I don't have access to Russian or Japanese copy of the game. It's OK though, the lists should contain the same file names as the Russian and Japanese copies.
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.
I absolutely understand. I'm just interested in the performance difference as the game seems to stream a lot of resources from the disk.
Rick wrote:What? Don't mistake proprietary formats with obfuscation.
From my understanding, Watch_Dogs relies on shaders to finalize the "look and feel" of the model. This basically means you can achieve something similar to that of obfuscation by requiring the shader to perform the necessary operations to get the model looking correct. If I'm not mistaken, 3d rippers cannot properly extract these models due to the lack of shaders being applied.
In my case, the models are scaled very strangely, and are correctly scaled via their shaders. Is that not what's going on in cra0's image? I apologize for the misunderstanding if so.
Rick wrote:What? Don't mistake proprietary formats with obfuscation.
From my understanding, Watch_Dogs relies on shaders to finalize the "look and feel" of the model. This basically means you can achieve something similar to that of obfuscation by requiring the shader to perform the necessary operations to get the model looking correct. If I'm not mistaken, 3d rippers cannot properly extract these models due to the lack of shaders being applied.
In my case, the models are scaled very strangely, and are correctly scaled via their shaders. Is that not what's going on in cra0's image? I apologize for the misunderstanding if so.
Assets in games are commonly baked in a way that optimizes their use (such as loading and rendering) in a game, this includes custom vertex formats, rendering via shaders, etc. Calling this obfuscation just because it made it harder for you to export into a usable format is really very silly.
How to open "main english.loc" Aluigi Help plz "53 4C 01 00" does not open
get NAME basename
idstring SL
get TYPE byte
get DUMMY long
if DUMMY & 0xff
endian little
else
endian big
endif
get ZSIZE long
get SIZE long
get DUMMY long
get DUMMY long
savepos OFFSET
if TYPE == 0
string NAME += ".unslz"
log NAME OFFSET ZSIZE
elif TYPE == 4
string NAME += ".xcompress"
log NAME OFFSET ZSIZE
else
print "Error: unsupported type, contact me"
cleanexit
endif
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