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Watch_Dogs fat and dat archives

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Fox
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Re: Watch_Dogs fat and dat archives

Post by Fox »

Haoose wrote:100745/310351 (32%) - Download
Credits: Ekey

Anyone manage to get it more complete than that yet? :wink:

And gents, thank you so much. <3
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Re: Watch_Dogs fat and dat archives

Post by Haoose »

Fox wrote:Anyone manage to get it more complete than that yet? :wink:
http://svn.gib.me/builds/disrupt/
disrupt-r43_b31.zip
187164/310351 (60%)
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Re: Watch_Dogs fat and dat archives

Post by makcar »

Where file sound_russian.filelist?

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Re: Watch_Dogs fat and dat archives

Post by Rick »

makcar wrote:Where file sound_russian.filelist?

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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.
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 Haoose »

makcar wrote:Where file sound_russian.filelist?
Просто запусти RebuildFileLists.exe и он появится

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sound_russian.fat - http://rghost.ru/56208136
windy_city_russian.fat - http://rghost.ru/56208183
common.fat (russian version) - http://rghost.ru/56208200
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Re: Watch_Dogs fat and dat archives

Post by cra0 »

XBG WIP still a lot of work but here is something

Credits: Chipicao/Myself
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Re: Watch_Dogs fat and dat archives

Post by hilohi »

Keep going thats amazing work so far!
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Re: Watch_Dogs fat and dat archives

Post by Gruselgurke »

Rick wrote:
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.
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Re: Watch_Dogs fat and dat archives

Post by cra0 »

The problem now is figuring out how the shader scales the UVs because it seems to scale differently per model.
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Last edited by cra0 on Sat Jun 07, 2014 1:33 pm, edited 1 time in total.
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Re: Watch_Dogs fat and dat archives

Post by CarLuver69 »

I guess Ubisoft likes to obfuscate their models to prevent people from ripping them.

At least the models don't end up looking like this:

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Keep it up guys! This is excellent progress!
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Re: Watch_Dogs fat and dat archives

Post by Rick »

What? Don't mistake proprietary formats with obfuscation. :roll:
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Re: Watch_Dogs fat and dat archives

Post by CarLuver69 »

Rick wrote:What? Don't mistake proprietary formats with obfuscation. :roll:
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.
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Re: Watch_Dogs fat and dat archives

Post by Oleg »

the geometry itself is not obfuscated. the scaling does seem to be applied to entire model:
Image

cra0 was talking about UV data scaling, as it's need to be applied for texture to appear correctly on certain mesh fragments.
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Re: Watch_Dogs fat and dat archives

Post by Rick »

CarLuver69 wrote:
Rick wrote:What? Don't mistake proprietary formats with obfuscation. :roll:
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.
https://blog.gib.me/

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Re: Watch_Dogs fat and dat archives

Post by cenkzenk »

Thanks to everyone

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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