At first I found it funny but then I felt a bit insulted, not having a console and all...
Anyway for the sake of continuity, and in case that post is no more, here is the piece of code with comment from deferredambient.inc.fx in shaders.dat:
#else
float3 upperColor = tex3Dlod(BigProbeVolumeTextureUpperColor3D,finalUVW4).xyz;
#endif
#else
// This is PC only, who cares.
float3 upperColor = DefaultProbeUpperColor;
#endif
@Rick, can we have a tool or a code for converting "FCbn" files? I guess this is a binary XML files. To the moment, the /graphics/vehicle/*.. */(vehicle-name)_ref.skeleton looks like a single FCbn file. I've checked your tools for FC3, but they seem to deal with .fcb files which looks to include multiple "FCbn" entries. I mean the _ref.skeleton starts straight from nbCF bytes. Can you have a look at these?
The code might be preferable, as some xbg files seem to contain very similar data inside (most of high-detailed ped models seems to store _ref.skeleton inside xbg).
Any plans on importing custom models back ingame? Format seems simple enough from what I heard, so I'd be more than glad to shove in new cars and characters in WD.
I'm thinking of either ripping Aiden's phone/profiler and shoving it to some other game, or importing a Galaxy S5 to WD for good measure. Anyone else here planning on doing something similar?
Sorry but I've to know if there are any more updates after the one I quoted!
I noticed that with the r43 some character's textures are still missing.
What character textures do you mean?
If it's arms, eyes, eyelashes and on some characters also clothing then they are in the 'kit' folders. The game uses general textures for the random citizens and some of those textures are also used by main characters. The game adjusts the correct skin tones and eye colors of those in shaders i suppose =)
is there any plan to support dat/fat files from ps3. I've read on some pages that on ps3 format is deflated. (I'll try to use offzip on this files but I don't get any results)