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Watch_Dogs fat and dat archives

The Original Forum. Game archives, full of resources. How to open them? Get help here.
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eycaramba
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Re: Watch_Dogs fat and dat archives

Post by eycaramba » Thu May 29, 2014 12:37 pm

Thank you very much for all your hard work guys :)

May I ask if there is a way to unpack and repack .loc files yet?

Ekey
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Re: Watch_Dogs fat and dat archives

Post by Ekey » Thu May 29, 2014 3:50 pm

Code: Select all

  <Resource Class="CGeometryResource" SourceExt=".glm;.dae" TargetExt=".xbg" /> 
  <Resource Class="CTextureResource" SourceExt=".png;.dds" TargetExt=".xbt" /> 
  <Resource Class="CAnimationResource" SourceExt=".mac" TargetExt=".mab" CompileDependency=".markup" /> 
  <Resource Class="CSkeletonResource" SourceExt=".skel.xml" TargetExt=".skeleton" /> 
  <Resource Class="CPhysResource" SourceExt=".hkr" TargetExt=".hkx" /> 
  <Resource Class="CRealtreeResource" SourceExt=".rta" TargetExt=".rtx" /> 
  <Resource Class="CFrankensteinPoseResource" SourceExt=".frank" TargetExt=".apm" /> 
  <Resource Class="CStateMachineResource" SourceExt=".gosm.xml" TargetExt=".gosm.xml" /> 
  <Resource Class="CMaterialResource" SourceExt=".material.xml" TargetExt=".material.bin" /> 
  <Resource Class="CSectorResource" SourceExt=".gsdat" TargetExt=".sdat" /> 
  <Resource Class="CSectorResourceLowRes" SourceExt=".gsdlr" TargetExt=".sdlr" /> 
  <Resource Class="CSectorResourceHiRes" SourceExt=".gsdhr" TargetExt=".sdhr" /> 
  <Resource Class="CBinkResource" SourceExt=".bik" TargetExt=".bik" /> 
  <Resource Class="CAIWorkspaceResource" SourceExt=".ai.xml" TargetExt=".ai.rml" /> 
  <Resource Class="CTrafficPatternCollectionResource" SourceExt=".tpc" TargetExt=".tpc" /> 
  <Resource Class="CLoftShapeResource" SourceExt=".lft" TargetExt=".xlf" /> 
  <Resource Class="CSequenceResource" SourceExt=".seq" TargetExt=".cseq" CompileDependency=".naseq;.liseq;.auseq;.fxseq;.prseq" /> 
  <Resource Class="CWorldLoadingUnitResource" SourceExt=".data.fcb" TargetExt=".dat" /> 
  <Resource Class="CAnimationTrackCollectionResource" SourceExt=".animtrackcol.xml" TargetExt=".animtrackcol.rml" /> 
  <Resource Class="CRoadResource" SourceExt=".groad" TargetExt=".road" /> 
  <Resource Class="CSplineLoftLowResGfxResource" SourceExt=".glgfx" TargetExt=".lgfx" /> 
  <Resource Class="CSplineLoftHiResGfxResource" SourceExt=".ghgfx" TargetExt=".hgfx" /> 
  <Resource Class="CSplineLoftPhysicsResource" SourceExt=".gphys" TargetExt=".phys" /> 
  <Resource Class="CPoseAnimationResource" SourceExt=".dpas;.animset" TargetExt=".dpax" /> 
  <Resource Class="CPoseDefinitionResource" SourceExt=".dpds" TargetExt=".dpdx" /> 
  <Resource Class="CMoveResource" SourceExt=".move.xml" TargetExt=".move.bin" /> 
  <Resource Class="CBatchResource" SourceExt=".batch" TargetExt=".cbatch" /> 

namquang93
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Re: Watch_Dogs fat and dat archives

Post by namquang93 » Thu May 29, 2014 5:24 pm

-c, -pv, -pt command for Gibbed.Disrupt.Pack.exe seems not working yet.

