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Is it possible to port the entire map of watchDogs 2 to gtav ? as an add-on?



  • is it ? wanted to know if its possible ?



  • @RVGOD No, most games such as WatchDogs use a special file type. To my knowledge, the file type used for the WatchDogs map hasn't been cracked, yet. And probably won't be for a few more years. Nobody bothered to port Stillwater and Steelport from Saints Row, so don't expect it. Yeah we make good quality mods, we just lack in creativity, that's our only problem.



  • @RVGOD Is possible, I already extracted big parts of the city's components like buildings (are procedural their components, easy, fast and with lots of possibilities to build), street props, interiors,. the problem is the map positionioning of buildings, props, etc. Exists a project to mod Watch Dogs saga in high level like do OpenIV with GTA saga. Soon we'll to know more.



  • @krashadam thanks you for the answer , we do need to crack it ! hopefully others will see the topic and actually get something going, watch dogs 2 version of frisco is such a beautiful place and would love to see it in gtav !



  • @RVGOD Man, that is already possible, just find keywords like Xentax, Zenhax, facepunch, Auriemma and other communities to get info.



  • @Rarefacer hey whats your email? would you show me how to rip it? did u use ninjaripper and 3ds method?



  • @Rarefacer said in Is it possible to port the entire map of watchDogs 2 to gtav ? as an add-on?:

    @RVGOD Man, that is already possible, just find keywords like Xentax, Zenhax, facepunch, Auriemma and other communities to get info.

    I actually thought it wasn't at first. My bad.

    Although Xentax (for me) has useless information. No help at all. (I tried ripping a map from a PS2 game using a game ripper (rips from a running game, or in my case, PCSX2, or psxfin), and all I got was a screenshot of my game instead.

    EDIT: Just read your signature. For once, a modder that offers free help.



  • @krashadam That is prehistoric. Actually the native tools are the best method to extract models. The screen DX capture is awfull and many times, with bad results. The decompiling and decrypt of game data is the clean way like do the Rage Black Research Project with R* games based in Rage engine.

    @RVGOD you need to get the tools and decompile game files, in the forums of those sites exists lots of threads related. I honestly not have time to explain cause are various steps until get the model and the texture.



  • @Rarefacer said in Is it possible to port the entire map of watchDogs 2 to gtav ? as an add-on?:

    @krashadam That is prehistoric.

    Which part?

    @Rarefacer said in Is it possible to port the entire map of watchDogs 2 to gtav ? as an add-on?:

    @krashadam Actually the native tools are the best method to extract models. The screen DX capture is awfull and many times, with bad results. The decompiling and decrypt of game data is the clean way like do the Rage Black Research Project with R gamesbased in rage engine.*

    I actually attempted such works with Cheat Engine 6.6 on Driver 2. I opened CARCONT.RAW, and the gibberish in the picture's programming actually made something out when set to 96 pixels, RGBA setting. No color, but some pictures came in different sizes, and they were laid out much differently. Some of them actually included color.

    The first file I actually tried was HCARS.RAW, which gave me the actual selectable vehicles, but visualized in a weird way. Of course, I could still make them out, but it was creepy that their colors never came in..



  • That would be possible like Rarefacer said however it still would take a long time to get every Cordinate of the object right and stuff

    • Worth to mentiont hat Watch dogs 2 has shit ton of objects and even Unused ones or Even Watch dogs 1 leftovers


  • @HeySlickThatsMe Well, yeah. Game devs always build over their older titles. Heck, going through GTA 5's sound files one day, I found the 30 second countdown music from GTA IV.



  • @krashadam Yep , thats an leftover
    it maybe was used in Beta GTA Online when it was Cops n' crooks still



  • @HeySlickThatsMe

    So maybe they were continuing Niko's storyline... would've made a better game, anyway. I don't think a middle aged man in reality would have to pull off heists just cause his family hates him in the reality of things, anyway. Michael would've just drank himself to death (see how many times he seems to have a beer/whisky/whatever when he's at home?)



