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Search found 242 matches
- Sat Jun 14, 2014 7:30 pm
- Forum: Game Archive
- Topic: [REQ][PC]Sleeping Dogs .big files
- Replies: 208
- Views: 116012
Re: [REQ][PC]Sleeping Dogs .big files
Animation - FULL AnimationNIS - FULL Characters - 4310/4384 CharactersHD - FULL Game - 5700/5748 GameHD - FULL GameHD2 - 2858/2905 Global - 1165/1332 UI - 3454/3960 Vehicles - FULL Hm, according to info.txt there's 74 unknown files in Characters.big. One of those must be vital to the game function ...
- Sat Jun 07, 2014 1:00 am
- Forum: Game Archive
- Topic: [REQ][PC]Sleeping Dogs .big files
- Replies: 208
- Views: 116012
Re: [REQ][PC]Sleeping Dogs .big files
Say, does anyone know how people create the filelists for unpackers?
I've been trying to figure this out myself but no amount of messing around in the .BIGs or the .exe turned up the names of those missing files. How did he do it in the first place?
I've been trying to figure this out myself but no amount of messing around in the .BIGs or the .exe turned up the names of those missing files. How did he do it in the first place?
- Fri May 30, 2014 9:03 pm
- Forum: Compressed files and methods
- Topic: Havok Engine Animations
- Replies: 17
- Views: 14413
Re: Havok Engine Animations
EDIT: Nvm, I overreacted. Sorry about that.
In any case, this topic is still wide open. It shouldn't be that difficult, the format is practically the same as the 2010 version, only there's a small header and multiple animations per file.
In any case, this topic is still wide open. It shouldn't be that difficult, the format is practically the same as the 2010 version, only there's a small header and multiple animations per file.
- Fri May 16, 2014 3:49 am
- Forum: Compressed files and methods
- Topic: Havok Engine Animations
- Replies: 17
- Views: 14413
Re: Havok Engine Animations
Congrats on Getting that to work. I should have checked here first before making my thread There is one difference in mine is that there are multiple animation files in one tmp But that's the thing, it doesn't work at all. There multiple anims in mine too. Example , the first one starts at 28, the ...
- Thu May 08, 2014 4:36 am
- Forum: General game tools
- Topic: Ninja Ripper
- Replies: 734
- Views: 452532
Re: Ninja Ripper
Apparently so.Devilot wrote:Development has stopped the previous year then?
Also, is there a version of this that does NOT reset bone positions? It would be incredibly useful for ripping buildings and vehicles and such.
- Sat Apr 26, 2014 1:36 am
- Forum: 3D/2D models
- Topic: [Req] Sleeping Dogs UVW maps
- Replies: 19
- Views: 6876
Re: [Req] Sleeping Dogs UVW maps
Come on now, I know practically nobody is interested in this, but is there at least ONE person out there who can wrap this up? For the weapons and junk I can redo the UVs manually, but it's impossible with buildings. So much has already been done, but that one tiny detail is ruining a huge part of it.
- Sun Apr 20, 2014 9:13 am
- Forum: Game Archive
- Topic: [REQ][PC]Sleeping Dogs .big files
- Replies: 208
- Views: 116012
Re: [REQ][PC]Sleeping Dogs .big files
Sorry for the dig, but is there any chance you're still interested in this? Any chance to repack files? Repacking isn't necessary, simply extract the files to ".../SleepingDogs/Data/" and if the game can't find the BIG file then it'll load those instead. HUGE thanks to Chipicao for figurin...
- Thu Apr 17, 2014 12:58 am
- Forum: Compressed files and methods
- Topic: Havok Engine Animations
- Replies: 17
- Views: 14413
Re: Havok Engine Animations
EDIT: Disregard my method. While it does in fact produce a .hkx file, it's broken to the point of uselessness.
- Mon Apr 14, 2014 6:08 am
- Forum: Compressed files and methods
- Topic: Havok Engine Animations
- Replies: 17
- Views: 14413
Re: Havok Engine Animations
Say Bastien, did you ever figure this out? I tried those Skyrim tools but I never was able to find a working download link. I doubt it would work anyway, these are hk_2011.2.0-r1 instead of 2010. Also, I fixed the dead links in the first post. Now the download has two types of files: a few with a si...
- Fri Mar 07, 2014 11:35 pm
- Forum: Compressed files and methods
- Topic: Havok Engine Animations
- Replies: 17
- Views: 14413
Re: Havok Engine Animations
I highly doubt it, but you'll have to wait for one of those fellows to answer.
- Sat Feb 08, 2014 1:56 am
- Forum: 3D/2D models
- Topic: Blender- and Python-compatible 3D export format?
- Replies: 8
- Views: 3290
Re: Blender- and Python-compatible 3D export format?
It's a universal model viewer, can import/export pretty much anything.
viewtopic.php?f=33&t=4582
EDIT: And jeez, you don't need to go around thanking every single post. All I did was give you a link.
I certainly appreciate it, but it seems a little extreme.
viewtopic.php?f=33&t=4582
EDIT: And jeez, you don't need to go around thanking every single post. All I did was give you a link.
I certainly appreciate it, but it seems a little extreme.
- Thu Feb 06, 2014 11:32 am
- Forum: 3D/2D models
- Topic: Blender- and Python-compatible 3D export format?
- Replies: 8
- Views: 3290
Re: Blender- and Python-compatible 3D export format?
I'm pretty sure a separate file for each one would be the best plan.
- Thu Feb 06, 2014 11:02 am
- Forum: 3D/2D models
- Topic: Blender- and Python-compatible 3D export format?
- Replies: 8
- Views: 3290
Re: Blender- and Python-compatible 3D export format?
Try Source SMD. I don't know about Python, but it has a ton of existing plugins and such.
- Wed Feb 05, 2014 7:01 pm
- Forum: 3D/2D models
- Topic: [Req] Sleeping Dogs UVW maps
- Replies: 19
- Views: 6876
Re: [Req] Sleeping Dogs UVW maps
Yup, you were right. I'm not quite sure what happens with Vehicles, but for all the other .BIGs it seems that the game was crashing because it was trying to load these files, but couldn't find them since the unpacker didn't assign them a filename. Try the same thing with CharactersHD or Animation, w...
- Wed Feb 05, 2014 12:32 pm
- Forum: 3D/2D models
- Topic: [Req] Sleeping Dogs UVW maps
- Replies: 19
- Views: 6876
Re: [Req] Sleeping Dogs UVW maps
Nothing? Ah well, I suppose I was already pushing everyone's patience by even bringing this up again. Anyway, HUGE thanks to everyone for all their contributions. Without all your help we would still be stuck using borky 3D rippers, and look where we are now. That's it for models/textures I suppose,...
