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Ekey
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by Ekey » Fri Aug 01, 2014 11:34 am
File types
Code: Select all
<?xml version="1.0" encoding="utf-8" ?>
- <ResourceConfig>
<Resource Class="CGeometryResource" SourceExt=".glm" TargetExt=".xbg" Compiler="GeomCompiler" DependsOf=".wb.entities.bin;.entities.bin;.bar;.bse" />
<Resource Class="CMaterialResource" SourceExt=".material.xml" TargetExt=".material.bin" Compiler="MaterialCompiler" DependsOf=".xbg" />
<Resource Class="CTextureResource" SourceExt=".png;.dds" TargetExt=".xbt" Compiler="TexCompiler" DependsOf=".material.bin;.bar;.bse;.wb.entities.bin;.entities.bin" />
<Resource Class="CSkeletonResource" SourceExt=".skel.xml" TargetExt=".skeleton" Compiler="Scene2Skeleton" DependsOf=".wb.entities.bin;.entities.bin" />
<Resource Class="CAnimationResource" SourceExt=".mac" TargetExt=".mab" CompileDependency=".mkai;.mks;.mkfx" Compiler="Packman" DependsOf=".wb.entities.bin;.entities.bin;.bac" />
<Resource Class="AreaResource" SourceExt=".xar" TargetExt=".bar" Compiler="WorldCompiler" />
<Resource Class="SectorResource" SourceExt=".xse" TargetExt=".bse" Compiler="WorldCompiler" DependsOf=".bar" />
<Resource Class="CHeightMapResource" SourceExt=".hmg" TargetExt=".hms" Compiler="HeightFieldCompiler" DependsOf=".bar;.bse" />
<Resource Class="CAudioEventResource" SourceExt=".fdp" TargetExt=".fev" Compiler="AudioCompiler" DependsOf=".wb.entities.bin;.entities.bin;.bac" />
<Resource Class="CSoundBankResource" SourceExt=".wav;.fsproj" TargetExt=".fsb" Compiler="AudioCompiler" DependsOf=".wb.entities.bin;.entities.bin;.bac" />
<Resource Class="FlashResource" SourceExt=".swf" TargetExt=".bwf" Compiler="FlashCompiler" DependsOf=".wb.entities.bin;.entities.bin" />
<Resource Class="CPhysResource" SourceExt=".hkr;.rcg" TargetExt=".hkx" Compiler="PhysCompiler" DependsOf=".wb.entities.bin;.entities.bin;.xbg;.bar;.bse" />
<Resource Class="NavResource" SourceExt=".nav" TargetExt=".van" Compiler="AICompiler" DependsOf=".bar;.bse" />
<Resource Class="DrawableRoadMap" SourceExt=".drp" TargetExt=".drp" DependsOf=".bar;.bse" />
<Resource Class="MovieResource" SourceExt=".bac" TargetExt=".bac" DependsOf=".wb.entities.bin;.entities.bin" />
<Resource Class="CCarReplayResource" SourceExt=".rpl" TargetExt=".rpl" DependsOf=".bac" />
<Resource Class="AudioResource" SourceExt=".mp3" TargetExt=".mp3" DependsOf=".wb.entities.bin;.entities.bin" />
<Resource Class="CClothResource" SourceExt=".glm" TargetExt=".xbg" Compiler="GeomCompiler" DependsOf=".wb.entities.bin;.entities.bin;.bar;.bse" />
<Resource Class="VideoResource" SourceExt=".bk2" TargetExt=".bk2" DependsOf=".wb.entities.bin;.entities.bin" />
<Resource Class="SkillGhostMedalResource" SourceExt=".sgm" TargetExt=".sgm" DependsOf=".wb.entities.bin;.entities.bin" />
</ResourceConfig>
Last edited by
Ekey on Fri Aug 01, 2014 12:33 pm, edited 1 time in total.
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Chipicao
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by Chipicao » Fri Aug 01, 2014 12:12 pm
Nice work man! Hope we'll get a public release soon
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.
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Ekey
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by Ekey » Fri Aug 01, 2014 12:55 pm
Chipicao wrote:Nice work man! Hope we'll get a public release soon
I hope too if enough of my patience

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aluigi
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by aluigi » Fri Aug 01, 2014 3:20 pm
In my opinion your values (offset/zsize/size) are not correct.
The following is the script I have made just now and works with both Watch Dogs (PC/PS) and The Crew:
http://aluigi.org/papers/bms/fat2_fat3.bms
There are no errors during the extraction of the samples I collected.
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Ekey
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by Ekey » Fri Aug 01, 2014 3:35 pm
Yep i know. It's already fixed. I will share unpacker in the next hour after update filenames base

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Ekey
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by Ekey » Fri Aug 01, 2014 4:30 pm
Test build - Download > See below
Last edited by
Ekey on Fri Aug 01, 2014 8:43 pm, edited 1 time in total.
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Chipicao
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by Chipicao » Fri Aug 01, 2014 4:56 pm
Thanks a lot for your work guys!
As I expected, model files are almost identical to Far Cry 3. I just need to change some submess stuff to get rid of those rogue faces.

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.
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Ekey
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by Ekey » Fri Aug 01, 2014 8:45 pm
Test Build 2 -
Download
* Filelist updated
* Added: detecting file types for unknown files
Last edited by
Ekey on Sun Dec 07, 2014 5:26 pm, edited 1 time in total.
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d875j
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by d875j » Sat Aug 02, 2014 8:03 am
Great how about a repacker? It's great to see the game files can be unpacked.
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Ekey
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by Ekey » Sat Aug 02, 2014 10:05 am
Who has beta access or beta key?

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Speeder
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by Speeder » Sat Aug 02, 2014 4:16 pm
I do have access to the beta if needed.
Can't wait for a repacker anyway, so many stuff to test (even the debug functions could be interesting to test).
Small but not efficient python script to read the textures (sometimes the TBX have a different data length; but most of the time it'll work):
Code: Select all
import os
TBX= 1
TBXEND= 40
for root, dirs, files in os.walk("."):
for file in files:
if file.endswith(".xbt"):
with open( file, 'rb' ) as inputfile, open( file+'.dds', 'wb' ) as outfile:
outfile.write(inputfile.read( TBX - 1 ))
inputfile.seek(TBXEND)
outfile.write(inputfile.read())
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aluigi
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by aluigi » Sat Aug 02, 2014 5:13 pm
d875j wrote:Great how about a repacker? It's great to see the game files can be unpacked.
If you want to make a simple test you can use my script with quickbms in reimport mode.
Luckily The Crew and the other FAT2 games don't use chunks (like instead does Watch Dogs) and the algorithm is just lzo, so it's fully supported.
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Ekey
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by Ekey » Sat Aug 02, 2014 5:34 pm
Speeder wrote:I do have access to the beta if needed.

Yeah needed for update filename base, pm me if you can share
btw: I looked through all the archives and did not find any scripts

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d875j
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by d875j » Sat Aug 02, 2014 7:23 pm
I have beta access pm me.