Looking forward to it! it seems that this Zola problem will be solved by you!superdemus wrote: ↑Sun Dec 13, 2020 3:15 pmI'll see that I create some time to explain in in a .pdf or such. Because there's a little more to it than what I've posted earlier.cool!how does this work?because it looks a little bit different from your example above
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Watch Dogs: Legion .dat .fat archives
Re: Watch Dogs: Legion .dat .fat archives
Re: Watch Dogs: Legion .dat .fat archives
Hey guys, can someone explain how to extract the london_sound.dat file? To get audio from the game. Because I've used any scripts in this topic, and everyting what I got: the scripts doing nothing or asking to press any button to exit... Any help would be appreciated! 
Okay, I'm dumb. Thanks all who supported this thread and forum

Okay, I'm dumb. Thanks all who supported this thread and forum

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- ultra-n00b
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Re: Watch Dogs: Legion .dat .fat archives
can you show me how to use repacker i finished edit of texture but can not repackmaryrangel wrote: ↑Wed Dec 02, 2020 6:40 pmThe repacker works beautifully! Thank you!
Now I was wondering if someone could give me some help with texture modding!
I noticed the game’s high textures for body parts are DXT1 without mipmaps, and modding them work fine! (Unfortunately you can only see them if you zoom in very close to the mesh, because that’s the only time the game loads them)
On the other hand, weirdly, the game uses medium quality textures to show on the mesh at distance, and these medium textures have mipmaps.
All good up to here, they are also DXT1 and you would think they can be saved as such with auto generated mipmaps and it would work fine, but it doesn’t.
When I try to use modded medium skin textures it looks all off, I mean the texture loads in game but kinda blurry or out of place.
If only I knew how to properly save them (I did notice the modded dds texture is 1 kb off on all medium textures when I save them) or if I could at least force the game to only read the “high” textures and stop loading the medium one - thought I would see if someone here has already been through the challenge and know a fix?
I never modded WD2 so im not sure if it’s something known for the community.
Any help would be appreciated! Ps: the textures, high and medium I mentioned above are in: graphics/characters/body/body_parts/white00 (or black00 or arab00)/
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Re: Watch Dogs: Legion .dat .fat archives
can you show me how to use repacker i finished edit of texture but can not repack
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Re: Watch Dogs: Legion .dat .fat archives
can you show me how to use repacker i finished edit of texture but can not repacksuperdemus wrote: ↑Wed Dec 09, 2020 9:48 pmSpeaking of textures, I don't know if anyone knows the deal with those .xbt files that shows "ZOLA" when you open those with the hex editor?
The only place I discovered where .dds files are discussed, along with "ZOLA", is another topic here at xentax about Watch Dogs 2:
viewtopic.php?t=15567&start=165
Anyhow, what I found out is that most of those files I've encountered, correspond well with BC7 DDS.
Take the logo at the back of the hoodie at the picture below for example:
london_ultra\graphics\characters\wd3\motifs\logos\brand_fydel_multi_01_ultra.xbt
When I copy the data of said .xbt file into a blank BC7 DDS file of the same format (512x512px without mipmaps in this case)...
...then it will open just fine into photoshop.
It is probably not the most efficient way to do it, but it works fine for me.
For testing purposes, I've changed the logo into an "X" before reversing the process...
...and it seems to work fine ingame.
During the reverse process I've saved the dds as BC7 8bpp Fine (sRGB, DX11+) with the intel plugin and removed "ultra" from the xbt's filename as CobraGamer suggests.
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Re: Watch Dogs: Legion .dat .fat archives
can you show me how to use repacker i finished edit of texture but can not repack
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Re: Watch Dogs: Legion .dat .fat archives
hi do you replace old xbt with new one ?superdemus wrote: ↑Wed Dec 09, 2020 9:48 pmSpeaking of textures, I don't know if anyone knows the deal with those .xbt files that shows "ZOLA" when you open those with the hex editor?
