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The Crew fat/dat archives
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Re: The Crew fat/dat archives
Servers like Release, E3, Dev, Work > unable to authenticate for reson, all other - unable to connect proxy
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- Chipicao
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Re: The Crew fat/dat archives
One step closer
@Ekey What exactly do you need? Files or direct access? The beta ran from 21st to 25th July, it's not available (for now).
@Ekey What exactly do you need? Files or direct access? The beta ran from 21st to 25th July, it's not available (for now).
Last edited by Chipicao on Sun Aug 03, 2014 9:28 am, edited 1 time in total.
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I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
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Re: The Crew fat/dat archives
Yeah i know, i try connect to other serversChipicao 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).
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Re: The Crew fat/dat archives
Updated base
PS: See below
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
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
Use unpacker for get models with extensions mesh and xbgdimon4ik6565 wrote:know that CBT is over, can i get 3d models without entering the game?
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Re: The Crew fat/dat archives
already, unpacked and converted texture in DDS, but .mesh not understand a program like ogre, how to open it?Ekey wrote:Use unpacker for get models with extensions mesh and xbgdimon4ik6565 wrote:know that CBT is over, can i get 3d models without entering the game?
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Re: The Crew fat/dat archives
I see in the screenshots bricks under suspension, seems it's ripper.Ekey wrote:I guess Chipicao have max script for open models
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read the first post with the screenshot, apparently not ripper
- Chipicao
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Re: The Crew fat/dat archives
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:
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
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:
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.
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.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
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Re: The Crew fat/dat archives
guys you are the bestChipicao 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:
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
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Re: The Crew fat/dat archives
What the hell vertex position also scaled ? wow I though watch_dogs was bad hahah damChipicao 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:
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
- Chipicao
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- Posts: 476
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- Contact:
Re: The Crew fat/dat archives
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.
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.
Now all that's left is reading materials and putting all these pieces together.
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.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.