Far Cry Instincts .xbg

Post questions about game models here, or help out others!
User avatar
Acewell
VIP member
VIP member
Posts: 1329
Joined: Wed Nov 05, 2008 12:16 pm
Has thanked: 2683 times
Been thanked: 841 times

Re: Far Cry Instincts .xbg

Post by Acewell » Fri Jun 17, 2016 11:36 pm

i added support for your non working diffuse texture samples. the normal map texture samples look morton swizzled but i still could not get correct image scale so i just commented out that in the script and is there if you want to play around with it to get it working right. i have no clue what format the oceandist_00.xbt texture is. ususally if i cannot get anything to show up in TextureFinder there is not much else i can do. :(
tex_FarCryInstincts_xbt-dat.zip
You do not have the required permissions to view the files attached to this post.

devmode
beginner
Posts: 27
Joined: Mon Jun 06, 2016 7:51 pm
Has thanked: 6 times
Been thanked: 5 times

Re: Far Cry Instincts .xbg

Post by devmode » Wed Aug 24, 2016 11:52 pm

I'm writing maxscript for importing this XBG format and want recognize vertex normals.

e.g. for model with FVFSize = 16 for normals remains only 4 bytes (allocated with bold text):

Code: Select all

BD 00 6D 00 9C 01 01 00 A6 47 80 30 [b]80 C7 E6 80[/b]

vx short, vy short, vz short, null\delimetr short, tu short, tv short, [b]normals??[/b]
I gues what normals can stored in these 4 bytes (nx, ny, nz, nw), but I cant get correct value for dividing. Divide to 65535.0, or divide to 255.0 * 2 - 1 do not give right result as can be seen into 3ds Max.

donatoqueen
ultra-n00b
Posts: 1
Joined: Sat Sep 24, 2011 6:59 am

Re: Far Cry Instincts .xbg

Post by donatoqueen » Fri May 22, 2020 8:36 pm

Can you please let me know how I can retrieve the filenames and extensions from the files I export using quickbms? Currently they all appear as .ubi etc and just use what looks hexadecimal values for the filenames.

Post Reply