Far Cry 6 model tool will be posted here after some testing
Currently supports all skeletal & static models.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Far Cry 6 model tool
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Far Cry 6 model tool
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Last edited by daemon1 on Thu Aug 11, 2022 6:27 pm, edited 1 time in total.
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Re: Far Cry 6 model tool
Tool posted.
Usage: drop .XBG file onto the tool, use command line, or create batch.
Special option for universal heads which need facial bones applied from separate files:
First, XBG file as usual. It will have positions/rotations for all bones of a mesh.
Then .item.Bwsk files. You can convert them to readable format as usual FCB file. They have a full description of model parts (.XBG meshes), all skeletons combined, all their bones, materials override, etc, and also in the end there will be a link to .dpdx (facial pose definition). These .dpdx files have final facial bones positions/rotations.
To convert such universal head, provide 2 or more parameters: XBG, and then all BWSK & DPDX files you want to apply.
This will create a "face-fixing" .SMD file with data from all files, in the order you place them in command line.
Bone pos/rot from each next file will OVERWRITE previous values.
Usually, faces need 3 files: XBG, BWSK, DPDX.
For example for Vaas:
Usage: drop .XBG file onto the tool, use command line, or create batch.
Special option for universal heads which need facial bones applied from separate files:
First, XBG file as usual. It will have positions/rotations for all bones of a mesh.
Then .item.Bwsk files. You can convert them to readable format as usual FCB file. They have a full description of model parts (.XBG meshes), all skeletons combined, all their bones, materials override, etc, and also in the end there will be a link to .dpdx (facial pose definition). These .dpdx files have final facial bones positions/rotations.
To convert such universal head, provide 2 or more parameters: XBG, and then all BWSK & DPDX files you want to apply.
This will create a "face-fixing" .SMD file with data from all files, in the order you place them in command line.
Bone pos/rot from each next file will OVERWRITE previous values.
Usually, faces need 3 files: XBG, BWSK, DPDX.
For example for Vaas:
Code: Select all
FC6Model.exe fct_hed_shr_average_01_m.xbg dlc_char501_01_m.item.bwsk fct_fac_dlc_char501_01_m.dpdx
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Re: Far Cry 6 model tool
Hello.
In the PC version of the game there is only .dat and .fat files.
How do I unpack them? How to get to .XBG files?
Thanks.
In the PC version of the game there is only .dat and .fat files.
How do I unpack them? How to get to .XBG files?
Thanks.
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Re: Far Cry 6 model tool
It's cool that at least some tool has appeared to convert the xbg format to another more understandable 3D editor, but unfortunately there are no vertex groups for transport, this could divide the parts of the model into even parts.
By the way, air transport has no problems with the presence of group vertices, except for the cars themselves.
P.S. How to specify a parameter?
Last edited by Ganic3000 on Tue Dec 27, 2022 9:05 am, edited 2 times in total.
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Re: Far Cry 6 model tool
This tool convert .xbg to .ascii format. How i can open .ascii? Noesis support only doesnt support this format, or i just dont have plugin for this
Last edited by Bebranuh2004 on Sat Jan 28, 2023 9:39 am, edited 1 time in total.
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Re: Far Cry 6 model tool
viewtopic.php?p=187182#p187182Bebranuh2004 wrote: ↑Thu Jan 26, 2023 1:14 pmThis tool convert .xbg to .ascii format. How i can open .ascii? Noesis support only doesnt support this format, or i just dont have plugin for this
Also, edit the post, you quoted the whole thing, very messy.