Far Cry Instincts .xbg

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shakotay2
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Re: Far Cry Instincts .xbg

Post by shakotay2 » Thu Mar 31, 2016 6:44 am

collision mesh also contained:
boat_hull.jpg
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
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Re: Far Cry Instincts .xbg

Post by StreamThread » Thu Mar 31, 2016 7:28 am

Wobble wrote:
Ok, if you can't find it, nevermind. That is a texture of a person's helmet, btw.
Just most part of textures in very small resolution. Besides checking UVW's of models, it dont need in principle. Because in PC Far Cry 1 game are used the same textures in original, biggest, resolutions, so the conclusion suggests itself :wink:

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Re: Far Cry Instincts .xbg

Post by maharnavi » Thu Mar 31, 2016 7:34 am

Hello could anyone please help me regarding infinite crisis.I have the latest version and i want to decompress some model and animation files from that game.the file extensions are .rp and .pck please can anyone help me regarding this matter

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Re: Far Cry Instincts .xbg

Post by Acewell » Thu Mar 31, 2016 8:38 am

StreamThread wrote:After unpacking, all models, textures and other gamefiles are in garbage of *.dat files, and each of this files should be identified manually.
Textures with DXT 3\DXT 5 compression. TextureFinder_v21 open it, but with some artefacts.

Unpacked level Training_00: http://www.mediafire.com/download/hz3kd ... raining.7z
I made a Noesis plugin that will open your dat textures :D
tex_FarCryInstincts_xbt-dat.zip
it supports the dxt1 and dxt5 textures
i think less than half of those dat files are actually textures though (:
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Re: Far Cry Instincts .xbg

Post by StreamThread » Thu Mar 31, 2016 2:13 pm

AceWell wrote:
StreamThread wrote: I made a Noesis plugin that will open your dat textures :D
tex_FarCryInstincts_xbt-dat.zip
it supports the dxt1 and dxt5 textures
i think less than half of those dat files are actually textures though (:
Great!

Thanks a lot :)

Among *.dat also can be:
*.xba files (Xbox Animation), *.bin (Maybe some binary animations, or anim info. Also it is can be analogs of *.cal files - animations lists from FC1, but binaries), and other map info files.

Reliable filenames with extensions and all pathes can be found in *.NFO files of Paradise Lost - arcade port of Far Cry Instincts.
Im already created the topic in archives research thread. If someone will modify Far Cry Evolution BMS script for using info from this files, it would make a unpack is very simple.

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Re: Far Cry Instincts .xbg

Post by Wobble » Sat Apr 02, 2016 10:58 pm

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:41 am, edited 1 time in total.

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Re: Far Cry Instincts .xbg

Post by StreamThread » Sun Apr 03, 2016 7:01 pm

Wobble wrote:There are several .dat files that are models.
I don't understand why these haven't been renamed to .xbg.
I might have missed some, thanks.
And i not rename all extensions before when i upload this unpacked level. All files with names - it's models.

Btw, characters models don't have multiply mesh files or something, what can be looks like Morphing data? (Characters face expressions morphing)

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Re: Far Cry Instincts .xbg

Post by Wobble » Mon Apr 04, 2016 4:24 pm

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:41 am, edited 1 time in total.

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Re: Far Cry Instincts .xbg

Post by StreamThread » Wed Apr 06, 2016 5:47 pm

Wobble wrote:
merc.JPG
I see you already writing a plugin\scripts\importer for some 3d viewer\editor program (Noesis?)
Maybe you can share it, if it already can load static meshes?

In principle, for me while would be enough any importer/converter only meshes from xbg. H2O still quite difficult for me =(
In the first, i want to import environments and decorations models (buildings, props, etc.). Sry for my English :~
Last edited by StreamThread on Thu Apr 21, 2016 7:06 pm, edited 1 time in total.

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Re: Far Cry Instincts .xbg

Post by Wobble » Wed Apr 06, 2016 8:47 pm

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:40 am, edited 1 time in total.

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Re: Far Cry Instincts .xbg

Post by Wobble » Fri Apr 08, 2016 1:48 am

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:40 am, edited 1 time in total.

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Re: Far Cry Instincts .xbg

Post by Deathdoor » Wed May 11, 2016 5:38 pm

Wobble wrote:Ok, here's a plugin for uu3d.
Sorry, but what is uu3d? Can you make plugin for 3Dmax or Maya. Even without bones. I can rig it myself.
And can it work with far cry 2/3/4 .xbg files? if need i can send some.

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Re: Far Cry Instincts .xbg

Post by StreamThread » Fri May 13, 2016 7:13 pm

Deathdoor wrote:
Wobble wrote:Ok, here's a plugin for uu3d.
And can it work with far cry 2/3/4 .xbg files? if need i can send some.
It is will not work with other Far Cry .xbg files. For Far Cry 3-4 exist other scripts. There is topic: viewtopic.php?f=16&t=12339&hilit=xbg

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Re: Far Cry Instincts .xbg

Post by Wobble » Fri May 13, 2016 8:27 pm

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:40 am, edited 1 time in total.

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Re: Far Cry Instincts .xbg

Post by devmode » Fri Jun 17, 2016 9:05 am

AceWell wrote: I made a Noesis plugin that will open your dat textures :D
tex_FarCryInstincts_xbt-dat.zip
it supports the dxt1 and dxt5 textures
i think less than half of those dat files are actually textures though (:
Some XBT textures not opening.
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