LeBonVieuxHash Posted Saturday at 07:53 AM Share Posted Saturday at 07:53 AM Hi everyone, I’m working on an ambitious project and would greatly appreciate any help or advice. My goal is to import the full map from Watch Dogs 1 into Blender, optimize it, and make it compatible for a FiveM server dedicated to a roleplay environment. Here’s a detailed overview of my current progress, what’s left to do, and where I need some guidance. Final Goal The ultimate goal is to have a complete, functional version of the Watch Dogs 1 map in FiveM, with all collisions and a dynamic environment (including moving trees, flags, nighttime lights, etc.). I want to create an immersive roleplay server on this map. Current Progress Extracting Game Files: I’ve extracted all files from Watch Dogs 1, organized by type. I have all .obj, .fbx, .xbg, .xbt, .hkx, .skeleton, .bin, etc. files needed. I’ve also downloaded and installed all the suggested tools and plugins for each step (e.g., Noesis, ZModeler, Disrupt Bundle Extractor, XBT Editor, DDS plugins for Paint.NET, etc.). Sorting Files: I’ve organized each file type for easier management and started reviewing which files are essential to the map and environment (like props, textures, static and dynamic objects). To speed up the process, I’ve removed files related to vehicles, characters (peds), and other non-essential elements. However, I’ve kept all files related to collisions to ensure the map will be fully usable without falling through surfaces. File Conversion: I’ve tried converting .xbg and .xbt files to Blender-compatible formats (.fbx, .obj, .png for textures) but encountered issues. For example, some .xbg files don’t show up in Noesis or ZModeler. I’ve opened some .bin files in HxD to examine their contents, but I haven’t been able to clearly determine whether they’re necessary. What’s Left to Do Finalize File Sorting: Identify all essential files for the map environment (props, trees, flags, dynamic lights) and collision files. Advice on verifying large folders or automatically identifying necessary files (a tool for auto-sorting would be ideal) would be helpful. Convert Files to Blender-Compatible Format: Find a solution for files that don’t display or convert correctly in the current tools (specifically .xbg and .xbt files). Help with quickly converting all necessary files to .obj or .fbx for easy import into Blender. Assemble the Map in Blender: Import everything and ensure the collisions work. Adjust textures, check animations for dynamic elements (trees, flags), and configure lights to interact with day/night cycles. Run tests to make sure each part of the map functions correctly before final export. Export for FiveM and Configure the Map: Once in Blender, export the map in FiveM-compatible formats (.ydr for models, .ybn for collisions). Use CodeWalker to organize files and verify integration with FiveM. Set up lights to activate according to day/night cycles, and test collisions. Questions and Support Needed - Fast Way to Verify Files: Is there a way to quickly check folders with thousands of files and automatically identify ones related to the map and environment? Are there tools to identify collision data or "environment" tags in raw data? - Specific Conversion Help: Alternatives for converting .xbg and .xbt files that won’t open in Noesis or ZModeler? Any specific plugin or tool I might be missing? - Blender Assembly Tips: Advice on efficiently organizing map elements in Blender after import? How to manage environment animations in Blender so they export correctly for FiveM? - Optimization for FiveM: Tips on optimizing collision and texture files to reduce file size while keeping good performance in FiveM? - Estimated Time Remaining: Given my current progress and remaining steps, any estimate on time to complete this project would be helpful. Thank you in advance for any advice or help! I’ve made good progress so far, but I want to make sure I don’t miss anything and that I can finish this map in an optimal way for a FiveM roleplay server. Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted Saturday at 12:53 PM Engineer Share Posted Saturday at 12:53 PM (edited) [deleted] Edited Tuesday at 12:32 PM by shak-otay Link to comment Share on other sites More sharing options...
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