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The Crew fat/dat archives

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Ekey
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Re: The Crew fat/dat archives

Post by Ekey »

Servers like Release, E3, Dev, Work > unable to authenticate for reson, all other - unable to connect proxy :)
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Re: The Crew fat/dat archives

Post by Chipicao »

One step closer :)
Image Image

@Ekey What exactly do you need? Files or direct access? The beta ran from 21st to 25th July, it's not available (for now).
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Re: The Crew fat/dat archives

Post by Ekey »

Chipicao wrote:@Ekey What exactly do you need? Files or direct access? The beta ran from 21st to 25th July, it's not available (for now).
Yeah i know, i try connect to other servers :)
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Re: The Crew fat/dat archives

Post by Ekey »

Updated base

PS: See below
Last edited by Ekey on Sun Aug 10, 2014 3:33 pm, edited 1 time in total.
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Re: The Crew fat/dat archives

Post by d875j »

What can i do i do to help? I want to play beta still my account has the beta and has to be a way i only was able to play few hours when i got my key. If the only way to play is to have on uplay i already cleared for that must be a way to make it work.
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Re: The Crew fat/dat archives

Post by Ekey »

Nothing. Waiting next CBT
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Re: The Crew fat/dat archives

Post by dimon4ik6565 »

know that CBT is over, can i get 3d models without entering the game?
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Re: The Crew fat/dat archives

Post by Ekey »

dimon4ik6565 wrote:know that CBT is over, can i get 3d models without entering the game?
Use unpacker for get models with extensions mesh and xbg
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Re: The Crew fat/dat archives

Post by dimon4ik6565 »

Ekey wrote:
dimon4ik6565 wrote:know that CBT is over, can i get 3d models without entering the game?
Use unpacker for get models with extensions mesh and xbg
already, unpacked and converted texture in DDS, but .mesh not understand a program like ogre, how to open it?
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Re: The Crew fat/dat archives

Post by Ekey »

I guess Chipicao have max script for open models
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Re: The Crew fat/dat archives

Post by dimon4ik6565 »

Ekey wrote:I guess Chipicao have max script for open models
I see in the screenshots bricks under suspension, seems it's ripper.

---------------------------

read the first post with the screenshot, apparently not ripper
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Re: The Crew fat/dat archives

Post by Chipicao »

Importer, not ripper ;)

The script is able to decode the vertex format (FVF code) and read all LODs and submeshes with vertex color, normals, UV1-UV3, material names.
TODO list:
- attach moving parts (doors, steering wheel) to corresponding bones DONE
- read material files, properties and textures
- fix UV and vertex scaling DONE

UV mapping is scaled differently depending on the shader used, just like in Far Cry 3 and Watch Dogs.
But even worse, vertex positions are also scaled differently based on the shader:
Image Image Image Image
int16/16383.5 --- int16/16383.5 --- int16/10922.5

Traffic vehicles have a different scale as well.
I will release the script after I fix these isues or find a workaround
Last edited by Chipicao on Tue Aug 05, 2014 11:06 pm, edited 2 times in total.
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Re: The Crew fat/dat archives

Post by dimon4ik6565 »

Chipicao wrote:Importer, not ripper ;)

The script is able to decode the vertex format (FVF code) and read all LODs and submeshes with vertex color, normals, UV1-UV3, material names.
TODO list:
- attach moving parts (doors, steering wheel) to corresponding bones
- read material files, properties and textures
- fix UV and vertex scaling

UV mapping is scaled differently depending on the shader used, just like in Far Cry 3 and Watch Dogs.
But even worse, vertex positions are also scaled differently based on the shader:
Image Image Image Image
int16/16383.5 --- int16/16383.5 --- int16/10922.5

Traffic vehicles have a different scale as well.
I will release the script after I fix these isues or find a workaround
guys you are the best :)
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Re: The Crew fat/dat archives

Post by cra0 »

Chipicao wrote:Importer, not ripper ;)

The script is able to decode the vertex format (FVF code) and read all LODs and submeshes with vertex color, normals, UV1-UV3, material names.
TODO list:
- attach moving parts (doors, steering wheel) to corresponding bones
- read material files, properties and textures
- fix UV and vertex scaling

UV mapping is scaled differently depending on the shader used, just like in Far Cry 3 and Watch Dogs.
But even worse, vertex positions are also scaled differently based on the shader:
Image Image Image Image
int16/16383.5 --- int16/16383.5 --- int16/10922.5

Traffic vehicles have a different scale as well.
I will release the script after I fix these isues or find a workaround
What the hell vertex position also scaled ? wow I though watch_dogs was bad hahah dam
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Re: The Crew fat/dat archives

Post by Chipicao »

I found out where position and UV multipliers are stored, and also managed to link all meshes to nodes.
Now all that's left is reading materials and putting all these pieces together.
Image
Each car is split into a dozen files...

By the way, I started to realize that Watch_Dogs isn't as different to Far Cry 3 as I thought. Some data blocks are the same, others were "upgraded" being a newer version, but the way they are structured in the file is completely different, which threw me off.
No, this doesn't mean I'm getting back to researching WD, sorry.
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
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