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Re: The Crew fat/dat archives

Posted: Mon Jan 06, 2020 4:44 am
by Dennissaurus
i know just so busy with work i didnt get a chance to "update" my normal process/software thank you though. Seems plenty of people are jumping on board, so will hold out a while, see if i can compile a texture pack for those in need.

Re: The Crew fat/dat archives

Posted: Fri Jan 17, 2020 1:46 pm
by Den4ik
Hi everyone! Tell me, what could be the problem? How to correct it? If you import any file from the updated vehicles_resources_patch.dat archive into 3D max, bitwise reflections on the model, if you take any file from the old archive vehicles_resources.dat the models are fine.
ImageImage

Re: The Crew fat/dat archives

Posted: Fri Jan 17, 2020 6:17 pm
by mono24
Den4ik wrote: Fri Jan 17, 2020 1:46 pm...what could be the problem?
Not an expert but, looks like they might have changed the way normals are processed?
And I doubt there will ever be any updates for The Crew games tools and such from original creators, unless someone else takes over.

Re: The Crew fat/dat archives

Posted: Fri Jan 17, 2020 10:39 pm
by GenericRipper
Hi, anyone still has Ekey's The Crew DAT Unpacker? A DL link in OP is dead as well as this.
Thanks in advance!

EDIT: It seems I found unpacker (FC5.Unpacker.exe) but now I've got to obtain a filelist because the one in the very 1st post isn't available anymore... Anyone able to give me a hand?
Bye!

Re: The Crew fat/dat archives

Posted: Sat Jan 18, 2020 9:48 am
by Den4ik
GenericRipper wrote: Fri Jan 17, 2020 10:39 pm Hi, anyone still has Ekey's The Crew DAT Unpacker? A DL link in OP is dead as well as this.
Thanks in advance!

EDIT: It seems I found unpacker (FC5.Unpacker.exe) but now I've got to obtain a filelist because the one in the very 1st post isn't available anymore... Anyone able to give me a hand?
Bye!
Here
https://mega.nz/#!oU0nSSJI!guXm6zBCUJ9U ... kI7Wm77R_o
https://mega.nz/#!MQ8BiIxQ!ZvgEHVeCzbWV ... SX2zEvFGjQ

Re: The Crew fat/dat archives

Posted: Mon Jun 01, 2020 2:20 pm
by guki
hey everyone

i've spent the last few weeks to check and convert the xbg files of the crew 2 (and still not done yet)

https://i.imgur.com/GiyCnpF.png

is there anyone who can check the material.bin files to locate the correct textures?

looking at "maximerea-m-0612201360591549.material.bin" it is called "SG_Police_LosAngeles" looking for the XBT
graphics\vehicles\traffic_cars\traffic_brand\common_maps\decals_losangeles_new.xbt

in the yet unknown folder, i found a police texture with an los angeles badge on it - called "AAC8D87D6F37D6CA.xbt"

is there a way to identify the cryptic names of the textures somehow through hex editing?

could not find any reference to xbg names of any car parts so far

Re: The Crew fat/dat archives

Posted: Sun Jun 28, 2020 10:07 pm
by CobraGamer
The XBT you've found is the one you're looking for.

You can add any filenames you found to Projects/FileNames.list. In most cases though, the game only references texture files (and other resources) by hash, meaning it's practically impossible for us to get the original filenames for them.

Re: The Crew fat/dat archives

Posted: Thu Aug 06, 2020 9:51 am
by guki
it's me again ... did some more research and found a few informations about restoring the 4 vehicles_resources_x files

a lot of the xbt files had its path in the header before the correct dds file starts

Code: Select all

TBX (...) graphics\vehicles\cars\ford\ford_gt_2016\maps\tex_ford_gt_2016_detail_01_a_mip0.xbt.DDS
most informations can be found in the material.bin files