  • @krashadam Idk
    im thinking its GTA Online beta leftover just because thats multiplayer countdown
    btw lets stop offtopic :P



  • @krashadam Well, it's been a few years. Any progress?



  • @Brukanator There's absolutely no progress on WD2 map considering it's community is quite dead, as for WD1 there is some progress but author if it dissapeared due to reasons



  • There's only one group who could do it, the OpenIV team. But they burned their fingers real badly on trying to import the entire GTA IV map into the game. Upon which TakeTwo threatened (and partly succeeded) in shutting down half the GTA V modding community. OpenIV thereupon quickly promised to drop the project, Rockstar intervened a bit on behalf of the community, and TakeTwo agreed to let us live, provided we no longer incorporate entire maps of any of their other titles into our mods.

    Watch Dogs 2 is published by Ubisoft, though. But it's hard to imagine their response would be much different.

    Tl;dr: not going to happen.



  • @meimeiriver I doubt anyone would be pissed off if one of WD maps was ported to V, the WD Community has actual beta builds (multiple) and apparently Ubisoft is aware of it, but they've done nothing to stop it, and ofcourse as expected, OpenIV team refused to make something for WD series, technically anyone can make tools to extract maps and port them to V as long as he has enough experience with reversing file formats etc



  • @meimeiriver yeah but why did Rockstar sued them? Aren't there mods like Liberty City rewind already doing it. Why was Open IV so special?

    Also, I'm interested in porting SF in the game from WD2. But I have no idea how to, I'm willing to learn. Can you tell how many hours of work it will approximately take me?



  • @SmallWeinerPenguin said in Is it possible to port the entire map of watchDogs 2 to gtav ? as an add-on?:

    @meimeiriver yeah but why did Rockstar sued them? Aren't there mods like Liberty City rewind already doing it. Why was Open IV so special?

    Also, I'm interested in porting SF in the game from WD2. But I have no idea how to, I'm willing to learn. Can you tell how many hours of work it will approximately take me?

    Take Two sent the OpenIV team a 'cease & desist' order, to which they complied. They weren't sued (yet), but were on the verge to. It's Rockstar itself who relented a bit, and came with a statement that SP modding would continue to be condoned, but entire other titles of theirs couldn't be integrated (like all of GTA IV).

    As Slick reported, apparently Ubisoft is aware of their maps being used too, but, so far, don't seem to care all that much. Liberty City rewind is, indeed, a mod that's probably already pushing the envelope a bit. Where's the line? For Rockstar/Take Two, the red line was where they figured they might actually start to lose money (like with OpenIV's ambitiion to cramp the entire GTA IV world into GTA V). Where Ubisoft will draw the line? Who knows (but it's usually, similarly, the bottom line). So, likely they won't mind a map or two, but probably not everything.



  • @SmallWeinerPenguin To port the map, you'd have to reverse formats for .xbg files, .xbgmip files, material.bin files, .wlu files, .pkgres files, .cbatch files, .hkx files (havok physics, used for collisions), .pnm files for traffic/navmesh, .rnf for traffic, .lgfx, .hgfx and .phys for roads, .rtx files for trees, and there was another file format for terrain, .lipr.bin for light probes, then ofcourse make converters (another format is xbt for textures, which was already cracked), to convert all of this into GTA V formats to simplify the job, before all that though, you'd have to make a new filelist in order to extract files, by dumping all the files that game loads... and also not everything is logged so you'd need to guess fuck ton of files manually



  • Well, shit.



  • @krashadam said in Is it possible to port the entire map of watchDogs 2 to gtav ? as an add-on?:

    @RVGOD No, most games such as WatchDogs use a special file type. To my knowledge, the file type used for the WatchDogs map hasn't been cracked, yet. And probably won't be for a few more years. Nobody bothered to port Stillwater and Steelport from Saints Row, so don't expect it. Yeah we make good quality mods, we just lack in creativity, that's our only problem.

    That is absolutely tragic considering I find Stilwater to be one of the most iconic urban environments in all of gaming.


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