Join also our Discord channel! Click here.

watch dogs 2 .dat .fat archive?

The Original Forum. Game archives, full of resources. How to open them? Get help here.
Post Reply
Ekey
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 1659
Joined: Wed Mar 31, 2010 6:54 am
Has thanked: 73 times
Been thanked: 846 times

Re: watch dogs 2 .dat .fat archive?

Post by Ekey » Sat Dec 17, 2016 3:06 pm

Some research. feu files - it's normal flash file > just change header UEF to FWS :)

Image

CobraGamer
advanced
Posts: 45
Joined: Sat Apr 16, 2016 7:30 am
Has thanked: 4 times
Been thanked: 2 times

Re: watch dogs 2 .dat .fat archive?

Post by CobraGamer » Sat Dec 17, 2016 3:36 pm

Can someone please remove the startup sequence (Ubisoft and Nvidia logos)?
Or is it possible to do this with a command-line?

Ekey
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 1659
Joined: Wed Mar 31, 2010 6:54 am
Has thanked: 73 times
Been thanked: 846 times

Re: watch dogs 2 .dat .fat archive?

Post by Ekey » Sat Dec 17, 2016 3:55 pm

Here some commands, but not all works

Code: Select all

-16bitbroadphase
-animtracker
-automation
-bfname
-d3ddebug
-demo
-disabledrive
-disablemetadataservice
-dtnopopup
-editorpc
-enablehigh
-enableRequestTrace
-enablevedit
-exec
-eac_launcher
-fireadvanceifinvisible
-forcedrive
-forcemarketingpad2
-forcemarketingpad3
-forcemarketingpad4
-gkiterrormode
-ingameMapOverrideMap
-launcher_restarted
-localizationdisplayid
-localizationhideerror
-logFile
-login
-marketing
-nobf
-nocompile
-noexmouse
-noIntroVideo
-nologfile
-nomouse
-noonlinedebuglistener
-nopad
-nophysicstepworkerthread
-norender
-norumble
-nosave
-noshaderreports
-nosndocc
-nosndremote
-nosound
-nosplash
-nospuheightfield
-pad
-password
-phystimers
-profileLoading
-profileOperationsOnly
-roadnetworkHighResLoading
-runscriptindebug
-skiploggertool
-spawnpos
-splitscreen
-splitscreen4
-tf
-txtlang
-unittest
-vehiclecolordebug

redcomet
advanced
Posts: 40
Joined: Sat Dec 03, 2016 4:35 am
Has thanked: 7 times
Been thanked: 4 times

Re: watch dogs 2 .dat .fat archive?

Post by redcomet » Sat Dec 17, 2016 4:18 pm

disastorm wrote:Yea there seems to be some texture issue. It seems to use only some kind of generic texture for the various parts, I havn't been able to figure out how to get it to be anything else.
is there any way i can get the correct texture for the various parts?
it seems that there are many textures share one model parts.

guest12345
n00b
Posts: 11
Joined: Sat Dec 17, 2016 6:25 pm

Re: watch dogs 2 .dat .fat archive?

Post by guest12345 » Sat Dec 17, 2016 6:27 pm

can anybody make a modification which allows for the player to be swapped with the co op characters? there's so many facial models available there, that would most likely work over marcus' rig.

bigodon
ultra-n00b
Posts: 1
Joined: Sat Dec 17, 2016 7:24 pm

Re: watch dogs 2 .dat .fat archive?

Post by bigodon » Sat Dec 17, 2016 7:29 pm

hi guys, interesting progress you are making here

let me ask, there is any file or mod to make this fog:
Image

happens more often? this is pretty much happens, i must have over 20h of gaming and never saw this
i'm afraid i will finish the game without see this running here, maybe changing some weather settings?

redcomet
advanced
Posts: 40
Joined: Sat Dec 03, 2016 4:35 am
Has thanked: 7 times
Been thanked: 4 times

Re: watch dogs 2 .dat .fat archive?

