Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Watch_Dogs fat and dat archives

The Original Forum. Game archives, full of resources. How to open them? Get help here.
Post Reply
User avatar
Haoose
mega-veteran
mega-veteran
Posts: 280
Joined: Tue Mar 01, 2011 9:34 pm
Has thanked: 70 times
Been thanked: 193 times
Contact:

Re: Watch_Dogs fat and dat archives

Post by Haoose »

100745/310351 (32%) - Download
Credits: Ekey
-= GP-team =-
Image
Gruselgurke
advanced
Posts: 72
Joined: Fri Mar 30, 2012 6:15 pm
Has thanked: 21 times
Been thanked: 2 times

Re: Watch_Dogs fat and dat archives

Post by Gruselgurke »

Anyway I can help with finding file names? Or do I answer the question myself by asking it? :P
Oleg
beginner
Posts: 27
Joined: Mon Feb 14, 2011 1:31 pm
Been thanked: 6 times
Contact:

Re: Watch_Dogs fat and dat archives

Post by Oleg »

Boulotaur2024 wrote: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 changes
I guess the game uses pre-compiled binary shaders code, so your changes have no effect.
Boulotaur2024
ultra-n00b
Posts: 9
Joined: Sun Apr 03, 2011 6:12 pm
Been thanked: 1 time

Re: Watch_Dogs fat and dat archives

Post by Boulotaur2024 »

Oleg wrote:I guess the game uses pre-compiled binary shaders code, so your changes have no effect.
I think you're right. Thats what the .cso, .gso, .pso files in \shadersobj_unpack\engine\shaders\obj are for... Some of them even include 'Microsoft (R) HLSL Shader Compiler 9.29.952.3111' in the header... So yeah the shaders are pre-compiled (thats the standard procedure nowadays anyways) but they did include the HLSL .fx source files as well... That's weird :/
Last edited by Boulotaur2024 on Fri May 30, 2014 4:40 pm, edited 1 time in total.
Lennox775
ultra-n00b
Posts: 5
Joined: Wed Aug 15, 2012 4:37 am

Re: Watch_Dogs fat and dat archives

Post by Lennox775 »

Anybody researching binaryclass of "vehiclespawninfo" and "trafficconfig"?
It'll allow to change vehicles spawn settings :)
dontera
ultra-n00b
Posts: 2
Joined: Wed May 28, 2014 2:52 pm

Re: Watch_Dogs fat and dat archives

Post by dontera »

Hey guys, new to the forum as of Watch Dogs, but I've been unpacking and poking around in game data since I was tiny.

About Watch_Dogs, I was wondering if anyone has tried modifying the ActionMapping xml, copying the Aim and Shoot actions from passenger to driver. I wonder what the results would be..
Gruselgurke
advanced
Posts: 72
Joined: Fri Mar 30, 2012 6:15 pm
Has thanked: 21 times
Been thanked: 2 times

Re: Watch_Dogs fat and dat archives

Post by Gruselgurke »

dontera wrote:Hey guys, new to the forum as of Watch Dogs, but I've been unpacking and poking around in game data since I was tiny.

About Watch_Dogs, I was wondering if anyone has tried modifying the ActionMapping xml, copying the Aim and Shoot actions from passenger to driver. I wonder what the results would be..
Why ask and not just try it yourself and let us know about the results?
dontera
ultra-n00b
Posts: 2
Joined: Wed May 28, 2014 2:52 pm

Re: Watch_Dogs fat and dat archives

Post by dontera »

Gruselgurke wrote:
dontera wrote:Hey guys, new to the forum as of Watch Dogs, but I've been unpacking and poking around in game data since I was tiny.

About Watch_Dogs, I was wondering if anyone has tried modifying the ActionMapping xml, copying the Aim and Shoot actions from passenger to driver. I wonder what the results would be..
Why ask and not just try it yourself and let us know about the results?

That's an entirely reasonable suggestion. I do/did intend to, but haven't found the time. Just wanted to share my idea and see if anyone else had thought of it.
filu23
ultra-n00b
Posts: 8
Joined: Mon Feb 03, 2014 1:30 pm
Has thanked: 8 times

Re: Watch_Dogs fat and dat archives

Post by filu23 »

Hi guys. How to open "sbao" files?
odrin
mega-veteran
mega-veteran
Posts: 172
Joined: Mon May 23, 2011 2:43 am
Has thanked: 3 times
Been thanked: 7 times

Re: Watch_Dogs fat and dat archives

Post by odrin »

i suppose modding ability of this game is doa, like far cry 3.

moving on [bruce]
Gruselgurke
advanced
Posts: 72
Joined: Fri Mar 30, 2012 6:15 pm
Has thanked: 21 times
Been thanked: 2 times

Re: Watch_Dogs fat and dat archives

Post by Gruselgurke »

odrin wrote:i suppose modding ability of this game is doa, like far cry 3.

moving on [bruce]
How would you come to that conclusion? You can already modify a great deal. Even more once the filelist is completed by Ekey and Haoose.
Rick
Moderator
Posts: 388
Joined: Tue Aug 09, 2005 10:10 pm
Been thanked: 84 times
Contact:

Re: Watch_Dogs fat and dat archives

Post by Rick »

It's been five days since release. [roll]
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.
filu23
ultra-n00b
Posts: 8
Joined: Mon Feb 03, 2014 1:30 pm
Has thanked: 8 times

Re: Watch_Dogs fat and dat archives

Post by filu23 »

SBAO (ogg) files converter.

Code: Select all

http://www70.zippyshare.com/v/67065938/file.html
Edit two files: sbao converter to mp3.bat and sbao converter to wav.bat

Enjoy
octaviousrex
veteran
Posts: 109
Joined: Mon May 06, 2013 2:58 pm
Location: united states
Has thanked: 119 times
Been thanked: 8 times

Re: Watch_Dogs fat and dat archives

Post by octaviousrex »

not only would I hope to get the van with a sumbero out of the game but if it does turn out to be modable that I might actually pick up the pc edition off steam or wherever. I have many cars I've made for other games that would be fun to take for a ride in this games map.
nurullah390
ultra-n00b
Posts: 3
Joined: Sun Jan 26, 2014 7:23 pm
Location: Turkey
Has thanked: 1 time
Contact:

Re: Watch_Dogs fat and dat archives

Post by nurullah390 »

Hi. How to open .loc files? I need help.
Post Reply