Important information: this site is currently scheduled to go offline indefinitely by end of the year.
watch dogs 2 .dat .fat archive?
-
- M-M-M-Monster veteran
- Posts: 1823
- Joined: Wed Mar 31, 2010 6:54 am
- Has thanked: 92 times
- Been thanked: 1058 times
Re: watch dogs 2 .dat .fat archive?
Updated list, added ~51083 > (207957) > http://www4.zippyshare.com/v/iGDypDyX/file.html
My Github repo
-
- M-M-M-Monster veteran
- Posts: 1823
- Joined: Wed Mar 31, 2010 6:54 am
- Has thanked: 92 times
- Been thanked: 1058 times
Re: watch dogs 2 .dat .fat archive?
One more, added ~34757> (242714) > http://www6.zippyshare.com/v/H8To8RZy/file.html
My Github repo
Re: watch dogs 2 .dat .fat archive?
The uncompressed chunk at the end of the compressed data is actually required, since the compressed data is loaded into the end of the output buffer and decompression keeps going while src pointer < dest pointer.
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2870 times
Re: watch dogs 2 .dat .fat archive?
Not really. And for most files its actually not present. In most cases, last compressed data (after decompression) will end exactly at the end of the buffer.Sir Kane wrote:The uncompressed chunk at the end of the compressed data is actually required
Re: watch dogs 2 .dat .fat archive?
Added a tool to repack (doesn't compress) and merged my filelist with Ekey's.
http://sktest.aruarose.com/WD2FatTools_v002.7z
http://sktest.aruarose.com/WD2FatTools_v002.7z
-
- M-M-M-Monster veteran
- Posts: 1823
- Joined: Wed Mar 31, 2010 6:54 am
- Has thanked: 92 times
- Been thanked: 1058 times
Re: watch dogs 2 .dat .fat archive?
Texture converter (XBT to DDS) > http://cra0kalo.com/public/xbt2dds.zip
My Github repo
Re: watch dogs 2 .dat .fat archive?
Yes, files can be either compressed or uncompressed, with the latter mostly being used for really small files.
-
- advanced
- Posts: 40
- Joined: Sat Dec 03, 2016 4:35 am
- Has thanked: 7 times
- Been thanked: 5 times
Re: watch dogs 2 .dat .fat archive?
pardon me,may i ask how to pack it,i dragged both the folder and fat and dat files to wd2pack.exe,but nothing happenSir Kane wrote:Yes, files can be either compressed or uncompressed, with the latter mostly being used for really small files.
-
- beginner
- Posts: 20
- Joined: Sat Sep 20, 2014 10:20 am
- Has thanked: 2 times
- Been thanked: 1 time
Re: watch dogs 2 .dat .fat archive?
So do you think we'd be able to extract common.fat/dat , convert it to xml, modify, convert it back to binary, and then pack it back and have it run, or are some of those steps still imperfect?
*edit just did a simple extract, repack with no changes, and start the game and that worked.
Does anyone know which files affect the player model? I know in Watch Dogs 1 there was the aiden outfit items, but in this one I guess the main character has various parts of items he can equip.
*edit just did a simple extract, repack with no changes, and start the game and that worked.
Does anyone know which files affect the player model? I know in Watch Dogs 1 there was the aiden outfit items, but in this one I guess the main character has various parts of items he can equip.
-
- advanced
- Posts: 40
- Joined: Sat Dec 03, 2016 4:35 am
- Has thanked: 7 times
- Been thanked: 5 times
Re: watch dogs 2 .dat .fat archive?
graphickit_models handles the npc modeldisastorm wrote:So do you think we'd be able to extract common.fat/dat , convert it to xml, modify, convert it back to binary, and then pack it back and have it run, or are some of those steps still imperfect?
*edit just did a simple extract, repack with no changes, and start the game and that worked.
Does anyone know which files affect the player model? I know in Watch Dogs 1 there was the aiden outfit items, but in this one I guess the main character has various parts of items he can equip.
items handles the clothing model
that's what i know
-
- beginner
- Posts: 20
- Joined: Sat Sep 20, 2014 10:20 am
- Has thanked: 2 times
- Been thanked: 1 time
Re: watch dogs 2 .dat .fat archive?
Yea, the very last section in the xml for graphickit characters ( hash 0FEF3467 ) are their graphickit_part ids. Not sure how to link it with the clothes though.
