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Watch_Dogs fat and dat archives

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cra0
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Re: Watch_Dogs fat and dat archives

Post by cra0 »

octaviousrex wrote: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.
Myself, Chipicao and many others are working on it
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Re: Watch_Dogs fat and dat archives

Post by kalleoskar »

GHreat to see the game getting support here =) I doubt we will se any "offical" mod tools so everthing you doing here is great work indeed
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Re: Watch_Dogs fat and dat archives

Post by Oleg »

cra0 wrote:Myself, Chipicao and many others are working on it
me too. (:
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Re: Watch_Dogs fat and dat archives

Post by cra0 »

Oleg wrote:
cra0 wrote:Myself, Chipicao and many others are working on it
me too. (:
:D lets make a list


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Re: Watch_Dogs fat and dat archives

Post by Oleg »

cool! Is this a vehicle replacement mod? I've got the game, but can't run it on my HD4830 card)))) Once I upgrade my video, I'll be able to see what I'm actually dealing with, as to the moment I keep guessing what is what ;)
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Re: Watch_Dogs fat and dat archives

Post by Chipicao »

Oleg wrote:cool! Is this a vehicle replacement mod? I've got the game, but can't run it on my HD4830 card)))) Once I upgrade my video, I'll be able to see what I'm actually dealing with, as to the moment I keep guessing what is what ;)
I for one am only planning on an import script, no exportign. I've already researched about 90% of the file structure so it won't be long now.
Please post any requests or issues with my tools in the appropriate topics.
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Re: Watch_Dogs fat and dat archives

Post by cra0 »

Oleg wrote:cool! Is this a vehicle replacement mod? I've got the game, but can't run it on my HD4830 card)))) Once I upgrade my video, I'll be able to see what I'm actually dealing with, as to the moment I keep guessing what is what ;)
Making a modelviewer/exporter tool for XBG/XBT to FBX/SMD/OBJ/IQM/DAE etc
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Re: Watch_Dogs fat and dat archives

Post by Chipicao »

@Rick how does your tool work, does it just require valid path\filenames?

I reckon I could use my script to parse all geom files and get material filenames + .xbgmip files which usually have corresponding .xbg with the same name.
Is there any way to check if a filename is valid?
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Re: Watch_Dogs fat and dat archives

Post by Gruselgurke »

I'm more wondering if we indeed need all filenames to have a game that won't crash or if unknown files just get put back where they came from and we simply don't know their filename and filetype without trial and error.
I'm not getting much out of the source code that I understand.
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Re: Watch_Dogs fat and dat archives

Post by Chipicao »

At this point it's unknown if the game will even run unpacked without a modified exe.
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Re: Watch_Dogs fat and dat archives

Post by Rick »

Put modified files in clean patch.fat/dat, why is this hard?
Chipicao wrote:@Rick how does your tool work, does it just require valid path\filenames?

I reckon I could use my script to parse all geom files and get material filenames + .xbgmip files which usually have corresponding .xbg with the same name.
Is there any way to check if a filename is valid?
If its hash is present in a .fat, then it's valid. Look at RebuildFileLists.
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.
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Re: Watch_Dogs fat and dat archives

Post by Lennox775 »

Almost xml values remains in hash ID but I'm trying to modding them.
Here are a sample; police vehicles spawn as traffic :)
You can see more police vehicles and steal safely.


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Re: Watch_Dogs fat and dat archives

Post by Gruselgurke »

@Chipicao
No I mean not unpacked but the repacked files.
The game runs with a repacked common.dat (and doesn't without a common.dat), though there were only about 30% of all files found in the common.dat when I tried this, so I'm wondering if the game just didn't need the unknown files in the first level of the game or if the pack.exe is putting the unknown files into the correct position in the archive for the engine to find them or if the engine doesn't even care about position and just need this hash filename that the unknown file names have to find the the file in the archive and the archives don't have a folder structure all.

Edit: @Rick
ah ok, so all that is needed is the valid hash for the file and the pack will have all valid files?
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Re: Watch_Dogs fat and dat archives

Post by Rick »

Gruselgurke wrote:@Chipicao
No I mean not unpacked but the repacked files.
The game runs with a repacked common.dat (and doesn't without a common.dat), though there were only about 30% of all files found in the common.dat when I tried this, so I'm wondering if the game just didn't need the unknown files in the first level of the game or if the pack.exe is putting the unknown files into the correct position in the archive for the engine to find them or if the engine doesn't even care about position and just need this hash filename that the unknown file names have to find the the file in the archive and the archives don't have a folder structure all.

Edit: @Rick
ah ok, so all that is needed is the valid hash for the file and the pack will have all valid files?
Pack tool can pack unknown files via the __UNKNOWN directory structure.

:!: Please stop repacking game archives! :!: You don't need to do that. Put modified files into a new patch.fat/dat archive.
https://blog.gib.me/

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Re: Watch_Dogs fat and dat archives

Post by Gnampf »

Did someone know, where I can find the game music, like the radio tracks und mission tracks (e.g. Blume Bunker on act 2) ? I gonne love that music and wanna hear it more than one time :D

Thx for answer
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