Myself, Chipicao and many others are working on itoctaviousrex wrote:not only would I hope to get the van with a sumbero out of the game but if it does turn out to be modable that I might actually pick up the pc edition off steam or wherever. I have many cars I've made for other games that would be fun to take for a ride in this games map.
Watch_Dogs fat and dat archives
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Re: Watch_Dogs fat and dat archives
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Re: Watch_Dogs fat and dat archives
GHreat to see the game getting support here =) I doubt we will se any "offical" mod tools so everthing you doing here is great work indeed
Re: Watch_Dogs fat and dat archives
me too.cra0 wrote:Myself, Chipicao and many others are working on it

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Re: Watch_Dogs fat and dat archives
Oleg wrote:me too.cra0 wrote:Myself, Chipicao and many others are working on it

btw
Re: Watch_Dogs fat and dat archives
cool! Is this a vehicle replacement mod? I've got the game, but can't run it on my HD4830 card)))) Once I upgrade my video, I'll be able to see what I'm actually dealing with, as to the moment I keep guessing what is what 

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Re: Watch_Dogs fat and dat archives
I for one am only planning on an import script, no exportign. I've already researched about 90% of the file structure so it won't be long now.Oleg wrote:cool! Is this a vehicle replacement mod? I've got the game, but can't run it on my HD4830 card)))) Once I upgrade my video, I'll be able to see what I'm actually dealing with, as to the moment I keep guessing what is what
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
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Re: Watch_Dogs fat and dat archives
Making a modelviewer/exporter tool for XBG/XBT to FBX/SMD/OBJ/IQM/DAE etcOleg wrote:cool! Is this a vehicle replacement mod? I've got the game, but can't run it on my HD4830 card)))) Once I upgrade my video, I'll be able to see what I'm actually dealing with, as to the moment I keep guessing what is what
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Re: Watch_Dogs fat and dat archives
@Rick how does your tool work, does it just require valid path\filenames?
I reckon I could use my script to parse all geom files and get material filenames + .xbgmip files which usually have corresponding .xbg with the same name.
Is there any way to check if a filename is valid?
I reckon I could use my script to parse all geom files and get material filenames + .xbgmip files which usually have corresponding .xbg with the same name.
Is there any way to check if a filename is valid?
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
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Re: Watch_Dogs fat and dat archives
I'm more wondering if we indeed need all filenames to have a game that won't crash or if unknown files just get put back where they came from and we simply don't know their filename and filetype without trial and error.
I'm not getting much out of the source code that I understand.
I'm not getting much out of the source code that I understand.
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Re: Watch_Dogs fat and dat archives
At this point it's unknown if the game will even run unpacked without a modified exe.
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
Re: Watch_Dogs fat and dat archives
Put modified files in clean patch.fat/dat, why is this hard?
If its hash is present in a .fat, then it's valid. Look at RebuildFileLists.Chipicao wrote:@Rick how does your tool work, does it just require valid path\filenames?
I reckon I could use my script to parse all geom files and get material filenames + .xbgmip files which usually have corresponding .xbg with the same name.
Is there any way to check if a filename is valid?
https://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.
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Re: Watch_Dogs fat and dat archives
Almost xml values remains in hash ID but I'm trying to modding them.
Here are a sample; police vehicles spawn as traffic
You can see more police vehicles and steal safely.

Here are a sample; police vehicles spawn as traffic

You can see more police vehicles and steal safely.

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Re: Watch_Dogs fat and dat archives
@Chipicao
No I mean not unpacked but the repacked files.
The game runs with a repacked common.dat (and doesn't without a common.dat), though there were only about 30% of all files found in the common.dat when I tried this, so I'm wondering if the game just didn't need the unknown files in the first level of the game or if the pack.exe is putting the unknown files into the correct position in the archive for the engine to find them or if the engine doesn't even care about position and just need this hash filename that the unknown file names have to find the the file in the archive and the archives don't have a folder structure all.
Edit: @Rick
ah ok, so all that is needed is the valid hash for the file and the pack will have all valid files?
No I mean not unpacked but the repacked files.
The game runs with a repacked common.dat (and doesn't without a common.dat), though there were only about 30% of all files found in the common.dat when I tried this, so I'm wondering if the game just didn't need the unknown files in the first level of the game or if the pack.exe is putting the unknown files into the correct position in the archive for the engine to find them or if the engine doesn't even care about position and just need this hash filename that the unknown file names have to find the the file in the archive and the archives don't have a folder structure all.
Edit: @Rick
ah ok, so all that is needed is the valid hash for the file and the pack will have all valid files?
Re: Watch_Dogs fat and dat archives
Pack tool can pack unknown files via the __UNKNOWN directory structure.Gruselgurke wrote:@Chipicao
No I mean not unpacked but the repacked files.
The game runs with a repacked common.dat (and doesn't without a common.dat), though there were only about 30% of all files found in the common.dat when I tried this, so I'm wondering if the game just didn't need the unknown files in the first level of the game or if the pack.exe is putting the unknown files into the correct position in the archive for the engine to find them or if the engine doesn't even care about position and just need this hash filename that the unknown file names have to find the the file in the archive and the archives don't have a folder structure all.
Edit: @Rick
ah ok, so all that is needed is the valid hash for the file and the pack will have all valid files?


https://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.
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Re: Watch_Dogs fat and dat archives
Did someone know, where I can find the game music, like the radio tracks und mission tracks (e.g. Blume Bunker on act 2) ? I gonne love that music and wanna hear it more than one time 
Thx for answer

Thx for answer