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watch dogs 2 .dat .fat archive?

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paulscottttt
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Re: watch dogs 2 .dat .fat archive?

Post by paulscottttt »

can anyone remove the sunglasses and the bag?
i did try but have no idea how to repack the.lib
Last edited by paulscottttt on Wed Dec 28, 2016 2:10 pm, edited 1 time in total.
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Re: watch dogs 2 .dat .fat archive?

Post by guest12345 »

can anybody replace marcus with co op character 3? i've been trying to get it to work and i've had no luck, anybody willing to take a crack at it? (and if you end up doing it successfully, put the patch.dat/.fat up for download?)
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Re: watch dogs 2 .dat .fat archive?

Post by CobraGamer »

Does anyone know where the textures for the characters are located in WD2?
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Modifying weapons

Post by CobraGamer »

I managed to modify the AK47 weapon. I made a video too but it's not up-to-date. It now has 200 bullets per clip, infinite ammo, near to zero recoil, it destroys cars in one shot and can shoot through walls. It also sounds like the NewBoySerge sniper rifle.

Link to the video
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Re: watch dogs 2 .dat .fat archive?

Post by 089fe972 »

bit of a strange question, I really enjoy the art in this game and wanted to watch the videos again, wd2extract on videos.dat/fat resulted in 130 files named 0xA to 0xB, but I have no idea what they are, do they need to be converted to be played or viewed? according to the file lists posted in here they should be bik files but they don't appear to be mp4 format or bik or whatever, I'm guessing theres another step? tia.
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Re: watch dogs 2 .dat .fat archive?

Post by redcomet »

i wonder if we can edit the file to make our character get in any faction(fbi or sfpd .etc)

does anyone know which file refer to the spider tank?
just wanted to see if we can spawn a spider tank in free roma.(maybe using cars on demand?)
Last edited by Gh0stBlade on Wed Jan 11, 2017 4:25 pm, edited 1 time in total.
Reason: Double post merge.
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Re: watch dogs 2 .dat .fat archive?

Post by Xecutioner »

So forum is dead ? why nobody work for release a extractor for this game ?
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Re: watch dogs 2 .dat .fat archive?

Post by daemon1 »

because extractor was done long time ago
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Re: watch dogs 2 .dat .fat archive?

Post by Xecutioner »

daemon1 wrote:because extractor was done long time ago
done ? finish for people user or death ?

we juste want to modify some texture and other stuff like wd 1
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Re: watch dogs 2 .dat .fat archive?

Post by daemon1 »

extractor was released here, read the thread
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Re: watch dogs 2 .dat .fat archive?

Post by bouvrie »

volfin wrote:about the compression, this is the same problem Aluigi came across when unpacking another Ubisoft title, Far Cry: Primal. It also uses LZMA and an unknown LZ4. So that's something to keep in mind, perhaps some clues can be found in one game to benefit the other... http://www.zenhax.com/viewtopic.php?f=9&t=378#p11725
Probably a long shot, but I'm posting here to ask whether it would be possible to update Gibbed's Dunia2 tools to support the Far Cry: Primal compression? After reading Janne252's post on Far Cry Primal Modding, I have a hunch the game isn't all that different from Far Cry 4, aside from the incompatible compression scheme. So I thought: perhaps it's similar to the one used in Watch Dogs 2? I attached a sample dat/fat:
FarCryPrimal_multicommon_debug_dat.zip
I wouldn't know where to start trying to unpack the data, let alone update the Dunia tools. Seeing the great work that has been done here, perhaps someone (daemon1, Sir Kane?) could have a look and see if they can crack the compression?

Perhaps related, there are certain binary files Far Cry 4 uses, which can't be unpacked by Dunia either. Examples are the oasisstrings.bin (info here, on XeNTaX) and depload.dat (example here, along with what appears to be a sourcefile for them, somehow stored alongside in the main and dlc dat file). Perhaps the compression is the same in all cases?
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Re: watch dogs 2 .dat .fat archive?

