Thank you very much for all your hard work guys
May I ask if there is a way to unpack and repack .loc files yet?
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Watch_Dogs fat and dat archives
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Re: Watch_Dogs fat and dat archives
Code: Select all
<Resource Class="CGeometryResource" SourceExt=".glm;.dae" TargetExt=".xbg" />
<Resource Class="CTextureResource" SourceExt=".png;.dds" TargetExt=".xbt" />
<Resource Class="CAnimationResource" SourceExt=".mac" TargetExt=".mab" CompileDependency=".markup" />
<Resource Class="CSkeletonResource" SourceExt=".skel.xml" TargetExt=".skeleton" />
<Resource Class="CPhysResource" SourceExt=".hkr" TargetExt=".hkx" />
<Resource Class="CRealtreeResource" SourceExt=".rta" TargetExt=".rtx" />
<Resource Class="CFrankensteinPoseResource" SourceExt=".frank" TargetExt=".apm" />
<Resource Class="CStateMachineResource" SourceExt=".gosm.xml" TargetExt=".gosm.xml" />
<Resource Class="CMaterialResource" SourceExt=".material.xml" TargetExt=".material.bin" />
<Resource Class="CSectorResource" SourceExt=".gsdat" TargetExt=".sdat" />
<Resource Class="CSectorResourceLowRes" SourceExt=".gsdlr" TargetExt=".sdlr" />
<Resource Class="CSectorResourceHiRes" SourceExt=".gsdhr" TargetExt=".sdhr" />
<Resource Class="CBinkResource" SourceExt=".bik" TargetExt=".bik" />
<Resource Class="CAIWorkspaceResource" SourceExt=".ai.xml" TargetExt=".ai.rml" />
<Resource Class="CTrafficPatternCollectionResource" SourceExt=".tpc" TargetExt=".tpc" />
<Resource Class="CLoftShapeResource" SourceExt=".lft" TargetExt=".xlf" />
<Resource Class="CSequenceResource" SourceExt=".seq" TargetExt=".cseq" CompileDependency=".naseq;.liseq;.auseq;.fxseq;.prseq" />
<Resource Class="CWorldLoadingUnitResource" SourceExt=".data.fcb" TargetExt=".dat" />
<Resource Class="CAnimationTrackCollectionResource" SourceExt=".animtrackcol.xml" TargetExt=".animtrackcol.rml" />
<Resource Class="CRoadResource" SourceExt=".groad" TargetExt=".road" />
<Resource Class="CSplineLoftLowResGfxResource" SourceExt=".glgfx" TargetExt=".lgfx" />
<Resource Class="CSplineLoftHiResGfxResource" SourceExt=".ghgfx" TargetExt=".hgfx" />
<Resource Class="CSplineLoftPhysicsResource" SourceExt=".gphys" TargetExt=".phys" />
<Resource Class="CPoseAnimationResource" SourceExt=".dpas;.animset" TargetExt=".dpax" />
<Resource Class="CPoseDefinitionResource" SourceExt=".dpds" TargetExt=".dpdx" />
<Resource Class="CMoveResource" SourceExt=".move.xml" TargetExt=".move.bin" />
<Resource Class="CBatchResource" SourceExt=".batch" TargetExt=".cbatch" />
My Github repo
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Re: Watch_Dogs fat and dat archives
-c, -pv, -pt command for Gibbed.Disrupt.Pack.exe seems not working yet.
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- ultra-n00b
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Re: Watch_Dogs fat and dat archives
Did anyone have success with that ?namquang93 wrote:I think the main point is to get the game works with modified archives
I just slightly modified a shader, repacked it with Rick's tool into a new 'shaders.dat' archive, the resulting archive is much bigger than the original... I havent tried to launch the game yet... but I have the feeling it won't work
Re: Watch_Dogs fat and dat archives
With feeling modding is limited...Boulotaur2024 wrote:Did anyone have success with that ?namquang93 wrote:I think the main point is to get the game works with modified archives
I just slightly modified a shader, repacked it with Rick's tool into a new 'shaders.dat' archive, the resulting archive is much bigger than the original... I havent tried to launch the game yet... but I have the feeling it won't work
Launching the game without to recompress is still possible?
I've not already installed the Rick's tools and waiting for the completion of the filelist.
I know with waiting modding is limited too...
All in all I appreciate the wonderful work!
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Re: Watch_Dogs fat and dat archives
It works without any problems, have been tinkering around with a bunch of xmls and could see the changes in game without recompression just by using the pack command.Boulotaur2024 wrote:Did anyone have success with that ?namquang93 wrote:I think the main point is to get the game works with modified archives
I just slightly modified a shader, repacked it with Rick's tool into a new 'shaders.dat' archive, the resulting archive is much bigger than the original... I havent tried to launch the game yet... but I have the feeling it won't work
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Re: Watch_Dogs fat and dat archives
yes, I have tested, all the files, except windy_city.dat/fat, could be read by the game.
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Re: Watch_Dogs fat and dat archives
I tried some basic changes to game config from common.fat, works now Really nice effort all you involved!
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Re: Watch_Dogs fat and dat archives
Indeed, common.fat seems to be working fine to some degree but I doubt it's stable with so many unknow files still there. Or does pack.exe put these unkown files back to the right place in the archive?
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Re: Watch_Dogs fat and dat archives
what changes have you made? would you say replacement of character models is possible at any point in the future?eycaramba wrote:It works without any problems, have been tinkering around with a bunch of xmls and could see the changes in game without recompression just by using the pack command.Boulotaur2024 wrote:Did anyone have success with that ?namquang93 wrote:I think the main point is to get the game works with modified archives
I just slightly modified a shader, repacked it with Rick's tool into a new 'shaders.dat' archive, the resulting archive is much bigger than the original... I havent tried to launch the game yet... but I have the feeling it won't work
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Re: Watch_Dogs fat and dat archives
Im trying to find the handling lua file haha, so great work done so fast you guys
Re: Watch_Dogs fat and dat archives
If you mean handling for vehicles, that won't be in lua scripts.
https://blog.gib.me/
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
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Re: Watch_Dogs fat and dat archives
Good to know!Rick wrote:If you mean handling for vehicles, that won't be in lua scripts.
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Re: Watch_Dogs fat and dat archives
Well it most certainly depends on which file you modified, I guess. For me I tried to modify many many .fx shaders files originally in shaders.dat, even the xml ones... then repacked into a new shaders.dat... but the game is consistently ignoring my changeseycaramba wrote:It works without any problems, have been tinkering around with a bunch of xmls and could see the changes in game without recompression just by using the pack command.
I guess it is because -as someone said- that the Pack tool doesn't put everything back in its right place ?