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Re: Watch Dogs XBG models
Posted: Sat Jun 28, 2014 6:59 pm
by Szkaradek123
Hello
my importer for Blender 249:
Update 2014-10-25:
-nothing new, only replace compiled python files .pyc on normal .py files
support: uv,weighting,bones,autotexturing
autotexturing work when use original location xbg file and needed material.bin file exists
problem:translation and scale uvmapping
how fix: go to line 7 and 8 and change UVTrans and UVScale
script is not perfect but maybe will be helpfull for you for full reversing format
Re: Watch Dogs XBG models
Posted: Sat Jun 28, 2014 10:48 pm
by Wobble
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Re: Watch Dogs XBG models
Posted: Sun Jun 29, 2014 5:54 am
by Wobble
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Re: Watch Dogs XBG models
Posted: Mon Jun 30, 2014 10:15 am
by TGE
It could as well be vertex coloring even though it seems rather unlikely it uses it like that.
Re: Watch Dogs XBG models
Posted: Mon Jun 30, 2014 8:02 pm
by Wobble
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Re: Watch Dogs XBG models
Posted: Mon Jun 30, 2014 11:24 pm
by Wobble
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Re: Watch Dogs XBG models
Posted: Tue Jul 01, 2014 6:24 am
by Wobble
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Re: Watch Dogs XBG models
Posted: Tue Jul 01, 2014 10:36 am
by HeliosAI
@ Szkaradek123
Thank you so much for The script =) is it possible to get vertex weights on The eyelash meshes too? ><
@ Wobble
Really nice find on the color^^ is there any color code for it?
Re: Watch Dogs XBG models
Posted: Tue Jul 01, 2014 4:05 pm
by Wobble
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Re: Watch Dogs XBG models
Posted: Wed Jul 02, 2014 12:13 am
by HeliosAI
@ Szkaradek123
Thank you very much for the update =)
@ Wobble
Thanks a lot for the info. Do you remember the folder you found the DriverCloth shader in? I searched for it all over but i get no results ><
Re: Watch Dogs XBG models
Posted: Wed Jul 02, 2014 3:17 am
by Wobble
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Re: Watch Dogs XBG models
Posted: Sat Jul 05, 2014 8:23 pm
by Wobble
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Re: Watch Dogs XBG models
Posted: Mon Jul 07, 2014 9:47 pm
by cra0
Wobble wrote:huckleberrypie wrote:Afaik cra0's working on it, as shown in his video where he managed to load up what appears to be Aiden being rigged and animated.
Since he hasn't posted any information about it, I can't assume he figured out how WatchDog animation works.
Once you get a model rigged, it would be easy to remap the skeleton to your own custom animation.
So, is it really WatchDog animation or something else? Who knows. Maybe post some info about the MAB format.
That would shed some light.
I'm currently on vacation I'll post research/info when im back home but yes your right that animation isn't from watch dogs I simply applied it to the skeleton to test the skinning and bone weights. As for the material bin files yeah the shader controls the color and such xbgs have shader indices inside too which reference shader parameters. Have you figured out UV scaling yet? Last I checked I couldn't find anything in the xbg which defined the scale
Re: Watch Dogs XBG models
Posted: Mon Jul 07, 2014 11:16 pm
by Wobble
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Re: Watch Dogs XBG models
Posted: Tue Jul 08, 2014 4:48 am
by Wobble
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