Post by daemon1 »

bouvrie wrote:perhaps it's similar to the one used in Watch Dogs 2
Yes, I checked that before, and compression is the same. I will not update Dunia2 tools. I can make my own tool.
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Re: watch dogs 2 .dat .fat archive?

Post by bouvrie »

daemon1 wrote:Yes, I checked that before, and compression is the same. I will not update Dunia2 tools. I can make my own tool.
Wow, that would be really cool! Though I'd imagine it being quite some more work to support all features of the Dunia2 toolchain (Unpack, ConvertBinaryObject: decompiling binary files to XML for editing & dealing with casting BinHex to other types, then compiling them again, Pack, ConvertXML/RML), an Unpack+Pack would suffice provided Dunia2's ConvertBinaryObject is still compatible with the FC:Primal binary objects.

Are you by any chance referring to the Far Cry 4 depload files' compression as well? I think being able to edit that file could potentially unlock adding extra objects to the game, which would be a nice boost for moddability. :)
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Re: watch dogs 2 .dat .fat archive?

Post by daemon1 »

bouvrie wrote:ConvertBinaryObject
I didn't know about that feature. What it does? What files are those binary files?

Also, how can you say its "not different from Far Cry 4", when no single file was decompressed? It can be very different. And it usually is.
bouvrie wrote:Are you by any chance referring to the Far Cry 4 depload files' compression as well?
From what is said in the link you gave, LZO1x is used in them, its not the same type as in data files, but its known and can be easily decompressed, even the example is given there.
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Re: watch dogs 2 .dat .fat archive?

Post by bouvrie »

// Excuse me, this topic is going beyond Watch Dogs 2 a bit. Didn't want to hijack the thread. -bouvrie
daemon1 wrote:Also, how can you say its "not different from Far Cry 4", when no single file was decompressed? It can be very different. And it usually is.
Sorry, I'm looking at this from a game modder's perspective. From that view, it is known that Far Cry games released over the years have been re-using the engine framework, filenames, techniques. I.e. having filenames and strings stored and referred to by CRC(32b/64 ISO polynomial) hashes, filenames (i.e. "nomadobjecttemplates.fcb" game defining parameters being present in both FC3 and FC4) and game concepts. In case of Far Cry 4, they even still included remnants of Far Cry 3 code and assets, only some of which seem to be unused by the game. Since the controversy about the Far Cry Primal gameplay map reusing Far Cry 4's heightmaps, along with using the same filenames as FC4, I bet modding the game would turn out similar to Far Cry 4. :)
daemon1 wrote:
bouvrie wrote:Are you by any chance referring to the Far Cry 4 depload files' compression as well?
From what is said in the link you gave, LZO1x is used in them, its not the same type as in data files, but its known and can be easily decompressed, even the example is given there.
As for the oasisstrings file, the modding tool available there was intended for Far Cry 3 format. And for a while the FC4 oasisstrings could be (de-)compressed, but Ubi changed the compression in an update to the game. If you care, I upped the tool along with examples of the FC3 bin format and new FC4 compressed file here. The tool doesn't work on the depload file out of the box, I don't know if that's because of different compression or unexpected filetype (the tool wasn't designed for it).
daemon1 wrote:
bouvrie wrote:ConvertBinaryObject
I didn't know about that feature. What it does? What files are those binary files?
Short version (longer version here goes into more, including the Gibbed.Dunia2.ConvertXml.exe tool): Far Cry *.dat/fat pairs unpack to smaller files. Some of those binary files (usually *.FCB or *.BIN) can be converted to *.XML and detail the core mechanics of the game. ConvertBinaryObject allows to convert between binary <--> XML.
Also, the XML references data using hashes and BinHex values, i.e.:
FC4 file patch_hd.dat\entityarchetypeslibrary\7592896315570.ark.fcb, converted to raw XML:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<object hash="256A1FF9">
  <field hash="8EDB0295" type="BinHex">B240E3DBE7060000</field>
  <field hash="B435B769" type="BinHex">656E74697479617263686574797065736C6962726172795C373539323839363331353537302E61726B2E66636200</field>
  <field hash="2D90D933" type="BinHex">F1DC4190CB75E2EC</field>
  <field hash="FE11D138" type="BinHex">4643332F504B4D2E4D756C746900</field>
  <field hash="6EA390DB" type="BinHex">776561706F6E733A6663332F706B6D2E6D756C746900</field>
  <object hash="0984415E">
    <field hash="B9295CC7" type="BinHex">776561706F6E733A4643332F504B4D2E4D756C746900</field>
    <field hash="D2B3429E" type="BinHex">43456E7469747900</field>
    <field hash="1875AE89" type="BinHex">6750C950</field>
    <field hash="ADC3BD93" type="BinHex">22000000</field>
    <field hash="B554978A" type="BinHex">00</field>
    <field hash="B435B769" type="BinHex">656E74697479617263686574797065736C6962726172795C373539323839363331353537302E61726B2E66636200</field>
    <field hash="2D90D933" type="BinHex">F1DC4190CB75E2EC</field>
    <object hash="A115F62D">
      <object hash="049C7D70">
        <field hash="FEE21F0D" type="BinHex">00</field>
        <field hash="2A7BCA49" type="BinHex">67726170686963735C5F636F6D6D6F6E5C776561706F6E735C706B6D5C706B6D2E786D6C00</field>
        <field hash="9C39465B" type="BinHex">E3B40BC6959DA01C</field>
      </object>
  </object>
</object>
ConvertBinaryObject allows to further translate those BinHex values if you specify the type they should translate to, in a separate XML file used for decoding. The above file would then translate to:
FC4 file patch_hd.dat\entityarchetypeslibrary\7592896315570.ark.fcb, converted to named and typecasted XML:

