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Watch Dogs XBG models

Posted: Mon Jun 16, 2014 11:09 pm
by Wobble
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Re: Watch Dogs XBG models

Posted: Wed Jun 18, 2014 3:22 am
by Gh0stBlade
The format is fairly simple.... I was working on a Noesis importer but it seems those other folks have beaten me and have done an excellent job with getting it imported into Max. I suggest you wait for that but the alignment is as simple as:

Code: Select all

bs.seek(((bs.tell() + 0x3) & ~0x3), NOESEEK_ABS)
:lol:

Re: Watch Dogs XBG models

Posted: Wed Jun 18, 2014 7:57 pm
by Wobble
[out]

Re: Watch Dogs XBG models

Posted: Wed Jun 18, 2014 8:16 pm
by Wobble
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Re: Watch Dogs XBG models

Posted: Wed Jun 18, 2014 10:52 pm
by Gh0stBlade
Just look here viewtopic.php?f=10&t=11534&start=150

They are working on it, no point in multiple people working on the same thing. Just port the code when it's done or do whatever when it's released 8D

Re: Watch Dogs XBG models

Posted: Thu Jun 19, 2014 11:55 am
by Wobble
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Re: Watch Dogs XBG models

Posted: Fri Jun 20, 2014 2:07 am
by Wobble
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Re: Watch Dogs XBG models

Posted: Sat Jun 21, 2014 10:40 pm
by Wobble
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Re: Watch Dogs XBG models

Posted: Sun Jun 22, 2014 4:41 am
by Wobble
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Re: Watch Dogs XBG models

Posted: Sun Jun 22, 2014 6:44 am
by huckleberrypie
Any plans on importing them back ingame? Format seems simple enough from what I heard, so I'd be more than glad to shove in new cars and characters in WD.

Re: Watch Dogs XBG models

Posted: Sun Jun 22, 2014 7:04 pm
by Wobble
[out]

Re: Watch Dogs XBG models

Posted: Fri Jun 27, 2014 9:45 pm
by Wobble
[out]

Re: Watch Dogs XBG models

Posted: Sat Jun 28, 2014 1:52 am
by huckleberrypie
Wobble wrote:btw, the above forum pics are from my own importer. Somebody is posting my pics on another forum and claiming otherwise:
http://facepunch.com/showthread.php?t=1404303

Does anyone here care to discuss the XBG format further, as I still have many questions about it.
It's unusally quiet.
From what I've read the one who posted about your importer didn't seem to claim the stuff as theirs. He only referred to your tool in response to a question about ripping XBGs off Watch Dogs.

Re: Watch Dogs XBG models

Posted: Sat Jun 28, 2014 2:51 am
by Wobble
[out]

Re: Watch Dogs XBG models

Posted: Sat Jun 28, 2014 3:58 am
by huckleberrypie
Wobble wrote:
huckleberrypie wrote:
Wobble wrote:btw, the above forum pics are from my own importer. Somebody is posting my pics on another forum and claiming otherwise:
http://facepunch.com/showthread.php?t=1404303

Does anyone here care to discuss the XBG format further, as I still have many questions about it.
It's unusally quiet.
From what I've read the one who posted about your importer didn't seem to claim the stuff as theirs. He only referred to your tool in response to a question about ripping XBGs off Watch Dogs.
No, but I found that forum post misleading.

There are no Max scripts that import Watch Dogs XBG models.
Those pics come from my importer, and not some other Max script, which he points a link to somewhere else.

Farcry 3 XBG files are totally different that Watch Dogs XBG files.

Hmmm...maybe next time I will put a watermark on my pics. :D
Seems so, although to clarify what you said, there aren't any Max/Blender/whatever scripts or plugins for Watch Dogs XBGs yet. Disrupt's similarity to Dunia 2.x might have helped with reverse-engineering, but yeah they seem to be different enough to be considered as a Dunia derivative, let alone CryEngine.