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Re: Watch Dogs XBG models
Posted: Sat Jan 03, 2015 9:18 am
by huckleberrypie
Lol can you try converting a shopping cart model into the game?

Re: Watch Dogs XBG models
Posted: Tue Jan 06, 2015 11:38 pm
by Oleg
I've submitted an update at
www.zmodeler3.com, so it's available for download. Anyone with ZM3 license (or with trial license) can take a look on what have been done so far.
Unfortunately, HAVOK *.hkx files are not modded to the moment. Also, It will take a lot of time to write guide materials, but I'll post them on my forum in the nearest few days.
If you have any modding-specific or format-specific questions, I could assist and reply.
Character models are not yet possible to export. There are two hierarchy-specific fragments that I have no idea about. they are parsed, data layout is known, but I've got no idea what this stuff is all about. I'll make some tests later, but have big doubts on result currently. So, no Aiden modification can be applied yet.
Scenery or building models are not yet exportable, as I haven't found the original building model to test. If someone could locate the building where's Aiden first flat/shelter is located, I will be thankful for the link/filepath. Thus, I could mod and test mods next to last save game position.
P.S. I'm not sure whether any tools were made for "nbCF" (binary XML files) converting, you can find these files as *.ci or *_reference.skeleton and sometimes inside XBG the file itself. If needed, I could post the format of these files, so external browsing/editing tools for these files could be created.
Re: Watch Dogs XBG models
Posted: Mon Dec 12, 2016 4:47 pm
by Lord Vaako
is Watch Dogs 2 XBG format the same? does blender script work? I can't check it myself yet.
Re: Watch Dogs XBG models
Posted: Tue Dec 13, 2016 4:02 pm
by ss4gogeta0
honestly, if anyone can get the full map extracted as a 3D object, it *WILL* be ported to GTA IV/V.
Re: Watch Dogs XBG models
Posted: Tue Dec 13, 2016 5:46 pm
by volfin
Lord Vaako wrote:is Watch Dogs 2 XBG format the same? does blender script work? I can't check it myself yet.
I guess you missed this thread, they are way past worrying about model format, and working on replacing models.
viewtopic.php?f=10&t=15567
Re: Watch Dogs XBG models
Posted: Tue Dec 13, 2016 9:22 pm
by Wobble
[out]
Re: Watch Dogs XBG models
Posted: Wed Dec 14, 2016 12:33 am
by Lord Vaako
I wonder what's inside these files

Re: Watch Dogs XBG models
Posted: Wed Dec 14, 2016 12:34 am
by Lord Vaako
2nd example
Re: Watch Dogs XBG models
Posted: Wed Dec 14, 2016 12:35 am
by Lord Vaako
final example.
Re: Watch Dogs XBG models
Posted: Wed Dec 14, 2016 1:37 am
by volfin
dude, just read the other thread, then you would get the answers you seek. obviously they wouldn't be replacing models if the format wasn't the same.
Re: Watch Dogs XBG models
Posted: Wed Dec 14, 2016 12:22 pm
by Wobble
[out]
Re: Watch Dogs XBG models
Posted: Wed Dec 14, 2016 7:30 pm
by volfin
Wobble wrote:Yep, it changed.

Bah then I don't know why those idiots are trying to do model swaps. It's like trying to do a heart transplant and you don't have the right heart yet. I will add this to my ever growing list of importers to do. Hopefully someone will beat me to it.
Re: Watch Dogs XBG models
Posted: Wed Dec 14, 2016 8:54 pm
by Wobble
[out]
Re: Watch Dogs XBG models
Posted: Wed Dec 14, 2016 9:21 pm
by Lord Vaako
I don't want to modify the game, swap files, etc. I posted minimap files becouse that's what i need (its geometry converted to max/blender/etc is more then enough for me righ now

"FULL COLOR" version would be much better ofc

Re: Watch Dogs XBG models
Posted: Wed Dec 14, 2016 9:39 pm
by Lord Vaako
3D example