Post by redcomet » Sun Dec 18, 2016 10:53 am

redcomet wrote:
disastorm wrote:Yea there seems to be some texture issue. It seems to use only some kind of generic texture for the various parts, I havn't been able to figure out how to get it to be anything else.
is there any way i can get the correct texture for the various parts?
it seems that there are many textures share one model parts.
my discovery

<object hash="C0EDBAE7">
<field hash="0F43A933" type="BinHex">FFFFFFFFFFFFFFFF</field>
<field hash="54D14F92" type="BinHex">FFFFFFFFFFFFFFFF</field>
<field hash="4CAAD60F" type="BinHex">FFFFFFFFFFFFFFFF</field>
<field hash="1DE90D38" type="BinHex" />
<field hash="B8F64BF2" type="BinHex">FFFFFFFFFFFFFFFF</field>
<field hash="24436F9E" type="BinHex">95020B4005000080</field>

field hash="24436F9E" handles the texture of the clothing item
the code is refer to the xml files in texturedb.lib

but some npc clothing's textures seem are not include in the texturedb.lib (eg:police,paramedic etc)

neburas
n00b
Posts: 12
Joined: Mon Aug 06, 2012 11:01 am
Has thanked: 1 time

Re: watch dogs 2 .dat .fat archive?

Post by neburas » Sun Dec 18, 2016 11:03 am

Adding new vehicles to car on demand successfully.

Image

By the way anyone found how to increase traffic density?
WD2 has a much smaller traffic density than WD1, anywhere roads are empty.

redcomet
advanced
Posts: 40
Joined: Sat Dec 03, 2016 4:35 am
Has thanked: 7 times
Been thanked: 4 times

Re: watch dogs 2 .dat .fat archive?

Post by redcomet » Sun Dec 18, 2016 11:48 am

neburas wrote:Adding new vehicles to car on demand successfully.

Image

By the way anyone found how to increase traffic density?
WD2 has a much smaller traffic density than WD1, anywhere roads are empty.
couldn't agree more!
when i first saw the gameplay,i thought this problem was because it is on ps4 with fixed specs.
but turns out the retail version on all platform has the same small peds traffic density.
What a disappointment,i hope they will let us to customize the density of peds and traffic,otherwise it is nothing like SF.

btw,i see you are work great in making some custom vehicles on cars on demand,may i ask when will it come out?
(fun facts:driving police car in front of the police will get you arrest,i wonder will we get wanted if we driving the police car from cars on demand?)

neburas
n00b
Posts: 12
Joined: Mon Aug 06, 2012 11:01 am
Has thanked: 1 time

Re: watch dogs 2 .dat .fat archive?

Post by neburas » Sun Dec 18, 2016 2:30 pm

redcomet wrote: btw,i see you are work great in making some custom vehicles on cars on demand,may i ask when will it come out?
(fun facts:driving police car in front of the police will get you arrest,i wonder will we get wanted if we driving the police car from cars on demand?)
Unfortunately I can't take time on weekdays because I'm busy with my work during December.
But I'm working on it to release by the end of the month. (:

All vehicles calling by cars on demand treated as "player owned" vehicles.
So you can ride police vehicle in front of police with no wanted or shoot.
I wish this game has more traffic density just like GTA5...

Freaky
ultra-n00b
Posts: 4
Joined: Thu Dec 15, 2016 8:19 pm
Been thanked: 1 time

Re: watch dogs 2 .dat .fat archive?

Post by Freaky » Sun Dec 18, 2016 3:38 pm

Has anyone figured out how "archetypes" are hashed?
Or how to figure out which archetype is which vehicle/entity?

Example Archetypes:
{9f28c077-03d3-46b6-8f6d-5dcb8b3f9095}
{13ea3ea6-99dc-4b8a-9cf0-367c13e14780}
{970dd1c2-3983-4cf9-a195-f251b22fbdb1}

The first of the above is this Lamborghini:
Image

The other two are sports cars aswell.

CobraGamer
advanced
Posts: 45
Joined: Sat Apr 16, 2016 7:30 am
Has thanked: 4 times
Been thanked: 2 times

Re: watch dogs 2 .dat .fat archive?

Post by CobraGamer » Sun Dec 18, 2016 4:34 pm

@Neburas: May I ask how adding vehicles to the app works? Yesterday I tried it but I couldn't figure it out.
You could try to add the scissor lift to the app.

Ekey
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 1659
Joined: Wed Mar 31, 2010 6:54 am
Has thanked: 73 times
Been thanked: 846 times

Re: watch dogs 2 .dat .fat archive?

