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Re: [REQ][PC]Sleeping Dogs .big files

Posted: Sun Oct 19, 2014 4:55 pm
by Ekey
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

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Sun Oct 19, 2014 8:05 pm
by SergeantJoe
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!

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Sun Oct 19, 2014 8:15 pm
by Ekey
SergeantJoe wrote: Holy... You serious? Could we theoretically repack PCK files with that? I thought it was impossible!
yup

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Mon Oct 20, 2014 1:48 am
by MisterNatal
So i was looking through the forum and I was hoping someone could teach me how to extract the models from the definitive edition?

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Mon Oct 20, 2014 7:23 am
by SergeantJoe
MisterNatal wrote:how to extract the models from the definitive edition?
You can't. We have to wait until someone fixes the Blender script.

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Sun Oct 26, 2014 3:08 am
by SergeantJoe
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.

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Sun Oct 26, 2014 5:59 pm
by Ekey

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Mon Oct 27, 2014 12:20 am
by SergeantJoe
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: Select all

<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.

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Mon Oct 27, 2014 12:51 am
by Ekey
They used FNV1a as hash algo but for BNK files x32 for other files seems x64 with convert to x32

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Wed Oct 29, 2014 3:12 am
by SergeantJoe
I'm not quite sure what that means, but I was able to do this!
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/na7qq ... enamer.jar
http://www.mediafire.com/download/7c8jx ... namer.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: Select all

<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?

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Wed Oct 29, 2014 7:39 am
by Ekey
I don't know about wsources but packer works without them.

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Wed Oct 29, 2014 1:38 pm
by SkacikPL
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.

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Wed Oct 29, 2014 5:12 pm
by SergeantJoe
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.

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Thu Oct 30, 2014 3:20 am
by SergeantJoe
Using Process Monitor I manged to spot the last four unknown files in CharactersHD.big!

Code: Select all

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: Select all

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: Select all

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.

Re: [REQ][PC]Sleeping Dogs .big files

Posted: Sun Nov 09, 2014 4:36 am
by SergeantJoe
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.