XeNTaX Forum Index
Forum MultiEx Commander Tools Tools Home
It is currently Sat Oct 20, 2018 9:08 pm

All times are UTC + 1 hour


Forum rules


Please click here to view the forum rules



Post new topic Reply to topic  [ 209 posts ]  Go to page Previous  1 ... 9, 10, 11, 12, 13, 14  Next
Author Message
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Sun Oct 19, 2014 4:55 pm 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran

Joined: Wed Mar 31, 2010 6:54 am
Posts: 1627
Has thanked: 61 times
Have thanks: 784 times

cra0 wrote:
ROFL they shipped the exe with debug symbols :o :o :o :o :o :o :o :o :o :o :o :o :o

Yeah they include pdb base, but after Update 1 deleted. Also they include in XML_Cache project file for WWise :)

Image

You can make the ads go away by registering



Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Sun Oct 19, 2014 8:05 pm 
Offline
mega-veteran
mega-veteran

Joined: Fri Aug 30, 2013 5:39 am
Posts: 237
Has thanked: 56 times
Have thanks: 19 times
Ekey wrote:
Yeah they include pdb base, but after Update 1 deleted.

Luckily I saved a backup.

Ekey wrote:
Also they include in XML_Cache project file for WWise :)

Holy... You serious? Could we theoretically repack PCK files with that? I thought it was impossible!


Last edited by SergeantJoe on Sun Oct 19, 2014 8:33 pm, edited 2 times in total.

Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Sun Oct 19, 2014 8:15 pm 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran

Joined: Wed Mar 31, 2010 6:54 am
Posts: 1627
Has thanked: 61 times
Have thanks: 784 times
SergeantJoe wrote:
Holy... You serious? Could we theoretically repack PCK files with that? I thought it was impossible!

yup


Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Mon Oct 20, 2014 1:48 am 
Offline
advanced

Joined: Tue Sep 02, 2014 2:53 am
Posts: 57
Has thanked: 4 times
Have thanks: 0 time
So i was looking through the forum and I was hoping someone could teach me how to extract the models from the definitive edition?


Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Mon Oct 20, 2014 7:23 am 
Offline
mega-veteran
mega-veteran

Joined: Fri Aug 30, 2013 5:39 am
Posts: 237
Has thanked: 56 times
Have thanks: 19 times
MisterNatal wrote:
how to extract the models from the definitive edition?

You can't. We have to wait until someone fixes the Blender script.


Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Sun Oct 26, 2014 3:08 am 
Offline
mega-veteran
mega-veteran

Joined: Fri Aug 30, 2013 5:39 am
Posts: 237
Has thanked: 56 times
Have thanks: 19 times
Ekey wrote:
http://oi62.tinypic.com/f591zp.jpg

Say, do you have a link to that program? I've been searching for a while but I can't find anything.

Also, I thought of something. When you unpack a PCK file, all the names are lost. Will that affect anything?
Probably will, since I assume that file is only the project and doesn't hold any of the actual wav files.

This means it'll be impossible to repack SFX.pck, but the files from English(US).pck have the names imbedded in the file, which we can extract.


Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Sun Oct 26, 2014 5:59 pm 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran

Joined: Wed Mar 31, 2010 6:54 am
Posts: 1627
Has thanked: 61 times
Have thanks: 784 times
http://www.audiokinetic.com/download/


Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Mon Oct 27, 2014 12:20 am 
Offline
mega-veteran
mega-veteran

Joined: Fri Aug 30, 2013 5:39 am
Posts: 237
Has thanked: 56 times
Have thanks: 19 times
Oh, well then. I was under the assumption that the official tools were limited to 200 items.

But now whenever I attempt to open the file it says "Object reference not set to an instance of an object".

You know what, the heck with it. Like I said, the project is not very useful without the named wav files. (is it?)


EDIT: Hold the phone.

Code:
<File Id="63805603" Language="SFX">
   <ShortName>mus_licensed_final\01_HKLUB\mus_lic_01_nwang_mystory.wav</ShortName>
   <Path>sfx\mus_licensed_final\01_hklub\mus_lic_01_nwang_mystory_19be004f.wem</Path>
</File>

63805603 is the name of one of the unpacked wav files. I opened it and sure enough, it contains the song "My Story".

If someone creates a program that matches the wav name to it's ID and gives it the real name and path, this could be possible after all.

I don't know anything about file formats, but I do know a microscopic amount of Java, maybe I can make the renamer program myself.


Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Mon Oct 27, 2014 12:51 am 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran

Joined: Wed Mar 31, 2010 6:54 am
Posts: 1627
Has thanked: 61 times
Have thanks: 784 times
They used FNV1a as hash algo but for BNK files x32 for other files seems x64 with convert to x32


Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Wed Oct 29, 2014 3:12 am 
Offline
mega-veteran
mega-veteran

Joined: Fri Aug 30, 2013 5:39 am
Posts: 237
Has thanked: 56 times
Have thanks: 19 times
I'm not quite sure what that means, but I was able to do this!

Quote:
Reading input/2001420.wav
Writing output/bigfu_pain_03.wav

Reading input/1752987.wav
Writing output/dialogue/_fsr/d_tags/thug_sporty_full_set_low/selects/winded/thug_sporty_20_winded_03.wav

Reading input/2029353.wav
Writing output/ui/_new/ui_upgrade.wav

Reading input/1863799.wav
Writing output/collisions/cinder_block/deb_cinder_med03.wav

Reading input/1464505.wav
Writing output/fighting/hand-to-hand/hard_smack_punches_AB/HI_Smack_Punch_05.wav

----------------Before-------------------------------------------------------After

Image----------Image


http://www.mediafire.com/download/na7qqkevuaul85v/SD_Renamer.jar
http://www.mediafire.com/download/7c8jxgdkrrpa0fj/SD_File_Renamer.java

Unfortunately I'm only a first-year student, so I don't know any advanced functionality or even a better language.


