The Forum is up for sale: XeNTaX Forum looking for new owner

[Request] Sleeping Dogs Model Files

Post questions about game models here, or help out others!
SergeantJoe
mega-veteran
mega-veteran
Posts: 242
Joined: Fri Aug 30, 2013 5:39 am
Has thanked: 57 times
Been thanked: 20 times

Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe »

shakotay2 wrote:Perfect! Thx again. Seems to contain half floats.
But I'm a little bit tired now - will try it tomorrow. Good night. :)
I just noticed that since the briefcase can be used as a weapon it seems to have two models inside the file: a normal and a broken version. I have no idea how that will affect the process, so here's a different one just in case. Still relatively small.

Take all the time you need, there's no hurry.
Ekey
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 1822
Joined: Wed Mar 31, 2010 6:54 am
Has thanked: 92 times
Been thanked: 1056 times

Re: [Request] Sleeping Dogs Model Files

Post by Ekey »

Files automaticly decompressing while unpacking if they compressed. About textures here
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4231
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1139 times
Been thanked: 2222 times

Re: [Request] Sleeping Dogs Model Files

Post by shakotay2 »

Ekey: thx for the link!
SergeantJoe wrote:I just noticed that since the briefcase can be used as a weapon it seems to have two models inside the file: a normal and a broken version. I have no idea how that will affect the process, [...]
I made some progress on the briefcase: Image

Now I must get rid of the superfluous strange rectangle and some other vertices.
The broken version does only consist of the grip, does it?

(The PoliceBadge again having 3 floats vertices, the tex two half floats and 6 bytes to skip - didn't bother creating the obj but there should be no problems.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
SergeantJoe
mega-veteran
mega-veteran
Posts: 242
Joined: Fri Aug 30, 2013 5:39 am
Has thanked: 57 times
Been thanked: 20 times

Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe »

I already posted that link, but whatever.
shakotay2 wrote:The broken version does only consist of the grip, does it?
I believe so. To me the stretching looks like some sort of error, but still, amazing work!

Does this mean that larger models like vehicles or characters are now possible, or am I being too hasty?


Say, Ekey, is there any chance you happen to know anything about these? You were the one that made the .big extractor and decompressor in the first place, why did you suddenly quit?
Ekey
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 1822
Joined: Wed Mar 31, 2010 6:54 am
Has thanked: 92 times
Been thanked: 1056 times

Re: [Request] Sleeping Dogs Model Files

Post by Ekey »

SergeantJoe wrote:Say, Ekey, is there any chance you happen to know anything about these? You were the one that made the .big extractor and decompressor in the first place, why did you suddenly quit?
Unpacker works perfectly and can decompress compressed content. My job is done :)
SergeantJoe
mega-veteran
mega-veteran
Posts: 242
Joined: Fri Aug 30, 2013 5:39 am
Has thanked: 57 times
Been thanked: 20 times

Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe »

Wait, hold on. I've heard multiple people use the term decompress when talking about this game, but they all seem to be referring to different things. Are you talking about .bix/.big->.bin or just the .bin files?

Because when I hear decompress I think of .bin->.obj, but I understand that's rather ignorant of me.
Ekey
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 1822
Joined: Wed Mar 31, 2010 6:54 am
Has thanked: 92 times
Been thanked: 1056 times

Re: [Request] Sleeping Dogs Model Files

Post by Ekey »

SergeantJoe wrote:Because when I hear decompress I think of .bin->.obj, but I understand that's rather ignorant of me.
BIGUnpacker does not convert files to other format, only decompress. Do not confuse Conversion method with De/Compression method
SergeantJoe
mega-veteran
mega-veteran
Posts: 242
Joined: Fri Aug 30, 2013 5:39 am
Has thanked: 57 times
Been thanked: 20 times

Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe »

Ah, okay. I see what you mean. Thanks for the clarification.

So, the files are all decompressed, now we need a way to covert them into a useable format.
Just out of curiosity, what method did you use to get that book and briefcase shakotay?
Ekey
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 1822
Joined: Wed Mar 31, 2010 6:54 am
Has thanked: 92 times
Been thanked: 1056 times

Re: [Request] Sleeping Dogs Model Files

Post by Ekey »

SergeantJoe wrote:So, the files are all decompressed, now we need a way to covert them into a useable format.
Exactly :)
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4231
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1139 times
Been thanked: 2222 times

Re: [Request] Sleeping Dogs Model Files

Post by shakotay2 »

SergeantJoe wrote:Does this mean that larger models like vehicles or characters are now possible, or am I being too hasty?
Should be. Atm it's a numerical problem of finding the rules to exclude the unwanted vertices: Image
And finally: Image

But the left side is open now. wtf.
This is bursting my imagination. And I had to do some steps manually for one simple model. Difficult to do that automatically.