Image

Boulotaur2024
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Re: Watch_Dogs fat and dat archives

Post by Boulotaur2024 » Thu May 29, 2014 5:28 pm

namquang93 wrote:I think the main point is to get the game works with modified archives :D
Did anyone have success with that ?
I just slightly modified a shader, repacked it with Rick's tool into a new 'shaders.dat' archive, the resulting archive is much bigger than the original... I havent tried to launch the game yet... but I have the feeling it won't work :D

SWORDS
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Re: Watch_Dogs fat and dat archives

Post by SWORDS » Thu May 29, 2014 5:45 pm

Boulotaur2024 wrote:
namquang93 wrote:I think the main point is to get the game works with modified archives :D
Did anyone have success with that ?
I just slightly modified a shader, repacked it with Rick's tool into a new 'shaders.dat' archive, the resulting archive is much bigger than the original... I havent tried to launch the game yet... but I have the feeling it won't work :D
With feeling modding is limited...

Launching the game without to recompress is still possible?
I've not already installed the Rick's tools and waiting for the completion of the filelist.

I know with waiting modding is limited too...

All in all I appreciate the wonderful work!

eycaramba
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Re: Watch_Dogs fat and dat archives

Post by eycaramba » Thu May 29, 2014 5:48 pm

Boulotaur2024 wrote:
namquang93 wrote:I think the main point is to get the game works with modified archives :D
Did anyone have success with that ?
I just slightly modified a shader, repacked it with Rick's tool into a new 'shaders.dat' archive, the resulting archive is much bigger than the original... I havent tried to launch the game yet... but I have the feeling it won't work :D
It works without any problems, have been tinkering around with a bunch of xmls and could see the changes in game without recompression just by using the pack command.

namquang93
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Re: Watch_Dogs fat and dat archives

Post by namquang93 » Thu May 29, 2014 5:55 pm

yes, I have tested, all the files, except windy_city.dat/fat, could be read by the game.

kalleoskar
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Re: Watch_Dogs fat and dat archives

Post by kalleoskar » Thu May 29, 2014 6:02 pm

I tried some basic changes to game config from common.fat, works now :) Really nice effort all you involved!

Gruselgurke
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Re: Watch_Dogs fat and dat archives

Post by Gruselgurke » Thu May 29, 2014 6:43 pm

Indeed, common.fat seems to be working fine to some degree but I doubt it's stable with so many unknow files still there. Or does pack.exe put these unkown files back to the right place in the archive?

odrin
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Re: Watch_Dogs fat and dat archives

Post by odrin » Thu May 29, 2014 6:47 pm

eycaramba wrote:
Boulotaur2024 wrote:
namquang93 wrote:I think the main point is to get the game works with modified archives :D
Did anyone have success with that ?
I just slightly modified a shader, repacked it with Rick's tool into a new 'shaders.dat' archive, the resulting archive is much bigger than the original... I havent tried to launch the game yet... but I have the feeling it won't work :D
It works without any problems, have been tinkering around with a bunch of xmls and could see the changes in game without recompression just by using the pack command.
what changes have you made? would you say replacement of character models is possible at any point in the future?

kalleoskar
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Re: Watch_Dogs fat and dat archives

Post by kalleoskar » Thu May 29, 2014 7:15 pm

Im trying to find the handling lua file haha, so great work done so fast you guys

Rick
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Re: Watch_Dogs fat and dat archives

Post by Rick » Thu May 29, 2014 7:38 pm

If you mean handling for vehicles, that won't be in lua scripts.
http://blog.gib.me/

Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.

kalleoskar
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Re: Watch_Dogs fat and dat archives

Post by kalleoskar » Thu May 29, 2014 7:42 pm

Rick wrote:If you mean handling for vehicles, that won't be in lua scripts.
Good to know!

Ekey
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Re: Watch_Dogs fat and dat archives

Post by Ekey » Thu May 29, 2014 9:09 pm

100546/310351 (32%) - Download

Boulotaur2024
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Re: Watch_Dogs fat and dat archives

Post by Boulotaur2024 » Thu May 29, 2014 9:51 pm

eycaramba wrote:It works without any problems, have been tinkering around with a bunch of xmls and could see the changes in game without recompression just by using the pack command.
Well it most certainly depends on which file you modified, I guess. For me I tried to modify many many .fx shaders files originally in shaders.dat, even the xml ones... then repacked into a new shaders.dat... but the game is consistently ignoring my changes :(

I guess it is because -as someone said- that the Pack tool doesn't put everything back in its right place ?

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