Code: Select all

TAM (...) SG_Glass_Racing_Int (...) ITCarGlass (...) graphics\vehicles\cars\dodge\dodge_charger_1969\maps\racing_glass_c.xbt (...)
and inside of the vehicles_resources_hr the xbt are calling for _miphr.xbt
so its a possible combination of *.xbt _mip0.xbt and _miphr.xbt
i added those possible combinations to the filelist and found all vehicle textures (except for a bunch of livery/vinyl textures and ui stuff)

to restore the material.bin filenames it would need a tool to scan the xbg files from the start HSEM to the EDON and print out the paths

Code: Select all

HSEM (...) GRAPHICS\_MATERIALS\HU (...) .material.bin.EDON
on top of that, in the starter.dat i found a xml file which referred to one vehicle .xbg
extended that path to all cars and found 7300 xbg names so far


i may upload a updated filenames.list here if anyone is still interested in this game :D

Re: The Crew fat/dat archives

Posted: Fri Aug 07, 2020 1:09 am
by mono24
guki wrote: Thu Aug 06, 2020 9:51 ami may upload a updated filenames.list here if anyone is still interested in this game :D
Sure, that'd be great, maybe I can join in and help move faster, I might help with the process if you want here or via PM or even discord, I happen to love these game series.

Re: The Crew fat/dat archives

Posted: Sat Aug 08, 2020 10:38 am
by dhcnmtcs
Here's an XBT Viewer. Can post the source code if anyone wants it :)

Re: The Crew fat/dat archives

Posted: Sun Aug 09, 2020 2:44 am
by mono24
dhcnmtcs wrote: Sat Aug 08, 2020 10:38 am Here's an XBT Viewer.
Thanks, a nice tool that comes handy while searching for specific textures.
Right know it works very slow on my end, takes a while to load the textures, and you think its possible when you maximize the UI window, the textures stretch to the windows resolution, is it possible for them to keep their actual size in the preview window?
Also it sais on the UI v0.2 not 0.2.1 as in your name above.

Re: The Crew fat/dat archives

Posted: Sun Dec 20, 2020 1:27 am
by Dennissaurus
thats a lot of progress mate :) did you manage to get a new filelist made?

Re: The Crew fat/dat archives

Posted: Fri Feb 26, 2021 9:15 pm
by Vindis
does anyone still working on this?
Sadly I don't have any luck finding new mesh names.

Re: The Crew fat/dat archives

Posted: Fri Jun 11, 2021 11:22 pm
by TheCrewMapLover
headrushmayor wrote: Sun Oct 15, 2017 5:29 am hi all i unpacked all dat files came too 175gb's so watch out as know sound in game way to low i use FMOD FSB Extractor get all wav files out there about 167gb's files so redid them in mp3 took down too 2.6gb's still sound so good in game they sound better then wav files save alot of space. i upload them to mega.nz u download them play around with them if like i have edit sum files use Audio Speed Changer Pro to chance pitch to -6 give cars and other sound in game bit low end kick to them as well used dbpoweramp boost sound up still a lot to do to sound files as play around u see going street to fullstock cars sound same so if use Audio Speed Changer Pro chance pitch i did street stock, racing -2.5, perf -5, fullstock to -8 u hear different in game now it like it unlock sound as cars sound better. here link for files if post here.

https://mega.nz/#!cvY1TaIY!pTrAPtydFV-J ... SowcRojdsw
Hi can you please upload it again im a sound designer this would be very useful to me. Hope for a answer :)

Re: The Crew fat/dat archives

Posted: Sat Jun 12, 2021 12:15 am
by mono24
TheCrewMapLover wrote: Fri Jun 11, 2021 11:22 pmHi can you please upload it again im a sound designer this would be very useful to me. Hope for a answer :)
I would recommend to get them yourself, even if you do not own the game, there's the trial you can get from Steam, it holds all the assets, and unpack the audio assets only using Ekey's unpacker for the game, in their original form are less GB in size, then you'd use foobar2000/vgmstream combo to play/convert to your format of choosing for what ever project you wish, asking for those assets its against the rules anyway.