With characters there's another problem: Jackie seems to be quartered, half right back, half right front.
what method did you use to get that book and briefcase shakotay?
It's always the same method: fiddeling the verts and faces together. :D

Here viewtopic.php?f=16&t=10720 you'll find a crash course about DragonBall online meshes - just to get an imagination.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
SergeantJoe
mega-veteran
mega-veteran
Posts: 242
Joined: Fri Aug 30, 2013 5:39 am
Has thanked: 57 times
Been thanked: 20 times

Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe »

Hmm, interesting.

I took a look at what Ninja Ripper spat out and it seems that Wei and Jackie are extremely high-poly compared to the other characters. Maybe a generic civilian would easier?
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4231
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1139 times
Been thanked: 2222 times

Re: [Request] Sleeping Dogs Model Files

Post by shakotay2 »

Thx again, but it doesn't seem to be a problem with the poly count - the char models are just buried in a "mesh coffin". And it's the same with vehicles: Image

I tried an exclusion depending on the vector length of vertices but guess I'll have to wait for another brainwave.
Though I could create an UV extractor. For simple models the UVs seem to correct; for others (see in above pic) setting of some points to 0.0 0.0 might be required but that would be easier than recreating the complete UV map.

edit: here I deleted all submesh_1 faces with vertices greater than ~2900 Image

UV map Jackie (maybe uncomplete): Image

(If ripping the models and fixing the missing parts were acceptable we would be done here.)

edit: well, combining the above mentioned face data with the ripped model data would need some recalculation, I guess. This being a task I haven't ever done so far.

A simpler solution would be to merge the ripped model into the extracted one in a 3D program. Then move/rotate it until it's fitting to the buried one and deleting this one (only vertices, preserving faces). Didn't try such thing so far, too. But should work. More or less...


edit2: I tried to exclude vertices with the same vector gradient. At no avail.
And then I realized: the parallel vectors I tried to eliminate just appear because of an position offset between the model "quarters". I'm such a dumbo... :D
Image
Maybe the vectors building a quarter are grouped in the data? After I will have found them adding an offset would be a lesser task...
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
SergeantJoe
mega-veteran
mega-veteran
Posts: 242
Joined: Fri Aug 30, 2013 5:39 am
Has thanked: 57 times
Been thanked: 20 times

Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe »

Words cannot express how amazed I am right now. After half a year of nothingness seeing so much progress all at once is astounding.

Really glad to hear that UVs are at least more or less possible. Although it won't really help with characters this will make vehicles very easy.
And yeah, that UV is not complete, but as long as it has the most difficult parts (IE the hands and face), I suppose it doesn't matter.
shakotay2 wrote:I realized: the parallel vectors I tried to eliminate just appear because of an position offset between the model "quarters".
Image
Wait, so if this is the current state of the model, wouldn't it be possible to simply move the pieces together manually? It looks like all the vertices are there, just stretched out.
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4231
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1139 times
Been thanked: 2222 times

Re: [Request] Sleeping Dogs Model Files

Post by shakotay2 »

SergeantJoe wrote:wouldn't it be possible to simply move the pieces together manually?
Yes, that means "setting the offset to 0". And I'd prefer doing this programatically rather than manually.

There are a few issues to solve but maybe I can upload a tiny extractor at the end of the next week.
"Tiny" means you'll have to input a threshold for the cutting of the faces for example.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
SergeantJoe
mega-veteran
mega-veteran
Posts: 242
Joined: Fri Aug 30, 2013 5:39 am
Has thanked: 57 times
Been thanked: 20 times

Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe »

Whatever you say man. Believe me, I really appreciate it, a lot.

And just fyi, I'll be away for a week starting tomorrow, but just in case you need any more samples this guy uploaded the necessary .big/.bix files here, you can extract those with Ekey's program.

There's also a free demo of the game on Steam.
Post Reply