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by Oleg
Tue Jan 06, 2015 11:49 pm
Forum: Game Archive
Topic: Watch_Dogs fat and dat archives
Replies: 207
Views: 72541

Re: Watch_Dogs fat and dat archives

I'll quote myself here, if anyone interested: viewtopic.php?p=102661#p102661
by Oleg
Tue Jan 06, 2015 11:38 pm
Forum: 3D/2D models
Topic: Watch Dogs XBG models
Replies: 154
Views: 44744

Re: Watch Dogs XBG models

I've submitted an update at www.zmodeler3.com, so it's available for download. Anyone with ZM3 license (or with trial license) can take a look on what have been done so far. Unfortunately, HAVOK *.hkx files are not modded to the moment. Also, It will take a lot of time to write guide materials, but ...
by Oleg
Sat Jan 03, 2015 1:10 am
Forum: 3D/2D models
Topic: Watch Dogs XBG models
Replies: 154
Views: 44744

Re: Watch Dogs XBG models

testing the exported model in game. utilizes new geometry file, new material files and new _reference.skeleton file.
wd_muscle03_02.jpg
Edit: resized image.
by Oleg
Sat Dec 27, 2014 6:54 pm
Forum: 3D/2D models
Topic: HAVOK *.hkx
Replies: 11
Views: 3672

Re: HAVOK *.hkx

there is a utility AssetCc2 (hkSDK_Root\Tools\BatchProcess\AssetCc). It can convert any erialized .HKX file to xml .hkx this seems to fail on .hkx files I have. but it can convert tagged xml file into native xml version and native xml into binary file. at least I have something to start from by com...
by Oleg
Thu Dec 25, 2014 12:08 pm
Forum: 3D/2D models
Topic: HAVOK *.hkx
Replies: 11
Views: 3672

Re: HAVOK *.hkx

I've skim through some of hkx files related to vehicle physics and these seems to contain quite a lot of info. For example, the general collision volumes (visually looks like vertices and faces/connectivity_links indices) for all vehicle objects end up on about 20Kb of data and the overal hkx file i...
by Oleg
Wed Dec 24, 2014 10:38 pm
Forum: 3D/2D models
Topic: HAVOK *.hkx
Replies: 11
Views: 3672

HAVOK *.hkx

Hi All! I've searched the forum, checked most of result topics and still have a doubt whether this format was ever explored and/or any documentation was made available. May be some of you have valuable links to any tools that can deal with these files and/or have some drafts of binary file format th...
by Oleg
Sun Nov 23, 2014 1:56 pm
Forum: Game Archive
Topic: Watch_Dogs fat and dat archives
Replies: 207
Views: 72541

Re: Watch_Dogs fat and dat archives

I would not agree, I think it's moddable, we just don't put much effort into it. :[
by Oleg
Sun Nov 16, 2014 11:35 am
Forum: Game Archive
Topic: Watch_Dogs fat and dat archives
Replies: 207
Views: 72541

Re: Watch_Dogs fat and dat archives

these are green-alpha normal displacement maps with green been displacement on X/U and alpha on Y/V. You can move alpha channel to red and save this normal map as GR16 (green 16 bit, red 16 bit). then load it in any directX-compatible editor as bump map and the "Z" (blue) will be automatically compu...
by Oleg
Fri Oct 10, 2014 9:23 am
Forum: 3D/2D models
Topic: Watch Dogs XBG models
Replies: 154
Views: 44744

Re: Watch Dogs XBG models

hopefully we shall get something out. No dates estimated at the moment, but I work from time to time on this subject.

https://www.facebook.com/ZModeler3/post ... 5343892159
by Oleg
Fri Oct 03, 2014 10:49 am
Forum: Game Archive
Topic: Watch_Dogs fat and dat archives
Replies: 207
Views: 72541

Re: Watch_Dogs fat and dat archives

my inquiry is generally about offline mods. wish some user install several mods, how would he do this? Currently, he has to pack them all into a single patch .fat/.dat, backup this file, start UPlay, let the game download "correct" patch, replace it with modded patch and finally start the game. So, ...
by Oleg
Thu Oct 02, 2014 10:24 am
Forum: Game Archive
Topic: Watch_Dogs fat and dat archives
Replies: 207
Views: 72541

Re: Watch_Dogs fat and dat archives

does the game detect changes in .dat file (may be checksum)? I mean, when you close and restart UPlay, does it redownload the latest patch or it behaves correctly and ready-to-go?
by Oleg
Sat Sep 20, 2014 9:40 am
Forum: Game Archive
Topic: Watch_Dogs fat and dat archives
Replies: 207
Views: 72541

Re: Watch_Dogs fat and dat archives

I use packing into patch.fat/.dat files for testing, but Uplay uses to replace the patch with the downloaded one after each restart of PC. Does this tool resolve this problem for modding? I guess it changes files straight in *_world.fat/.dat files, correct?
by Oleg
Sat Jul 26, 2014 11:54 am
Forum: 3D/2D models
Topic: Watch Dogs XBG models
Replies: 154
Views: 44744

Re: Watch Dogs XBG models

I've ported only DriverCloth shader yesterday, as it's a bit comprehensive task to adopt as much original data into available material information as possible. Since my shaders use different code and blending methods on multytexture layers, the result does not match perfectly, but overal look is ver...
by Oleg
Fri Jul 25, 2014 10:39 am
Forum: 3D/2D models
Topic: Watch Dogs XBG models
Replies: 154
Views: 44744

Re: Watch Dogs XBG models

I personally have to skip the research of character models as these usually contain "extra skinning' mode with 6 bones weights. my software does not support 6 bones weights and even worse, limited to 255 bone indices only :(. So, until I make considerations and upgrade to directx11 (by abandoning su...