Code: Select all

<object hash="256A1FF9">
  <field name="disLibItemId" type="Id64">7592896315570</field>
  <field hash="B435B769" type="String">entityarchetypeslibrary\7592896315570.ark.fcb</field>
  <field hash="2D90D933" type="UInt64">17427876748161573612</field>
  <field name="Name" type="StringId">FC3/PKM.Multi</field>
  <field hash="6EA390DB" type="String">weapons:fc3/pkm.multi</field>
  <object name="Entity">
    <field name="hidName" type="StringId">weapons:FC3/PKM.Multi</field>
    <field name="text_hidEntityClass" type="String">CEntity</field>
    <field name="hidEntityClass" type="Hash32">6750C950</field>
    <field name="hidResourceCount" type="Int32">34</field>
    <field name="hidConstEntity" type="Boolean">False</field>
    <field hash="B435B769" type="String">entityarchetypeslibrary\7592896315570.ark.fcb</field>
    <field hash="2D90D933" type="UInt64">17427876748161573612</field>
    <object name="Components">
      <object name="CFileDescriptorComponent">
        <field name="hidHasAliasName" type="Boolean">False</field>
        <field name="text_fileName" type="String">graphics\_common\weapons\pkm\pkm.xml</field>
        <field name="fileName" type="BinHex">E3B40BC6959DA01C</field>
      </object>
  </object>
</object>
By the way, that XML is a snippet of the Far Cry 4 file "patch_hd.dat\entityarchetypeslibrary\7592896315570.ark.fcb", added in a later game patch to FC4. See how it blatantly reuses "weapons:fc3/pkm.multi" from Far Cry 3 in Far Cry 4? That's why I believe Far Cry Primal would perhaps feature different compression, but the concepts for further modding should be the same. :)

One thing I noticed with Sir Kane's Watch Dogs 2 extractor, is that it manages to translate the filepath/name hashes from the dat/fat into the actual filenames. The Dunia2 toolset used for Far Cry modding doesn't, and instead uses filelists for modders to dictionary attack them. With no match, the CRC64 hash is used as a filename. It would be very cool if that trick can be reproduced with Far Cry 4 (and/or Primal), because at this time, the Far Cry 4 modders' dictionary understands about 102469/357260 (28%) of Far Cry 4's filelist.
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