The Crew fat/dat archives

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Faithfullfaun
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Re: The Crew fat/dat archives

Post by Faithfullfaun » Thu Jul 05, 2018 9:54 pm

I only want the car models :P

But i really hope someone will make an importer for the XBG files

That could be awesome 8)

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Re: The Crew fat/dat archives

Post by mono24 » Fri Jul 06, 2018 7:48 am

CobraGamer wrote:Everything can be unpacked
Well, not everything.
CobraGamer wrote:...at the moment there's no way to open them...
Wrong.
ImageImage
Faithfullfaun wrote: But I really hope someone will make an importer for the XBG files
And as you can see above everything still works as should, I don't understand what else you want as an importer if models work.

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Re: The Crew fat/dat archives

Post by CobraGamer » Fri Jul 06, 2018 8:46 am

...and do you wanna tell us what program to open the XBGs with?

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Re: The Crew fat/dat archives

Post by mono24 » Fri Jul 06, 2018 7:07 pm

CobraGamer wrote:...and do you wanna tell us what program to open the XBGs with?
Ummmm, your joking right? :eek:
That's 3dsMax in the screenshot, everything has been posted already since 2013, but I guess that's what happens when no one cares to do a bit of search in the forum anymore, damn. :? :bleh:

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Re: The Crew fat/dat archives

Post by CobraGamer » Sun Jul 08, 2018 10:23 pm

mono24 wrote:That's 3dsMax in the screenshot, everything has been posted already since 2013, but I guess that's what happens when no one cares to do a bit of search in the forum anymore, damn.
Inappropriate answer for a serious question.
I was expecting a proper method instead of a plugin for a professional modelling software that is 1.5k USD per year.
mono24 wrote:
CobraGamer wrote:Everything can be unpacked
Well, not everything.
Everything can be unpacked.

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Re: The Crew fat/dat archives

Post by mono24 » Mon Jul 09, 2018 1:11 am

CobraGamer wrote: Inappropriate answer for a serious question.
Not only that a plain text does not carry proper tone, a question like that can not be taken too serious giving the fact everything is already posted, and people, yourself included, are still ignorant to the "search" function, which makes no sense, have you ever taken in to consideration as to why so many "serious questions" are left hanging? Just think about it, anyway.
CobraGamer wrote:I was expecting a proper method instead of a plugin for a professional modelling software that is 1.5k USD per year.
There is a proper way, its a 3dsMax script that does the job just fine, we all use what we get here for free, I am sure you can make it work same way we all do even with its host expensive software ;).
CobraGamer wrote:Everything can be unpacked.
Once again wrong, if you would have taken the time to look back in my post you'd see that NOT everything can be extracted giving the existing unpacker, period.

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Re: The Crew fat/dat archives

Post by CobraGamer » Fri Jul 13, 2018 5:00 pm

I simply didn't expect a 3dsMax script from 2013 to still work, and not everybody can recognize software from a screenshot that's not even full screen sized.
Also, could you tell me what files can't be extracted? I'm not gonna test each of the 45 archives as it seems like you already did? Do some of the archives have a different format or something else that causes the unpacker to not work?

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Re: The Crew fat/dat archives

Post by nicpad78 » Sun Aug 26, 2018 10:23 pm

mono24 wrote:
CobraGamer wrote:Everything can be unpacked
Well, not everything.
CobraGamer wrote:...at the moment there's no way to open them...
Wrong.
ImageImage
Faithfullfaun wrote: But I really hope someone will make an importer for the XBG files
And as you can see above everything still works as should, I don't understand what else you want as an importer if models work.
great job, you can understand what tools you used and have a list of the programs used to achieve this result
thank you!

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Re: The Crew fat/dat archives

Post by daemon1 » Mon Oct 15, 2018 9:23 pm

Did a few tests with The Crew 2 maps, they can be exported, format is the same as the Crew 1.

Image

Image

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Re: The Crew fat/dat archives

Post by daemon1 » Sat Oct 20, 2018 10:46 am

The whole The Crew 2 road map loaded - 13 million vertices
Blender file is 1GB in size

Image

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Re: The Crew fat/dat archives

Post by Faithfullfaun » Sat Oct 20, 2018 3:58 pm

daemon1 wrote:The whole The Crew 2 road map loaded - 13 million vertices
Blender file is 1GB in size

Image
How long did that take to load? :o

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Re: The Crew fat/dat archives

Post by daemon1 » Sat Oct 20, 2018 4:25 pm

Faithfullfaun wrote:
daemon1 wrote:The whole The Crew 2 road map loaded - 13 million vertices
Blender file is 1GB in size

How long did that take to load? :o
After importing ascii into blender, this blender file loads in about 5 seconds.

Import is what takes long, it was about 10 or 15 minutes.

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Re: The Crew fat/dat archives

Post by Faithfullfaun » Sat Oct 20, 2018 6:41 pm

daemon1 wrote:
Faithfullfaun wrote:
daemon1 wrote:The whole The Crew 2 road map loaded - 13 million vertices
Blender file is 1GB in size

How long did that take to load? :o
After importing ascii into blender, this blender file loads in about 5 seconds.

Import is what takes long, it was about 10 or 15 minutes.
Okay then it's like Uncharted maps
Then i usally save them as blend. files to make it faster aswell

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Re: The Crew fat/dat archives

Post by mono24 » Sat Oct 27, 2018 4:36 am

More progress has been made by Daemon, this time terrain data, it all falls nicely with the rest of the game assets, for now they are only vertices in the 3D space, later on will be connected with faces, as usual more info will be posted in due time.
Image
Image

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Re: The Crew fat/dat archives

Post by mono24 » Tue Nov 13, 2018 6:00 pm

For those of you who missed it, the released tool is located here: viewtopic.php?f=16&t=19065

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