 am 
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@Chipi did this die off ? the game has so much potential. i think a revision of tools would be a great benefit.. your XBG mover is perfect - although - i still had to place some files myself manually after checking crashing errors on newer files (i used your list on wild run) it moved some things, but gave errors for others, explaining where they should actually go...

it seems we are almost there , maybe a rename function like the Dunia importer has ?


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Sun Mar 06, 2016 9:05 pm 
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From Chipicao's profile:
Quote:
Last visited: Thu Jan 14, 2016 1:57 am


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 Post subject: Re: The Crew fat/dat archives
PostPosted: Fri Mar 18, 2016 11:45 pm 
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It hasn't died, but without proper filenames it's not really worth it.
My XBG mover is kind of a "brute force" method, and it doesn't even find all required files to build a complete car.

I tested Wild run when it was in beta, and I know there have been some changes to the XBG file structure, probably nothing major.
But before I continue developing my converter, I need complete file names and paths, so that I can link models to materials and then to textures.


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