Far Cry 6 (PC) .XBG
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Far Cry 6 (PC) .XBG
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
https://drive.google.com/file/d/1IVS3Ef ... sp=sharing
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Re: Far Cry 6 (PC) .XBG
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
????
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
????
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Re: Far Cry 6 (PC) .XBG
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:
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.
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.
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Re: Far Cry 6 (PC) .XBG
The Red Part is align. Somtimes is here somtimes not. It's not static.
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Re: Far Cry 6 (PC) .XBG
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.
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Re: Far Cry 6 (PC) .XBG
Why do you think the SDOL size is 28 bytes? I think 20...
Please put your xbg model so we can download
Please put your xbg model so we can download
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Re: Far Cry 6 (PC) .XBG
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.
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Re: Far Cry 6 (PC) .XBG
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.
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
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Re: Far Cry 6 (PC) .XBG
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.
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.
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.
I did get close to the texture with this but its still far from correct.
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:
They come out nice but there was a little issue I noticed
Seems the meshes are not symmetrical.
Every mesh seems to have this 1 triangle in it
I checked many and it is always each mesh although the data is 100% correct.
Everything just seems broken or off.. I could really use some help here guys. Thank you in advance.
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Re: Far Cry 6 (PC) .XBG
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
https://www.youtube.com/watch?v=1arbqVd ... andonSharp
https://www.youtube.com/watch?v=1arbqVd ... andonSharp