[Request] Sleeping Dogs Model Files

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SergeantJoe
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Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe » Wed Oct 30, 2013 12:44 am

shakotay2 wrote:Marisuz is szkaradek123, one of my heroes in this forum. Last post to be found here:
viewtopic.php?f=16&t=7259&p=84226#p84226
Ah, ok. Thanks, I'll try asking him.

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Re: [Request] Sleeping Dogs Model Files

Post by howfie » Wed Oct 30, 2013 10:54 am

he only has 49 because most of his scripts were written pre-thanks system. btw u dont need to search for exBuf, the chunk code for a buffer as you know is 0x7A971479, and 0x40 bytes into the data is a uint16, if 0, its a vertex buffer. if 1, index. if 2, it is an attribute buffer.

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Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe » Mon Nov 04, 2013 11:11 pm

Well, I talked to him, he said that he was having trouble with the bones. But, he did give me his Blender import script that supports materials.

Also, he brought up an interesting point. This game uses the Havok physics engine. Don't know if that makes any difference whatsoever but just fyi.

Here's the models and animations for reference.

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Re: [Request] Sleeping Dogs Model Files

Post by shakotay2 » Tue Nov 05, 2013 12:44 am

SergeantJoe wrote:This game uses the Havok physics engine. Don't know if that makes any difference whatsoever but just fyi.
Definitely should.

CharacterRigs.bin contains a hkx header at 0xB0. After copying the data from 0xB0 to 0x39FF
into a new hkx and loading it into Havok Standalone tools sadly nothing is shown.
(Here u can see how it should look like: viewtopic.php?f=16&t=10922&p=89781#p89781)

There are 63 other headers in this bin file.
edit: seems there are 64/2 = 32 different skeletons contained.
But nearly look the same, only bone names/count differ.
(Wei Head also being a whole skeleton, not a head as assumed.)

If we could import one of the hkx an xml could be exported.
Last edited by shakotay2 on Tue Nov 05, 2013 1:59 pm, edited 1 time in total.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
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Re: [Request] Sleeping Dogs Model Files

Post by shakotay2 » Tue Nov 05, 2013 10:22 am

and now here it is: Amanda's skeleton:
Image

(Just copied parent indices, bone names and reference pose matrices into an existing xml (to ease my efforts)
so don't know if everything's correct.)

Next step would be to convert the xml to some more useful format like FBX for example.

I dragged the xml onto Autodesk's FBX converter but it denied to take the file. :D
(yes, I know, it wasn't designed for such a task)

This is the advantage of (3D format) standards: having so many of them... :cry:

edit: the 2nd skeleton in CharacterRigs.bin having 127 bones. For a reason I don't know only 64 are displayed:
Image

There seems to be an error with the parenting of the bones, too.

With the error corrected the funny tail got lost. Still no clue about the missing bones.
Image
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe » Tue Nov 05, 2013 5:41 pm

Aw man, that is great! But, I don't quite understand how that works. All the game skeletons are in one file?

(and the tail is probably from the Yaoguai)

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Re: [Request] Sleeping Dogs Model Files

Post by shakotay2 » Tue Nov 05, 2013 6:25 pm

SergeantJoe wrote:All the game skeletons are in one file?
That's just a supposition for characters.

Search for "_HD" in characterRigs.bin and you'll find 84 names. Since they are doubled there might be 42 skeletons contained (see above where I calculated it to 32).
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe » Mon Nov 11, 2013 5:07 am

Since bones are on hiatus, I got another crazy idea: what about the game world?

Hong Kong is split into nearly two thousand chunks, all of which are also stored in .perm.bin files. However they're not the same format as the models.

Here's a small sample.

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Re: [Request] Sleeping Dogs Model Files

Post by shakotay2 » Mon Nov 11, 2013 10:48 am

SergeantJoe wrote:I got another crazy idea: what about the game world?
Well then, don't know why this should be? :D
Image

But yes: the uvs crazy again (as always with SleepingDogs) :cry: .
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe » Mon Nov 11, 2013 11:00 am

Oooh, lovely.

Bah, those blasted UVs. Just out of curiosity, what makes them so extraordinarily difficult? No 3D ripping tool can process them.


And just to be thorough, here's a larger chunk. Also, I think these bins contain both the model and textures at the same time.

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Re: [Request] Sleeping Dogs Model Files

Post by shakotay2 » Mon Nov 11, 2013 11:48 am

SergeantJoe wrote:Oooh, lovely.

Bah, those blasted UVs. Just out of curiosity, what makes them so extraordinarily difficult? No 3D ripping tool can process them.
In this case they look like this:
...
vt 0.921875 0.874939
vt 0.921875 0.188965
vt 0.851135 0.874023
vt 0.851135 0.843018
vt 0.844360 0.845276
vt 0.844360 0.874023
vt 0.862976 0.830383
vt 0.862976 0.804810
vt 0.856445 0.804810
vt 0.856445 0.830383
vt 0.874878 0.816162
...
As you can see: too less variation Doesn't really matter whether you treat them as WORDs or half floats.
(There was a game where uv y simply had to be divided by 2 and everything was fine.)

It's not that worse; you'll just have to get the idea...
Image

edit: hmm, three nice coffins?
Image
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
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Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe » Mon Nov 11, 2013 8:13 pm

Hmm. And I was right, they do contain textures as well. Luckily Howfie's texture program can still process them.

You may be on to something with those coffins, the texture is vaguely L-shaped.

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Re: [Request] Sleeping Dogs Model Files

Post by shakotay2 » Mon Nov 11, 2013 9:14 pm

This texture contains squares for outside walls and a pavement, doesn't it?
Won't fit for the square stones ("coffins"). Got it from the coffin bins?

Image
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
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Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe » Mon Nov 11, 2013 10:32 pm

Hm, I'm not quite sure. I can't even find this section in-game.

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Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe » Sat Nov 23, 2013 1:54 am

Any news on the bones/weighting? I've attempted multiple times to re-rig everything from scratch, but that hasn't gone too well, and whenever I ask elsewhere I get utterly ignored.

Also, here's something interesting. It's just a regular .perm.bin model file, but it contains over a hundred submeshes! Shako's program opened the first few successfully, but started borking after the first twenty.

That folder is just filled with interesting stuff. TrueCrowd.bin contains a huge list of models, wst_files.bin seems to deal with the bone weighting.

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