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Re: Watch_Dogs fat and dat archives

Posted: Mon Jun 02, 2014 3:34 pm
by cra0
octaviousrex wrote:not only would I hope to get the van with a sumbero out of the game but if it does turn out to be modable that I might actually pick up the pc edition off steam or wherever. I have many cars I've made for other games that would be fun to take for a ride in this games map.
Myself, Chipicao and many others are working on it

Re: Watch_Dogs fat and dat archives

Posted: Mon Jun 02, 2014 4:15 pm
by kalleoskar
GHreat to see the game getting support here =) I doubt we will se any "offical" mod tools so everthing you doing here is great work indeed

Re: Watch_Dogs fat and dat archives

Posted: Tue Jun 03, 2014 4:27 pm
by Oleg
cra0 wrote:Myself, Chipicao and many others are working on it
me too. (:

Re: Watch_Dogs fat and dat archives

Posted: Wed Jun 04, 2014 6:02 am
by cra0
Oleg wrote:
cra0 wrote:Myself, Chipicao and many others are working on it
me too. (:
:D lets make a list


btw
Image

Re: Watch_Dogs fat and dat archives

Posted: Wed Jun 04, 2014 7:54 am
by Oleg
cool! Is this a vehicle replacement mod? I've got the game, but can't run it on my HD4830 card)))) Once I upgrade my video, I'll be able to see what I'm actually dealing with, as to the moment I keep guessing what is what ;)

Re: Watch_Dogs fat and dat archives

Posted: Wed Jun 04, 2014 10:22 am
by Chipicao
Oleg wrote:cool! Is this a vehicle replacement mod? I've got the game, but can't run it on my HD4830 card)))) Once I upgrade my video, I'll be able to see what I'm actually dealing with, as to the moment I keep guessing what is what ;)
I for one am only planning on an import script, no exportign. I've already researched about 90% of the file structure so it won't be long now.

Re: Watch_Dogs fat and dat archives

Posted: Wed Jun 04, 2014 10:36 am
by cra0
Oleg wrote:cool! Is this a vehicle replacement mod? I've got the game, but can't run it on my HD4830 card)))) Once I upgrade my video, I'll be able to see what I'm actually dealing with, as to the moment I keep guessing what is what ;)
Making a modelviewer/exporter tool for XBG/XBT to FBX/SMD/OBJ/IQM/DAE etc

Re: Watch_Dogs fat and dat archives

Posted: Wed Jun 04, 2014 10:51 am
by Chipicao
@Rick how does your tool work, does it just require valid path\filenames?

I reckon I could use my script to parse all geom files and get material filenames + .xbgmip files which usually have corresponding .xbg with the same name.
Is there any way to check if a filename is valid?

Re: Watch_Dogs fat and dat archives

Posted: Wed Jun 04, 2014 2:30 pm
by Gruselgurke
I'm more wondering if we indeed need all filenames to have a game that won't crash or if unknown files just get put back where they came from and we simply don't know their filename and filetype without trial and error.
I'm not getting much out of the source code that I understand.

Re: Watch_Dogs fat and dat archives

Posted: Wed Jun 04, 2014 3:10 pm
by Chipicao
At this point it's unknown if the game will even run unpacked without a modified exe.

Re: Watch_Dogs fat and dat archives

Posted: Wed Jun 04, 2014 3:14 pm
by Rick
Put modified files in clean patch.fat/dat, why is this hard?
Chipicao wrote:@Rick how does your tool work, does it just require valid path\filenames?

I reckon I could use my script to parse all geom files and get material filenames + .xbgmip files which usually have corresponding .xbg with the same name.
Is there any way to check if a filename is valid?
If its hash is present in a .fat, then it's valid. Look at RebuildFileLists.

Re: Watch_Dogs fat and dat archives

Posted: Wed Jun 04, 2014 3:16 pm
by Lennox775
Almost xml values remains in hash ID but I'm trying to modding them.
Here are a sample; police vehicles spawn as traffic :)
You can see more police vehicles and steal safely.


Image

Re: Watch_Dogs fat and dat archives

Posted: Wed Jun 04, 2014 3:17 pm
by Gruselgurke
@Chipicao
No I mean not unpacked but the repacked files.
The game runs with a repacked common.dat (and doesn't without a common.dat), though there were only about 30% of all files found in the common.dat when I tried this, so I'm wondering if the game just didn't need the unknown files in the first level of the game or if the pack.exe is putting the unknown files into the correct position in the archive for the engine to find them or if the engine doesn't even care about position and just need this hash filename that the unknown file names have to find the the file in the archive and the archives don't have a folder structure all.

Edit: @Rick
ah ok, so all that is needed is the valid hash for the file and the pack will have all valid files?

Re: Watch_Dogs fat and dat archives

Posted: Wed Jun 04, 2014 3:25 pm
by Rick
Gruselgurke wrote:@Chipicao
No I mean not unpacked but the repacked files.
The game runs with a repacked common.dat (and doesn't without a common.dat), though there were only about 30% of all files found in the common.dat when I tried this, so I'm wondering if the game just didn't need the unknown files in the first level of the game or if the pack.exe is putting the unknown files into the correct position in the archive for the engine to find them or if the engine doesn't even care about position and just need this hash filename that the unknown file names have to find the the file in the archive and the archives don't have a folder structure all.

Edit: @Rick
ah ok, so all that is needed is the valid hash for the file and the pack will have all valid files?
Pack tool can pack unknown files via the __UNKNOWN directory structure.

:!: Please stop repacking game archives! :!: You don't need to do that. Put modified files into a new patch.fat/dat archive.

Re: Watch_Dogs fat and dat archives

Posted: Thu Jun 05, 2014 1:46 pm
by Gnampf
Did someone know, where I can find the game music, like the radio tracks und mission tracks (e.g. Blume Bunker on act 2) ? I gonne love that music and wanna hear it more than one time :D

Thx for answer