The only place I discovered where .dds files are discussed, along with "ZOLA", is another topic here at xentax about Watch Dogs 2:
viewtopic.php?t=15567&start=165
Anyhow, what I found out is that most of those files I've encountered, correspond well with BC7 DDS.
Take the logo at the back of the hoodie at the picture below for example:
london_ultra\graphics\characters\wd3\motifs\logos\brand_fydel_multi_01_ultra.xbt
When I copy the data of said .xbt file into a blank BC7 DDS file of the same format (512x512px without mipmaps in this case)...
...then it will open just fine into photoshop.
It is probably not the most efficient way to do it, but it works fine for me.
For testing purposes, I've changed the logo into an "X" before reversing the process...
...and it seems to work fine ingame.
During the reverse process I've saved the dds as BC7 8bpp Fine (sRGB, DX11+) with the intel plugin and removed "ultra" from the xbt's filename as CobraGamer suggests.
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- ultra-n00b
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Re: Watch Dogs: Legion .dat .fat archives
First I make a backup of the original vanilla xtb file (recommended). Then I "convert" the modded dds file back into xtb by copying the dds's data with a hex editor and paste it into the original xtb, overwriting the vanilla data. Basicly the same way how I explained my method of "coverting" xtb to dds but reversed.
The approach I take to use the modded files ingame is by merging the modded files into patch.dat/.fat with the repacker.tonilai2012 wrote: ↑Sun Jan 17, 2021 11:32 pmcan you show me how to use repacker i finished edit of texture but can not repack
1) Move or copy your modded xtb file into a map (for example "map1"). The xtb needs to be stored into the same submaps like it was originally stored into the dat archive (for example "graphics\characters\wd3\....\<<your xtb file>>)
2) Move or copy patch.dat and patch.fat into another map (for example "map2").
3) Open notepad and type the following command: PackLegion.exe map1 patch.fat map2\patch.fat
Then save that file as "repack.bat"
4) Move or copy "map1", "map2" and "repack.bat" into the same map where "PackLegion.exe" is stored and double click at "repack.bat".
5) A modded "patch.dat" and "patch.fat" will appear into the same map as "PackLegion.exe".
It's also recommended to create a backup of patch.dat/.fat before storing the modded ones into the installation map (C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Watch Dogs Legion\data_win64\...).
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Re: Watch Dogs: Legion .dat .fat archives
sorry but when i try to do it shows Exception.ToString,does map means folder path ?tonilai2012 wrote: ↑Thu Jan 21, 2021 12:24 amsorry but when i try to do it shows Exception.ToString,does map means folder path ?superdemus wrote: ↑Mon Jan 18, 2021 9:56 pmFirst I make a backup of the original vanilla xtb file (recommended). Then I "convert" the modded dds file back into xtb by copying the dds's data with a hex editor and paste it into the original xtb, overwriting the vanilla data. Basicly the same way how I explained my method of "coverting" xtb to dds but reversed.
The approach I take to use the modded files ingame is by merging the modded files into patch.dat/.fat with the repacker.tonilai2012 wrote: ↑Sun Jan 17, 2021 11:32 pmcan you show me how to use repacker i finished edit of texture but can not repack
1) Move or copy your modded xtb file into a map (for example "map1"). The xtb needs to be stored into the same submaps like it was originally stored into the dat archive (for example "graphics\characters\wd3\....\<<your xtb file>>)
2) Move or copy patch.dat and patch.fat into another map (for example "map2").
3) Open notepad and type the following command: PackLegion.exe map1 patch.fat map2\patch.fat
Then save that file as "repack.bat"
4) Move or copy "map1", "map2" and "repack.bat" into the same map where "PackLegion.exe" is stored and double click at "repack.bat".
5) A modded "patch.dat" and "patch.fat" will appear into the same map as "PackLegion.exe".
It's also recommended to create a backup of patch.dat/.fat before storing the modded ones into the installation map (C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Watch Dogs Legion\data_win64\...).
thanks for help will give a try