But still, if I ever manage to open the Wwise project we could very well unpack and successfully repack the PCK file! Has anyone even done that before?

EDIT: Alright, I got the project opened, however, repacking is still a long ways off.

I did manage to rename most of the source WAV files, however it seems to reference .BNK files as well. Question is, does it require premade .bnk files or does it make them itself?

Also, there's this:
Code:
<ExternalSourcesInputFile>D:\UFG\MadScience\Project\SDHD\SDHD_PC\Data\Audio\SD2\ExternalSources.wsources</ExternalSourcesInputFile>
<ExternalSourcesOutputRoot>D:\UFG\MadScience\Project\SDHD\SDHD_PC\Data\Audio\SD2\wwise\SD2\GeneratedSoundBanks\Windows\Externals\</ExternalSourcesOutputRoot>

What the heck's a .wsources file? I doubt it'd be possible to replicate. Will it still pack without it?


Point is, there's still a huge mess to sort out. Would it better to make a separate thread?


Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Wed Oct 29, 2014 7:39 am 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran

Joined: Wed Mar 31, 2010 6:54 am
Posts: 1627
Has thanked: 61 times
Have thanks: 784 times
I don't know about wsources but packer works without them.


Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Wed Oct 29, 2014 1:38 pm 
Offline
advanced

Joined: Tue Oct 28, 2014 7:51 am
Posts: 53
Has thanked: 3 times
Have thanks: 4 times
This may not be the perfect place to ask, but does anyone know whether there's a deeper level script/config which determines graphics settings?
I assume there would be something inside the archives, as the DisplaySettings.xml which you get right off the bat is pathetic and i doubt that they would just hardcode such tight set of options.


Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Wed Oct 29, 2014 5:12 pm 
Offline
mega-veteran
mega-veteran

Joined: Fri Aug 30, 2013 5:39 am
Posts: 237
Has thanked: 56 times
Have thanks: 19 times
I'm pretty sure DisplaySettings.xml is all there is. Maybe if you poke around Global.big you'll find something, but even if you do it wont be very helpful since we can't run that particular archive unpacked.


Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Thu Oct 30, 2014 3:20 am 
Offline
mega-veteran
mega-veteran

Joined: Fri Aug 30, 2013 5:39 am
Posts: 237
Has thanked: 56 times
Have thanks: 19 times
Using Process Monitor I manged to spot the last four unknown files in CharactersHD.big!

Code:
Data\Characters_New\Wei_HeadNoBones_HD.perm.bin
Data\Characters_New\Wei_HeadNoBones_HD.temp.bin
Data\Characters_New\Wei_HeadNoBones_HD_TS00.perm.bin
Data\Characters_New\Wei_HeadNoBones_HD_TS00.temp.bin


EDIT: And the last four in Vehicles.big!
Code:
Data\Vehicles_New\Heli01.perm.bin
Data\Vehicles_New\Heli01.temp.bin
Data\Vehicles_New\Heli01_ts001.perm.bin
Data\Vehicles_New\Heli01_ts001.temp.bin


EDIT:
Code:
Data\Characters_New\Wei_HeadNoBones.perm.bin
Data\Characters_New\Wei_HeadNoBones.temp.bin
Data\Characters_New\Wei_HeadNoBones_TS00.perm.bin
Data\Characters_New\Wei_HeadNoBones_TS00.temp.bin
Data\Characters_New\AS_H_VendorDLC.perm.bin
Data\Characters_New\AS_H_VendorDLC.temp.bin
Data\Characters_New\AS_B_VendorDLC.perm.bin
Data\Characters_New\AS_B_VendorDLC.temp.bin
Data\Props_New\HandcuffsHQ001.perm.bin
Data\Props_New\HandcuffsHQ001.temp.bin
Data\Props_New\HandcuffsHQ001_ts001.perm.bin
Data\Props_New\HandcuffsHQ001_ts001.temp.bin
Data\Props_New\TinyPhysicsObject.perm.bin
Data\Props_New\TinyPhysicsObject.temp.bin
Data\Props_New\TinyPhysicsObject_ts001.perm.bin
Data\Props_New\TinyPhysicsObject_ts001.temp.bin


That's all I could get with this method though, I'll have to check out Ekey's logger after this PCK mess is sorted out.


Top
 Profile  
 
 Post subject: Re: [REQ][PC]Sleeping Dogs .big files
PostPosted: Sun Nov 09, 2014 4:36 am 
Offline
mega-veteran
mega-veteran

Joined: Fri Aug 30, 2013 5:39 am
Posts: 237
Has thanked: 56 times
Have thanks: 19 times
SergeantJoe wrote:
But still, if I ever manage to open the Wwise project we could very well unpack and successfully repack the PCK file! Has anyone even done that before?

EDIT: Alright, I got the project opened, however, repacking is still a long ways off.

I did manage to rename most of the source WAV files, however it seems to reference .BNK files as well. Question is, does it require premade .bnk files or does it make them itself?

I poked around a bit more, and it does in fact require the original BNK files, but luckily those are easy to get.

However it turns out you can't just stick raw WAV files in there and make it pack, it requires the corresponding WEM files as well, which is some sort of Wwise proprietary format. I knew it couldn't be that easy.



Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 209 posts ]  Go to page Previous  1 ... 9, 10, 11, 12, 13, 14  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: Google [Bot] and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group