Far Cry 6 (PC) .XBG

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Far Cry 6 (PC) .XBG

Post by DJ Normality »

Some samples from the new Far Cry 6. Only hashes at the moment but the data seems to be correct. Just a newer version.
https://drive.google.com/file/d/1IVS3Ef ... sp=sharing
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Far Cry 6 (PC) .XBG

Post by DJ Normality »

Image
Image
Image

Data is off a little but its close. Very strange face data. Anyone care to assist ?

This was file
A08F7270CE7E2467.xbg
f85322801
Posts: 1
Joined: Wed Oct 27, 2021 9:05 am

Re: Far Cry 6 (PC) .XBG

Post by f85322801 »

DJ Normality wrote:Image
Image
Image

Data is off a little but its close. Very strange face data. Anyone care to assist ?

This was file
A08F7270CE7E2467.xbg

Hello, may I ask whether the model resources of Far Cry 6 can be extracted?
John76
Posts: 9
Joined: Fri Apr 17, 2020 11:11 pm

Re: Far Cry 6 (PC) .XBG

Post by John76 »

Maybe someone with more experience knows SDOL struct.....Thank's!!!


SDOL chunk 20 bytes (blue range)
dword lod (yellow range)
dword unknown1 (null)
float somefloat (green range)
dword unknown2 (red range)
dword unknown3 (null)
dword vertsize (grey range)
dword buffsize (light blue range) vertsize + normals + uv?
dword buffsize1
????

Image
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Far Cry 6 (PC) .XBG

Post by DJ Normality »

Some hope..
Image

Will update as soon as I know more but a very special person in my discord is working on a tool. Help is still required in SDOL format but it does seem to pull a few meshes and LOD's.
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Far Cry 6 (PC) .XBG

Post by DKDave »

I've had a look at this one as well - hope image is big enough to read. Bit tricky... but I've worked out the structure as follows:

Image

Grey = SDOL header (0x1c bytes)
Orange = Section header, 8 bytes (7 = number of parts in this mesh)
Pink = Parts table, first entry of each part highlighted, each part is 0x24 bytes
Yellow = total size of vertex/normal/UV data
Red = unknown bytes before vertex data, size varies
Blue = start of actual vertex data

So the only real unknown is the red part, which seems to be an unspecified number of bytes before the actual vertex data. The count for this doesn't seem to be stored, so not sure what it is.
h3x3r
Posts: 165
Joined: Wed Jun 01, 2016 5:53 pm

Re: Far Cry 6 (PC) .XBG

Post by h3x3r »

The Red Part is align. Somtimes is here somtimes not. It's not static.
Image
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Far Cry 6 (PC) .XBG

Post by DKDave »

Ah, I can see that now. The vertex and face data are aligned to the next 16-byte offset. I had extracted the SDOL section separately to analyse, but that messes up the alignment.
John76
Posts: 9
Joined: Fri Apr 17, 2020 11:11 pm

Re: Far Cry 6 (PC) .XBG

Post by John76 »

Why do you think the SDOL size is 28 bytes? I think 20...
Please put your xbg model so we can download
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Far Cry 6 (PC) .XBG

Post by DKDave »

John76 wrote:Why do you think the SDOL size is 28 bytes? I think 20...
Please put your xbg model so we can download


The samples are in DJ's first link.

I think it's 28 because the next section starts with that float value and number of submeshes again. Example below. The yellow is the start of the next section. Those 28 bytes don't seem to appear again in the SDOL data.

Image
ganic3000
Posts: 1
Joined: Tue Nov 23, 2021 4:24 pm

Re: Far Cry 6 (PC) .XBG

Post by ganic3000 »

DKDave wrote:
John76 wrote:Why do you think the SDOL size is 28 bytes? I think 20...
Please put your xbg model so we can download


The samples are in DJ's first link.

I think it's 28 because the next section starts with that float value and number of submeshes again. Example below. The yellow is the start of the next section. Those 28 bytes don't seem to appear again in the SDOL data.

Image

Hello, this is my first time here, looking at the forums, I partially understood how to get models from the XBG FC6, but that's bad luck, I can't get all the models, maybe I'm looking for something in the wrong place in "offsets" or bytes, here is a video in which I clearly show how get a weapon that not all can be obtained, but some.
https://youtu.be/JANHV7Bz57M
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Far Cry 6 (PC) .XBG

Post by DJ Normality »

Image
I been looking into some meshes to Far Cry 6 I was able to solve some of the characters but I cant seem to find uv data in some of these.
Image
Not sure if it was the way they were stored in main files or if its some other issue here but this is what I found. No matter what i cant dial in these uv's.
Image
No matter what padding padding/interval it just will not read right. I have tried every combination. 0/12 10/2 8/4 6/6 4/8 2/10 12/0 nothing works.
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I did get close to the texture with this but its still far from correct.
Image
I have spent almost 8 hours now looking into this issue. No dice. Any help? Or does anyone know what's going on here ? Data for characters was:
Image
Image
Image
They come out nice but there was a little issue I noticed
Image
Seems the meshes are not symmetrical.
Image
Every mesh seems to have this 1 triangle in it
Image
I checked many and it is always each mesh although the data is 100% correct.
Image
Everything just seems broken or off.. I could really use some help here guys. Thank you in advance.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Far Cry 6 (PC) .XBG

Post by DJ Normality »

Seems the PC version is using Denuvo or something is wrong with the tool. Special thanks to id-daemon for helping me out. Files from the PS4 are good though, finally. I can sleep :lol:
Image

https://www.youtube.com/watch?v=1arbqVd ... andonSharp