The Crew 1/2 tool for models - cars, characters etc
Drop .XBG file onto the tool, use command line or batch convert them.
This will make properly converted models with skeletons and all parts placed to their bones and having weights.
Note that this tool only converts individual XBG files, and both cars and characters are combined from multiple XBG parts, to support many different combinations. Like premium hoods/bumpers etc for cars, and outfits for characters/NPCs. Finding these parts for particular car/char will require parsing archetype files, I will provide tools for that soon.
Examples of complete models:
Characters:
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
The Crew 1/2 models tool
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The Crew 1/2 models tool
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Re: The Crew 1/2 models tool
Thanks for the tool! I can't wait for renamed tool for this game by you. I have question, it's possible to convert parts in fbx format? ASCII for me isn't perfect format.
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Re: The Crew 1/2 models tool
1 - what do you mean under "renamed tool" ?
2 - yes, you can use noesis to convert ascii to fbx, but no guarantee it will work correct because fbx isn't good format at all
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Re: The Crew 1/2 models tool
This files after dumped using last version of DAT Unpacker, I looking renamed, other tool but I didn't find.
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Re: The Crew 1/2 models tool
You will not need to rename them. Game access files by these hashes. My tool will gather all needed parts for each car and convert them:
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Re: The Crew 1/2 models tool
You need to avoid the DAT Unpacker by Ekey, we recently discovered its NOT extracting properly, especially vehicles patch archive, not sure if other archives have same issue, since Ekey will never update it, you must use the quickbms script for that located here:
https://aluigi.altervista.org/bms/fat2_fat3.bms
Also, names will NOT help you here as the tools require to have HASH names.
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Re: The Crew 1/2 models tool
Tools to work with archetype files to get cars/characters combined.
First, get archetype files:
entity\generated\archetypes.entities.bin - main big archetype
entity\generated\server_archetypes.entities.bin - server archetype
Then we need to make a "cache" for archetypes:
crewact_cache.exe - Drop archetypes on it, and it will create 2 cache files: a list of all branches, and all entities in the tree, so it can be loaded and used fast from now on.
. If cache files already created, it will exit.
. list.txt is required to work (for this tool and all others below)
------- cars ------
crewact_cartables.exe - create a list of all car tables (from main archetype)
. this will also take 30 seconds, because it will have to parse whole tree
. you can hex-edit this list to work with only 1 car or selected cars
crewact_carmodels.exe - output a list of car models (from server archetype)
. list will be output to console, save it as models.txt
example: crewact_carmodels.exe server_archetypes.entities.bin > models.txt
important note: remove incorrect entries in the end, if there will be any
crewact_cars.exe - create .BAT files for all cars based on the tables (from main archetype)
. these files will have part lists for all cars based on the tables
. also outputs all tree entities related to those car parts to console
. models.txt is required in the same folder to work
crewact_cars_noout.exe - same tool, just no output to console
important note2: models.txt will only work for The Crew 2, so for The Crew 1 if you leave it empty, you can get BAT files, but no car names
------- avatars ------
crewact_avatartables.exe - create a list of all avatar tables (from main archetype)
. this will also take 30 seconds, because it will have to parse whole tree
. you can hex-edit this list too
crewact_avatars.exe - create .BAT files for all avatars based on the tables (from main archetype)
. these files will have part lists for all characters based on the tables
. also outputs all tree entities related to console
crewact_avatars_noout.exe - same tool, just no output to console
------- convertion ---------
After that, you can put these BAT files in a folder where you have XBG files, and run them there, it will copy parts for specific cars to their folders. Then you can convert them with model tool.
First, get archetype files:
entity\generated\archetypes.entities.bin - main big archetype
entity\generated\server_archetypes.entities.bin - server archetype
Then we need to make a "cache" for archetypes:
crewact_cache.exe - Drop archetypes on it, and it will create 2 cache files: a list of all branches, and all entities in the tree, so it can be loaded and used fast from now on.
. If cache files already created, it will exit.
. list.txt is required to work (for this tool and all others below)
------- cars ------
crewact_cartables.exe - create a list of all car tables (from main archetype)
. this will also take 30 seconds, because it will have to parse whole tree
. you can hex-edit this list to work with only 1 car or selected cars
crewact_carmodels.exe - output a list of car models (from server archetype)
. list will be output to console, save it as models.txt
example: crewact_carmodels.exe server_archetypes.entities.bin > models.txt
important note: remove incorrect entries in the end, if there will be any
crewact_cars.exe - create .BAT files for all cars based on the tables (from main archetype)
. these files will have part lists for all cars based on the tables
. also outputs all tree entities related to those car parts to console
. models.txt is required in the same folder to work
crewact_cars_noout.exe - same tool, just no output to console
important note2: models.txt will only work for The Crew 2, so for The Crew 1 if you leave it empty, you can get BAT files, but no car names
------- avatars ------
crewact_avatartables.exe - create a list of all avatar tables (from main archetype)
. this will also take 30 seconds, because it will have to parse whole tree
. you can hex-edit this list too
crewact_avatars.exe - create .BAT files for all avatars based on the tables (from main archetype)
. these files will have part lists for all characters based on the tables
. also outputs all tree entities related to console
crewact_avatars_noout.exe - same tool, just no output to console
------- convertion ---------
After that, you can put these BAT files in a folder where you have XBG files, and run them there, it will copy parts for specific cars to their folders. Then you can convert them with model tool.
