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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Thu May 19, 2016 11:42 pm 
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Sorry if I resume this old thread but recently I've noticed an error in official Italian translation of SD (std edition):

Image

As you can see, because of a pair of typos in UI.big the game doesn't display framerate correctly. Instead of "%3.1f" they wrote "%3,1f" and this is the result...
So I came in this thread but found no tool to correct the bug. Someone can help me please and maybe have a copy of the original tools to edit game strings?
I'm not interested in modding textures or other things, just wanted to fix the Advanced Video Options text bugs :(

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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Thu May 26, 2016 2:26 pm 
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There is no tool to edit the strings. Unpack UI.big, look in "Data/UI/Localization/" and edit the .bin files with Notepad.


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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Thu May 26, 2016 6:43 pm 
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SergeantJoe wrote:
There is no tool to edit the strings. Unpack UI.big, look in "Data/UI/Localization/" and edit the .bin files with Notepad.

I tried that but the game hangs on startup when I remove the UI.big file and leave the unpacked version in DATA\UI...

Please, can you explain in detail how to run the game with modified files?
UI is unpacked as:

Code:
UI
├───Data
│   └───UI <-- I moved this
│       ├───Localization
│       ├───Minimap
│       │   ├───Row_0
│       │   ├───Row_1024
│       │   ├───Row_1280
│       │   ├───Row_1536
│       │   ├───Row_256
│       │   ├───Row_512
│       │   └───Row_768
│       └───Screens
└───__Unknown

...so I edited and moved UI branch under <Steam_game_path>\Data\ but the game hangs on startup.

EDIT: fixed the problem of broken FPS counter in Italian in another way... see on Steam my guide.


Last edited by hexaae on Tue Dec 13, 2016 12:46 am, edited 1 time in total.

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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Fri May 27, 2016 6:29 am 
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I've never done it myself, so I don't know how he did it, but that's the method for editing most things. It hangs because it's missing those unknown files.


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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Tue Dec 13, 2016 12:09 am 
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Hello.
Does anyone still have a PS3 version?


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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Fri Dec 15, 2017 2:02 pm 
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Hi,
I have a quick questions about animations. I unpacked Big file and I have a lot of bin animations files in the folder.
Is it possible to read those files? Can I unpack those animations to any 3d format so i can view it in 3dsmax or other programs?

Thanks!


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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Fri Dec 29, 2017 8:36 am 
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Jacob wrote:
Hi,
I have a quick questions about animations. I unpacked Big file and I have a lot of bin animations files in the folder.
Is it possible to read those files? Can I unpack those animations to any 3d format so i can view it in 3dsmax or other programs?!

For the past FIVE YEARS I've been trying to get useable animations. I've tried tons of different tools, I've asked many people, but nothing worked and nobody could figure it out.

Here's the rundown:
This game uses the Havok animation system. Each bin file contains multiple binary Havok hkx animations, you can separate them pretty easily.

It is possible to convert binary hkx to plaintext xml hkx using AssetCC from official Havok SDK, and load it into HavokStandaloneTool to view the animation.

However, there's no way to convert the hkx data to a useable format like fbx. And it looks like there never will be because nobody is able to help.


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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Tue Jan 02, 2018 4:58 pm 
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Quote:
For the past FIVE YEARS I've been trying to get useable animations. I've tried tons of different tools, I've asked many people, but nothing worked and nobody could figure it out.

Here's the rundown:
This game uses the Havok animation system. Each bin file contains multiple binary Havok hkx animations, you can separate them pretty easily.

It is possible to convert binary hkx to plaintext xml hkx using AssetCC from official Havok SDK, and load it into HavokStandaloneTool to view the animation.

However, there's no way to convert the hkx data to a useable format like fbx. And it looks like there never will be because nobody is able to help.


Thanks for answer :) , shame that it ended up this way.


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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Wed Jan 03, 2018 5:01 am 
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Could someone re-upload the most recent unpacker for Definitive Edition? The one from Wed Nov 18, 2015 2:59 pm has invalid file.


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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Wed Jan 03, 2018 9:12 am 
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iwl wrote:
Could someone re-upload the most recent unpacker for Definitive Edition? The one from Wed Nov 18, 2015 2:59 pm has invalid file.

Here you go.


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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Wed Jan 03, 2018 1:16 pm 
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Thanks man!


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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Sun Oct 07, 2018 8:59 pm 
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Is there new news about Compressor or Repack BIG files ???

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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Mon Oct 08, 2018 7:37 am 
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mcc26 wrote:
Is there new news about Compressor or Repack BIG files ???

Sorry, man you're 6 years too late. There is no news, and there never will be, because nobody knows that this game exists.


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 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Mon Oct 08, 2018 8:16 am 
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mcc26 wrote:
Is there new news about Compressor or Repack BIG files ???

Unfortunately game hacking forums like this are mostly focused on extracting and ripping/stealing assets from games… and just a few games have also a repacker (useful for translators etc.), sigh… :(



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