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The Crew fat/dat archives

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Dennissaurus
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Re: The Crew fat/dat archives

Post by Dennissaurus » Mon Jan 06, 2020 4:44 am

i know just so busy with work i didnt get a chance to "update" my normal process/software thank you though. Seems plenty of people are jumping on board, so will hold out a while, see if i can compile a texture pack for those in need.

Den4ik
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Re: The Crew fat/dat archives

Post by Den4ik » Fri Jan 17, 2020 1:46 pm

Hi everyone! Tell me, what could be the problem? How to correct it? If you import any file from the updated vehicles_resources_patch.dat archive into 3D max, bitwise reflections on the model, if you take any file from the old archive vehicles_resources.dat the models are fine.
ImageImage

mono24
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Re: The Crew fat/dat archives

Post by mono24 » Fri Jan 17, 2020 6:17 pm

Den4ik wrote:
Fri Jan 17, 2020 1:46 pm
...what could be the problem?
Not an expert but, looks like they might have changed the way normals are processed?
And I doubt there will ever be any updates for The Crew games tools and such from original creators, unless someone else takes over.

GenericRipper
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Re: The Crew fat/dat archives

Post by GenericRipper » Fri Jan 17, 2020 10:39 pm

Hi, anyone still has Ekey's The Crew DAT Unpacker? A DL link in OP is dead as well as this.
Thanks in advance!

EDIT: It seems I found unpacker (FC5.Unpacker.exe) but now I've got to obtain a filelist because the one in the very 1st post isn't available anymore... Anyone able to give me a hand?
Bye!

Den4ik
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Re: The Crew fat/dat archives

Post by Den4ik » Sat Jan 18, 2020 9:48 am

GenericRipper wrote:
Fri Jan 17, 2020 10:39 pm
Hi, anyone still has Ekey's The Crew DAT Unpacker? A DL link in OP is dead as well as this.
Thanks in advance!

EDIT: It seems I found unpacker (FC5.Unpacker.exe) but now I've got to obtain a filelist because the one in the very 1st post isn't available anymore... Anyone able to give me a hand?
Bye!
Here
https://mega.nz/#!oU0nSSJI!guXm6zBCUJ9U ... kI7Wm77R_o
https://mega.nz/#!MQ8BiIxQ!ZvgEHVeCzbWV ... SX2zEvFGjQ

guki
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Re: The Crew fat/dat archives

Post by guki » Mon Jun 01, 2020 2:20 pm

hey everyone

i've spent the last few weeks to check and convert the xbg files of the crew 2 (and still not done yet)

https://i.imgur.com/GiyCnpF.png

is there anyone who can check the material.bin files to locate the correct textures?

looking at "maximerea-m-0612201360591549.material.bin" it is called "SG_Police_LosAngeles" looking for the XBT
graphics\vehicles\traffic_cars\traffic_brand\common_maps\decals_losangeles_new.xbt

in the yet unknown folder, i found a police texture with an los angeles badge on it - called "AAC8D87D6F37D6CA.xbt"

is there a way to identify the cryptic names of the textures somehow through hex editing?

could not find any reference to xbg names of any car parts so far

CobraGamer
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Re: The Crew fat/dat archives

Post by CobraGamer » Sun Jun 28, 2020 10:07 pm

The XBT you've found is the one you're looking for.

You can add any filenames you found to Projects/FileNames.list. In most cases though, the game only references texture files (and other resources) by hash, meaning it's practically impossible for us to get the original filenames for them.

guki
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Re: The Crew fat/dat archives

Post by guki » Thu Aug 06, 2020 9:51 am

it's me again ... did some more research and found a few informations about restoring the 4 vehicles_resources_x files

a lot of the xbt files had its path in the header before the correct dds file starts

Code: Select all

TBX (...) graphics\vehicles\cars\ford\ford_gt_2016\maps\tex_ford_gt_2016_detail_01_a_mip0.xbt.DDS
most informations can be found in the material.bin files

Code: Select all

TAM (...) SG_Glass_Racing_Int (...) ITCarGlass (...) graphics\vehicles\cars\dodge\dodge_charger_1969\maps\racing_glass_c.xbt (...)
and inside of the vehicles_resources_hr the xbt are calling for _miphr.xbt
so its a possible combination of *.xbt _mip0.xbt and _miphr.xbt
i added those possible combinations to the filelist and found all vehicle textures (except for a bunch of livery/vinyl textures and ui stuff)

to restore the material.bin filenames it would need a tool to scan the xbg files from the start HSEM to the EDON and print out the paths

Code: Select all

HSEM (...) GRAPHICS\_MATERIALS\HU (...) .material.bin.EDON
on top of that, in the starter.dat i found a xml file which referred to one vehicle .xbg
extended that path to all cars and found 7300 xbg names so far


i may upload a updated filenames.list here if anyone is still interested in this game :D

mono24
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Re: The Crew fat/dat archives

Post by mono24 » Fri Aug 07, 2020 1:09 am

guki wrote:
Thu Aug 06, 2020 9:51 am
i may upload a updated filenames.list here if anyone is still interested in this game :D
Sure, that'd be great, maybe I can join in and help move faster, I might help with the process if you want here or via PM or even discord, I happen to love these game series.

dhcnmtcs
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Re: The Crew fat/dat archives

Post by dhcnmtcs » Sat Aug 08, 2020 10:38 am

Here's an XBT Viewer. Can post the source code if anyone wants it :)
You do not have the required permissions to view the files attached to this post.

mono24
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Re: The Crew fat/dat archives

Post by mono24 » Sun Aug 09, 2020 2:44 am

dhcnmtcs wrote:
Sat Aug 08, 2020 10:38 am
Here's an XBT Viewer.
Thanks, a nice tool that comes handy while searching for specific textures.
Right know it works very slow on my end, takes a while to load the textures, and you think its possible when you maximize the UI window, the textures stretch to the windows resolution, is it possible for them to keep their actual size in the preview window?
Also it sais on the UI v0.2 not 0.2.1 as in your name above.

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