Watch Dogs XBG models

Post questions about game models here, or help out others!
Szkaradek123
mega-veteran
mega-veteran
Posts: 293
Joined: Wed May 05, 2010 8:21 pm
Location: Poland Głogów
Has thanked: 21 times
Been thanked: 619 times

Re: Watch Dogs XBG models

Post by Szkaradek123 » Sat Jun 28, 2014 6:59 pm

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
You do not have the required permissions to view the files attached to this post.
Last edited by Szkaradek123 on Sat Oct 25, 2014 2:43 pm, edited 2 times in total.

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: Watch Dogs XBG models

Post by Wobble » Sat Jun 28, 2014 10:48 pm

[out]
Last edited by Wobble on Sat Mar 11, 2017 1:11 pm, edited 1 time in total.

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: Watch Dogs XBG models

Post by Wobble » Sun Jun 29, 2014 5:54 am

[out]
Last edited by Wobble on Sat Mar 11, 2017 1:12 pm, edited 1 time in total.

TGE
veteran
Posts: 109
Joined: Wed Jun 04, 2014 7:48 pm
Location: Netherlands
Has thanked: 20 times
Been thanked: 33 times
Contact:

Re: Watch Dogs XBG models

Post by TGE » Mon Jun 30, 2014 10:15 am

It could as well be vertex coloring even though it seems rather unlikely it uses it like that.

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: Watch Dogs XBG models

Post by Wobble » Mon Jun 30, 2014 8:02 pm

[out]
Last edited by Wobble on Sat Mar 11, 2017 1:12 pm, edited 1 time in total.

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: Watch Dogs XBG models

Post by Wobble » Mon Jun 30, 2014 11:24 pm

[out]
Last edited by Wobble on Sat Mar 11, 2017 1:12 pm, edited 1 time in total.

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: Watch Dogs XBG models

Post by Wobble » Tue Jul 01, 2014 6:24 am

[out]
Last edited by Wobble on Sat Mar 11, 2017 1:12 pm, edited 1 time in total.

User avatar
HeliosAI
mega-veteran
mega-veteran
Posts: 165
Joined: Wed Nov 17, 2010 2:57 pm
Has thanked: 149 times
Been thanked: 53 times

Re: Watch Dogs XBG models

Post by HeliosAI » Tue Jul 01, 2014 10:36 am

@ 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?

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: Watch Dogs XBG models

Post by Wobble » Tue Jul 01, 2014 4:05 pm

[out]
Last edited by Wobble on Sat Mar 11, 2017 1:12 pm, edited 1 time in total.

User avatar
HeliosAI
mega-veteran
mega-veteran
Posts: 165
Joined: Wed Nov 17, 2010 2:57 pm
Has thanked: 149 times
Been thanked: 53 times

Re: Watch Dogs XBG models

Post by HeliosAI » Wed Jul 02, 2014 12:13 am

@ 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 ><

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: Watch Dogs XBG models

Post by Wobble » Wed Jul 02, 2014 3:17 am

[out]
Last edited by Wobble on Sat Mar 11, 2017 1:10 pm, edited 1 time in total.

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: Watch Dogs XBG models

Post by Wobble » Sat Jul 05, 2014 8:23 pm

[out]
Last edited by Wobble on Sat Mar 11, 2017 1:10 pm, edited 1 time in total.

User avatar
cra0
ultra-veteran
ultra-veteran
Posts: 435
Joined: Fri Apr 27, 2012 9:37 am
Has thanked: 29 times
Been thanked: 185 times
Contact:

Re: Watch Dogs XBG models

Post by cra0 » Mon Jul 07, 2014 9:47 pm

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

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: Watch Dogs XBG models

Post by Wobble » Mon Jul 07, 2014 11:16 pm

[out]
Last edited by Wobble on Sat Mar 11, 2017 1:10 pm, edited 1 time in total.

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: Watch Dogs XBG models

Post by Wobble » Tue Jul 08, 2014 4:48 am

[out]
Last edited by Wobble on Sat Mar 11, 2017 1:10 pm, edited 1 time in total.

Post Reply