Watch_Dogs - General moding

Discussion in 'Game Tweaks and Modifications' started by Essenthy, Jan 4, 2015.

  1. Mrlu

    Mrlu Guest

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    I have a question...I was modifying the file of particles and I edited almost all the wdfx_brk values and when I tested the values of the gasstation and particles reset to default...why?
     
  2. HeySlickThatsMe

    HeySlickThatsMe Master Guru

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  3. mlleemiles

    mlleemiles Master Guru

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    Some reflection experiments:
    [​IMG]
    [​IMG]
    Thanks to Dorian for these absolutely beautiful shots.
    See how it effects the fog.
     
  4. puredorian

    puredorian Guest

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    Blueish thing definetly gives 14 min demo vibe, kudos. :D
     

  5. HeySlickThatsMe

    HeySlickThatsMe Master Guru

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  6. Mrlu

    Mrlu Guest

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    So cool...great work keep it up!! :D
    1. What are the textures for the billboards and cartels?
     
  7. HeySlickThatsMe

    HeySlickThatsMe Master Guru

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    I didn't really edit the billboards , i edited the Videos , so sometimes you can see Dot conneXion ads

    Coming Soon™
    [​IMG]
     
  8. Mrlu

    Mrlu Guest

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    Yeah, but the billboards like the papavero car or the cartels outside ambrose are textures, are those
     
  9. TrumpetPro

    TrumpetPro Guest

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    How do you swap datablocks in Watch_Dogs? Also HeySlickThatsMe, can you please upload your modded coat? The community would appreciate that (-:
     
  10. Anakmonyet

    Anakmonyet Guest

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    My Theory:
    Ubisoft use Far Cry 3 "Fire Textures" on Watch Dogs E3 2012.
    If someone can export the fire textures to Watch Dogs then we can have that shining yellow fire.

    [​IMG]
     

  11. mlleemiles

    mlleemiles Master Guru

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    It isnt that simple. You still have to redo the particle effect for each texture/effect.
     
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  12. HeySlickThatsMe

    HeySlickThatsMe Master Guru

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    zmodeler , it doesn't work most of the time , you need a proper datablock , and my coat is broken
    + I figured we can't get e3 coat physics
    The coat is made of 3 things
    Datablocks (physics simulation)
    Weights (bones , determine the parts that move)
    Engine (Bouncy E3 effect - which is broken in final game , physics timers)
     
  13. HeySlickThatsMe

    HeySlickThatsMe Master Guru

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    The gas station had lot of various effects like mlleemiles said it would need some more editing , On the 3rd WD Picture you can see the Distortion effect , on the 5th you can see the Ground fire , the texture is in the game files
     
  14. TrumpetPro

    TrumpetPro Guest

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    Could you post a short tutorial about swapping datablocks? I've got a frozen ZModeler trial.
     
  15. HeySlickThatsMe

    HeySlickThatsMe Master Guru

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    Well you simply replace it with other one...
    Import any other model , and rename its datablock to aiden one
     

  16. Mrlu

    Mrlu Guest

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    Slick a simple question, from the patch, the folder move and its inside folders (blendtrees, decisiontrees, transitions) they do something or are necessary for some animation? Because I notice that some of the animations in the folder animations are in the 2 folders with diferents .name (animations = .mab // move = .bin)
    Example:
    male_civi3_wait-in-line-talk-bored-guy_000f_norm_nowep_none.mab
    male_civi3_wait-in-line-talk-bored-guy_000f_norm_nowep_none.move.bin
     
  17. HeySlickThatsMe

    HeySlickThatsMe Master Guru

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    They are necessary for animations , we can't swap move.bin files
     
  18. Mrlu

    Mrlu Guest

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    So I need the entire move folder and its inside folders for the animations in the animations folder right? I need the 2 :D
     
  19. HeySlickThatsMe

    HeySlickThatsMe Master Guru

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    Yes but changing the move.bin file will do nothing because it only works in windy_city
     
  20. HeySlickThatsMe

    HeySlickThatsMe Master Guru

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    E3 Focus speed achieved!
    Removed the fast draw skill to fix the E3 Draw animation
     

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