Post by Ekey » Tue Dec 20, 2016 5:38 pm

Small update. Added ~13214 > (458757) > http://www47.zippyshare.com/v/D8zEgUUf/file.html

Overall info:

Code: Select all

XXXXX -> All Languages
common.fat -> Resolved: 5870 / Unknown: 165
dlc_ultra_textures.fat -> Resolved: 9312 / Unknown: 7
installpackage.fat -> Resolved: 8946 / Unknown: 104
installpackage_XXXXX.fat -> Resolved: 2620 / Unknown: 73
patch.fat -> Resolved: 51706 / Unknown: 4589
san_francisco.fat -> Resolved: 155642 / Unknown: 45368
san_francisco_cache.fat -> Resolved: 15690 / Unknown: 312
san_francisco_hires.fat -> Resolved: 17896 / Unknown: 268
san_francisco_preload.fat -> Resolved: 49269 / Unknown: 37444
san_francisco_XXXXX.fat -> Resolved: 14710 / Unknown: 7167
san_francisco_sound.fat -> Resolved: 4994 / Unknown: 487
san_francisco_sound_XXXXX.fat -> Resolved: 76514 / Unknown: 0
shadersobj.fat -> Resolved: 47358 / Unknown: 2976
sound.fat -> Resolved: 50 / Unknown: 0
videos.fat -> Resolved: 129 / Unknown: 1

disastorm
beginner
Posts: 20
Joined: Sat Sep 20, 2014 10:20 am
Has thanked: 2 times
Been thanked: 1 time

Re: watch dogs 2 .dat .fat archive?

Post by disastorm » Wed Dec 21, 2016 12:46 pm

redcomet wrote:
redcomet wrote:
disastorm wrote:Yea there seems to be some texture issue. It seems to use only some kind of generic texture for the various parts, I havn't been able to figure out how to get it to be anything else.
is there any way i can get the correct texture for the various parts?
it seems that there are many textures share one model parts.
my discovery

<object hash="C0EDBAE7">
<field hash="0F43A933" type="BinHex">FFFFFFFFFFFFFFFF</field>
<field hash="54D14F92" type="BinHex">FFFFFFFFFFFFFFFF</field>
<field hash="4CAAD60F" type="BinHex">FFFFFFFFFFFFFFFF</field>
<field hash="1DE90D38" type="BinHex" />
<field hash="B8F64BF2" type="BinHex">FFFFFFFFFFFFFFFF</field>
<field hash="24436F9E" type="BinHex">95020B4005000080</field>

field hash="24436F9E" handles the texture of the clothing item
the code is refer to the xml files in texturedb.lib

but some npc clothing's textures seem are not include in the texturedb.lib (eg:police,paramedic etc)
Interesting, were you able to get other npc clothing to appear with textures?

I just found out how to get the clothes to show up in shops/inventory (replacing existing items), so you can convert a bunch of clothing and switch them around in-game.

In addition to setting an items.xml entry for a specific graphickit_part, you have to goto the graphickit_part xml entry for that item and you will see something that looks like the following:

Code: Select all

      <object hash="442F2F9F">
        <field hash="CF68E402" type="BinHex">4354616743617465676F727953696E676C6553656C656374696F6E5769746856697369626C6554616743617465676F727900</field>
        <field hash="25368426" type="BinHex">909F9001</field>
        <field hash="BDB3B8D5" type="BinHex">4354616743617465676F727953696E676C6553656C656374696F6E5769746856697369626C6554616743617465676F727900</field>
        <field hash="401A8276" type="BinHex">909F9001</field>
        <field hash="F5391DFF" type="BinHex">C71D21C801000080</field>
        <field hash="8D9F3562" type="BinHex">C71D21C801000080</field>
        <field hash="E7575742" type="BinHex">FFFFFFFFFFFFFFFF</field>
      </object>
Specifically you will see the "C71D21C801000080" twice there.
The value at the bottom with all the "FFFFFFFFFFFFFFFF" is something like a "category". You replace it with an actual value, and it will show up in that category in your inventory.
Here are some example values I got from other items:
"DDD0721E02000080" # NORMCORE
"DED0721E02000080" # BIKER
"DFD0721E02000080" # URBAN
"E0D0721E02000080" # HIPPIE
"C61D21C801000080" # HIPSTER
"DBD0721E02000080" # SUITS
"DCD0721E02000080" # HIP-HOP

hqqttjiang
n00b
Posts: 10
Joined: Thu Apr 19, 2012 3:27 am

Re: watch dogs 2 .dat .fat archive?

Post by hqqttjiang » Wed Dec 21, 2016 4:16 pm

great works :keke:

Post Reply