The Crew fat/dat archives

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Haoose
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Re: The Crew fat/dat archives

Post by Haoose » Fri Aug 08, 2014 12:32 pm

Next beta on August 25
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-= GP-team =-
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Re: The Crew fat/dat archives

Post by Speeder » Sat Aug 09, 2014 4:37 pm

A simple Texture viewer :P . Will update when we'll be able to repack the files (and make an integrated dds viewer maybe).
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Download: https://www.mediafire.com/?jztepr2ai7ddr61
More info: http://backwardgaming.wordpress.com/201 ... oject-3-0/

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Re: The Crew fat/dat archives

Post by dimon4ik6565 » Sat Aug 09, 2014 7:00 pm

Speeder wrote:A simple Texture viewer :P . Will update when we'll be able to repack the files (and make an integrated dds viewer maybe).
Image

Download: https://www.mediafire.com/?jztepr2ai7ddr61
More info: http://backwardgaming.wordpress.com/201 ... oject-3-0/
but after all have already made program for converting multiple textures in dds, even more so with multiple folders.

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Re: The Crew fat/dat archives

Post by Ekey » Sun Aug 10, 2014 12:48 pm

btw: fcb files can be converted by ConvertBinaryObject from dunnia2 :)

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Re: The Crew fat/dat archives

Post by cra0 » Sun Aug 10, 2014 2:34 pm

Speeder wrote:A simple Texture viewer :P . Will update when we'll be able to repack the files (and make an integrated dds viewer maybe).
Image

Download: https://www.mediafire.com/?jztepr2ai7ddr61
More info: http://backwardgaming.wordpress.com/201 ... oject-3-0/
Didn't I already make a xbt extractor :roll:

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Re: The Crew fat/dat archives

Post by Ekey » Sun Aug 10, 2014 3:35 pm

Updated base
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Re: The Crew fat/dat archives

Post by Ekey » Sat Aug 16, 2014 4:33 pm

Well..... who can give account for next beta? Because i can't connect anymore by account from Speeder! :constipated:

PM please.

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Re: The Crew fat/dat archives

Post by djkroko » Thu Aug 28, 2014 9:26 am

Hi,

do you have also a way to pack the xml files back to a .dat file?

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Re: The Crew fat/dat archives

Post by thedoc » Wed Sep 24, 2014 2:56 pm

Any updates?
I downloaded the first beta, i have all the files, if it helps i can share anything you need.
Thank you for your efforts

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Re: The Crew fat/dat archives

Post by Gh0stBlade » Fri Nov 28, 2014 4:26 pm

Tool working perfect on the final build 8D
Click the thanks button if I helped!

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Re: The Crew fat/dat archives

Post by thor96ita » Mon Dec 01, 2014 10:04 pm

The Crew is out any news for the repacker? Bye

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Re: The Crew fat/dat archives

Post by Faalagorn » Wed Dec 03, 2014 10:35 pm

First of all, kudos to Ekey, as the unpacker works like a charm. However, since the game is now a full release and the newest FileNames.list is outdated now, I have a question:
where do the filenames come from and is there a possibility to update them by yourself easily? The file itself is plain text, but I honestly have no idea where the file names come from.
Also, one thing got me curious - since the FileNames.list file contains simply a full path but no CRC, offset or whatsoever, yet the program correctly named some of the files after extraction, how does it know which file is what o.o? That really puzzles me up.

If not, I guess I'll need to settle with most of the files having no names (I mostly need the UI textures from gui.dat) or wait for an official update :)

EDIT: Oh, and since I'm messing with textures, one more thing to notice:
cra0 wrote:Didn't I already make a xbt extractor :roll:
I'm not sure which extractor is it, but for referecne: Gibbed Dunia 2 Tools (with GUI) works just fine with the game's XBT textires as a DDS converter :)

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Re: The Crew fat/dat archives

Post by Chipicao » Sun Dec 07, 2014 11:33 am

I've released the script I was working on for importing meshes: viewtopic.php?p=91256#p91256

It's still incomplete as it doesn't import materials or textures, but everything else works fine, including LODs, submeshes, normals, mesh and UV scaling, hierarchy.
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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Re: The Crew fat/dat archives

Post by Ekey » Sun Dec 07, 2014 5:26 pm

Faalagorn wrote:First of all, kudos to Ekey, as the unpacker works like a charm. However, since the game is now a full release and the newest FileNames.list is outdated now, I have a question:
where do the filenames come from and is there a possibility to update them by yourself easily? The file itself is plain text, but I honestly have no idea where the file names come from.
You can get new names from game memory and add in FileNames.list
Faalagorn wrote:Also, one thing got me curious - since the FileNames.list file contains simply a full path but no CRC, offset or whatsoever, yet the program correctly named some of the files after extraction, how does it know which file is what o.o? That really puzzles me up.
Here no magic :)
Ekey wrote:Test Build 2 - Download

* Filelist updated
* Added: detecting file types for unknown files
Reuploaded.

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Re: The Crew fat/dat archives

Post by Chipicao » Sun Dec 07, 2014 11:24 pm

I've added 2580 files by parsing all model files and listing materials, and by "brute forcing" material files in search for textures.
I cant's say if they're all good, but at least some of them are working because I see new files renamed.

http://www.mediafire.com/download/f63l0 ... cts_u4.zip
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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