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Last edited by daemon1 on Sun Jan 09, 2022 10:11 am, edited 3 times in total.
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Re: The Crew 1/2 models tool
this list.txt is a test file, but it contains enough strings that will make tools work
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Re: The Crew 1/2 models tool
Character table system explanation.
Their "inheritance" system is not still clear to me, so i did what i could, and thats why some characters have extra arms/legs etc.
In the archetype tree they have 3 levels of data: tables, slots and renderparts.
1. there are 385 different tables and i'm working from that. Table has a list of slots ("upper body", "feet", "head" etc).
And also each table has its parents (where it can inherit more occupied slots). So i'm collecting all slots from a table and all its parents.
2. slots
Each slot has a list of renderparts. Again, each slot can have parents. So again, i'm collecting all data for particular slot and all its parents and getting a list of renderparts.
3. renderparts
Each part is a mesh description and it contains a link to geometry resource, just like in cars. But this time i'm NOT looking for its parents because it seems they have no inherited data. I may be wrong though.
4. So after I gather all these, i'm making an output of all resources i've found in a BAT file
Their "inheritance" system is not still clear to me, so i did what i could, and thats why some characters have extra arms/legs etc.
In the archetype tree they have 3 levels of data: tables, slots and renderparts.
1. there are 385 different tables and i'm working from that. Table has a list of slots ("upper body", "feet", "head" etc).
And also each table has its parents (where it can inherit more occupied slots). So i'm collecting all slots from a table and all its parents.
2. slots
Each slot has a list of renderparts. Again, each slot can have parents. So again, i'm collecting all data for particular slot and all its parents and getting a list of renderparts.
3. renderparts
Each part is a mesh description and it contains a link to geometry resource, just like in cars. But this time i'm NOT looking for its parents because it seems they have no inherited data. I may be wrong though.
4. So after I gather all these, i'm making an output of all resources i've found in a BAT file
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Re: The Crew 1/2 models tool
After long fight to understood this, finally I get model but after I converted to .obj using Nosesis with XNAaraL plugin, body didn't have UV and have problem with smooth of mesh. Other parts didn't have problem with UV.
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Re: The Crew 1/2 models tool
Avoid Noesis at ALL costs, you MUST use Blender.
There is no proper script for ASCIIs for Noesis, or 3dsMax for that matter, only for Blender.
https://github.com/johnzero7/XNALaraMesh
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Re: The Crew 1/2 models tool
Car body parts do NOT have UVs, because they dont use any textures, they dont need them. They are solid colored parts.
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Re: The Crew 1/2 models tool
A tool to scale wheels (rims/tyres)
Its the same tool, you can still use it for ALL models.
if you run it with no parameters, it will think its a usual model
if you run it with 2 parameters, it will think its a tyre
if you run it with 1 parameter, it will think its a rim
because naturally, rims and tyres have to be scaled differently
for rim scaling 1 parameter:
1. rim size in inches
for tyre scaling 2 parameters:
1. rim size in inches
2. thickness relative scale
meaning scale 1 will not change thickness, scale 2 will make it 2x times thicker
examples, from pictures above, left to right
CrewModel.exe tyre.xbg
standard tyre R18
CrewModel.exe tyre.xbg 20 0,5
it will scale standard r18 tyre to R20 and make it 2 times thinner
CrewModel.exe tyre.xbg 25 2
it will scale standard r18 tyre to R25 and make it 2 times thicker
CrewModel.exe rim.xbg 25
will scale standard rim to R25
Its the same tool, you can still use it for ALL models.
if you run it with no parameters, it will think its a usual model
if you run it with 2 parameters, it will think its a tyre
if you run it with 1 parameter, it will think its a rim
because naturally, rims and tyres have to be scaled differently
for rim scaling 1 parameter:
1. rim size in inches
for tyre scaling 2 parameters:
1. rim size in inches
2. thickness relative scale
meaning scale 1 will not change thickness, scale 2 will make it 2x times thicker
examples, from pictures above, left to right
CrewModel.exe tyre.xbg
standard tyre R18
CrewModel.exe tyre.xbg 20 0,5
it will scale standard r18 tyre to R20 and make it 2 times thinner
CrewModel.exe tyre.xbg 25 2
it will scale standard r18 tyre to R25 and make it 2 times thicker
CrewModel.exe rim.xbg 25
will scale standard rim to R25
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Re: The Crew 1/2 models tool
aweseome!
transforming the tires will help on the monstertrucks
delorean is using 25 inches rims
testing around with the thickness also affects the thread
used 1 - 3 - 5 on the first images and scaled them on the x axis - value of 4 almost matches ingame - still need some more tweaks
https://imgur.com/a/KKJk3Uw
https://imgur.com/y2lR2V3
https://imgur.com/0LJkNzn
https://imgur.com/31SVTq7
https://imgur.com/XDqSVdn
transforming the tires will help on the monstertrucks
delorean is using 25 inches rims
testing around with the thickness also affects the thread
used 1 - 3 - 5 on the first images and scaled them on the x axis - value of 4 almost matches ingame - still need some more tweaks
https://imgur.com/a/KKJk3Uw
https://imgur.com/y2lR2V3
https://imgur.com/0LJkNzn
https://imgur.com/31SVTq7
https://imgur.com/XDqSVdn