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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Thu Jul 05, 2018 5:14 pm 
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daemon1 wrote:
You probably just have some mistake in your code. All vehicle geometry i checked are fully correct shorts. I even specifically checked this one:

volfin wrote:
graphics\vehicles\land\heavy\veh_heavy_truck\veh_heavy_truck.xbg
.... starts at 0x13BB0, is 0x146 blocks long, and each block is 16 bytes long.


Here it is:

Image


Can you give more details about how you converted the shorts to floats? Because all the ways I tried didn't work.


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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Thu Jul 05, 2018 5:17 pm 
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aaaabccccsdcsd wrote:
Hi guys. I read all topic and in last posts you mention FC5 Unpacker version 0.0.4.35444, but I saw for download only 0.0.3.3658 version, so where to get the newer one? Thanks.


Is this post on page 12:

viewtopic.php?p=140443#p140443


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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Thu Jul 05, 2018 6:23 pm 
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volfin wrote:
aaaabccccsdcsd wrote:
Hi guys. I read all topic and in last posts you mention FC5 Unpacker version 0.0.4.35444, but I saw for download only 0.0.3.3658 version, so where to get the newer one? Thanks.


Is this post on page 12:

viewtopic.php?p=140443#p140443


Thanks!


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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Thu Jul 05, 2018 9:40 pm 
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I saw somebody ask about repacking .fat and .day files. Make sure you're on the Discord, it's been common knowledge you can use the FC Primal tools to repack there for a long while.

https://discord.gg/XgBpEkS


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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Fri Jul 06, 2018 4:15 am 
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Ok, here's the latest version. Support finally fixed for vehicles. Thanks to Daemon1 for helping me to see what was wrong.

Image


Image


Note that even though these have skeletons, they don't seem to have any weighting i can find in these files. Also even though they are split up into many materials, the exploded/pristine versions seem merged for wheels and windshields on some, I don't see why exactly. So some manual cleanup may be necessary.


Enjoy.

Edit: latest here: viewtopic.php?p=141959#p141959


Last edited by volfin on Sun Jul 08, 2018 2:53 am, edited 1 time in total.

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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Fri Jul 06, 2018 12:29 pm 
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Having some trouble with weapon import. Some weapons f.e. bow and crossbow import and work just fine. However others, like ak74m don't have any weights and accessories are placed at origin point:

Image

Third group, like 1887, just fail to import:

Image


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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Fri Jul 06, 2018 4:40 pm 
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YourImaginaryFriend wrote:
Having some trouble with weapon import. Some weapons f.e. bow and crossbow import and work just fine. However others, like ak74m don't have any weights and accessories are placed at origin point:


Third group, like 1887, just fail to import:




Yeah I figured this may come up on some objects, it's a failure to parse the material files. There's a *lot* of variations. I'll see if I can add support for these.
not sure about the akm but i will take a look as well.


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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Fri Jul 06, 2018 5:45 pm 
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Ok about the ak47m, that's normal. Only the base rifle has weighting, for the trigger etc. Part of the skeleton 'bones' are simply to define 'attach points' and are labeled as such:

Image

The accessories simply get positioned by the game engine according to these points, they have no weights or skeleton.


Will be back shortly with a fix for the material import on the other.

EDIT: actually, are you sure it was the 1887 that crashes? All files there loaded for me fine with no errors. It would probably help to not only have the name of the file but the full error log, including all of my debug msgs.


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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Sat Jul 07, 2018 7:35 pm 
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Just a heads up to everyone, anyone else posting or IMing me about 'I don't see the suits" will be ignored, because it means you didn't read and follow my extremely clear instructions.


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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Sat Jul 07, 2018 10:07 pm 
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Just a quick question
What has weights and what doesn't

Beacuse as i read trough the post it seems that
Guns and characters has but not Vehicles or am i wrong? :D


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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Sat Jul 07, 2018 10:33 pm 
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Faithfullfaun wrote:
Just a quick question
What has weights and what doesn't

Beacuse as i read trough the post it seems that
Guns and characters has but not Vehicles or am i wrong? :D


yes I have a theory about vehicles i'm going to be looking into today.


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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Sun Jul 08, 2018 1:48 am 
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Fixed my problem with some weapons not importing into blender by moving them to different folder. Not sure how it was related but it all works now


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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Sun Jul 08, 2018 1:51 am 
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YourImaginaryFriend wrote:
Fixed my problem with some weapons not importing into blender by moving them to different folder. Not sure how it was related but it all works now


Cool. it's possible if you had a very long path, it was hitting the 256 character limit. They have some really long file and folder names in this stuff.


On another note, I think I've almost figured out how they store weights for vehicles, it's table based it seems:

Image

Just trying to make it work in an automated fashion.


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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Sun Jul 08, 2018 2:51 am 
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Ok, I got weights for vehicles working. :D It seems since they are primarily mechanical in nature, they use a table to define start face and number of faces for each relevant bone, and assume weight is always 1.0. ( I was wondering what that new block was for) Strange they only use it for vehicles and not weapons. but anyway, now you can open the doors and hood, and spin the tires and crap :mrgreen:
Image

Also that solved the mystery of why the damaged parts weren't materials or separate objects, they are attached to bones for some reason... I guess so they can be moved in and out of place. (note the damage levels on windshield and tires)

Image


Also as an added bonus, you can now optionally check the "Import all LODs" checkbox on the file pick screen, to have it load in all LOD models, properly named (and yep they have their materials and weights too)

Image


Enjoy.


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 Post subject: Re: Far Cry 5 .Fat and .Dat Files
PostPosted: Sun Jul 08, 2018 5:08 am 
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would you be able to upload a character like joseph seed :scaredy:


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