#Subject: Help Needed for Importing the Complete Watch Dogs 1 Map into Blender

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craggy wadi
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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.

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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.

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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.