Watch Dogs XBG models
-
Szkaradek123
- 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
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
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.
-
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
It could as well be vertex coloring even though it seems rather unlikely it uses it like that.
- HeliosAI
- 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
@ 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?
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?
- HeliosAI
- 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
@ 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 ><
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 ><
- cra0
- 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
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 scaleWobble wrote:Since he hasn't posted any information about it, I can't assume he figured out how WatchDog animation works.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.
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.