-
- advanced
- Posts: 40
- Joined: Sat Dec 03, 2016 4:35 am
- Has thanked: 7 times
- Been thanked: 5 times
Re: watch dogs 2 .dat .fat archive?
I have done some experiments on the clothing model,trying to replace a biker jacket to a police shirt.disastorm wrote:Yea, the very last section in the xml for graphickit characters ( hash 0FEF3467 ) are their graphickit_part ids. Not sure how to link it with the clothes though.
unfortunately,the game just automatically closed after loading into the game.
FYI http://forums.guru3d.com/showthread.php?t=402960
although that post is outdated since the clothing system is totally changed in wd2,some of the contents are still worth reading.
-
- beginner
- Posts: 20
- Joined: Sat Sep 20, 2014 10:20 am
- Has thanked: 2 times
- Been thanked: 1 time
Re: watch dogs 2 .dat .fat archive?
Hm I was able to find references to the graphickit_part ids in the Clothing item xmls, but when I changed them to something else, it didn't change in the game. It really is quite puzzling to me that changing all references to the graphickit_part didn't change it in the game, unless its not using the xml file I changed. Here is what I did to see if anyone has any ideas:redcomet wrote:I have done some experiments on the clothing model,trying to replace a biker jacket to a police shirt.disastorm wrote:Yea, the very last section in the xml for graphickit characters ( hash 0FEF3467 ) are their graphickit_part ids. Not sure how to link it with the clothes though.
unfortunately,the game just automatically closed after loading into the game.
FYI http://forums.guru3d.com/showthread.php?t=402960
although that post is outdated since the clothing system is totally changed in wd2,some of the contents are still worth reading.
At the bottom of the items/Clothing_Rewards.ClothesBox.Torso.CyberDriver_Torso01.xml
Code: Select all
<object hash="73642E5E">
<field hash="6816806D" type="BinHex">05</field>
<field hash="71C8840A" type="BinHex">C35E7D8F04000080</field>
<field hash="D935FAD9" type="BinHex">28088AE703000080</field>
<field hash="14088DCA" type="BinHex">FF</field>
<field hash="1DF0076D" type="BinHex">FFFFFFFFFFFFFFFF</field>
<field hash="730D0113" type="BinHex">FFFFFFFFFFFFFFFF</field>
<field hash="7E23AAAE" type="BinHex">67726170686963735C6D6F64656C735C3078383030303030303365373861303832392E6D6F64656C00</field>
<field hash="A849532C" type="BinHex">F0C2D5B6F2C645BA</field>
<object hash="37CF95BD">
<field hash="2BE15935" type="BinHex">FFFFFFFF</field>
<field hash="5177A0C7" type="BinHex">000000000000000000000000</field>
<field hash="99298BDA" type="BinHex">000000000000000000000000</field>
<field hash="FC176C73" type="BinHex">0000803F0000803F0000803F</field>
</object>
Here are 2 values found in graphickit_parts:
$ grep "F0C2D5B6F2C645BA" ./*
./W2CH_PAR_avat_ma_tor.fill_ma_tor_jacket01_opentshirt_REWARD_JimmySiska.xml: <field hash="E4556387" type="BinHex">F0C2D5B6F2C645BA</field>
$ grep "28088AE703000080" ./*
./W2CH_PAR_avat_ma_tor.fill_ma_tor_jacket01_opentshirt_REWARD_JimmySiska.xml: < field hash="1FE8D41C" type="BinHex">28088AE703000080</field>
./W2CH_PAR_avat_ma_tor.fill_ma_tor_jacket01_opentshirt_REWARD_JimmySiska.xml: < field hash="389F6DA7" type="BinHex">28088AE703000080</field>
I replaced these in the original items/Clothing_Rewards.ClothesBox.Torso.CyberDriver_Torso01.xml with values from a different torso graphickit_part,
but in the game the item still looks exactly the same. I did verify that it was indeed reading my new common.dat/fat.
There doesn't seem to be any other graphickit_part references in that file, so the only thing I can think of is that the game doesn't actually use this file the way I was thinking it did.
*edit, I even changed the actual graphickit_part xml file , copy pasted over almost the whole thing and it still didn't seem to do anything... its really bizzare.
*edit oh i think its because i'm changing common, i should try changing the patch file.