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[release] SleepingDogs mesh extractor

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SergeantJoe
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Re: [release] SleepingDogs mesh extractor

Post by SergeantJoe »

shakotay2 wrote:Finally I did a final version (-> start post).
Mirrored the mesh. Then there's no need to flip normals. (Seems at the end I will be confused totally... :cry: )
Oh my goodness. Shako, you are a hero.

You deserve all the thanks for going through all of this hard work on your own time and for absolutely no gain. Seriously.
I don't even know what else to say, after all, you pretty much single-handedly created the first and only model extractor for this game. If you hadn't come along we would all have been sitting here scratching our heads until 2015.

(and by the way the inner mesh on the Leo is supposed to be there, don't worry about it)
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Re: [release] SleepingDogs mesh extractor

Post by shakotay2 »

SergeantJoe wrote:Oh my goodness. Shako, you are a hero.
Well, I surely feel: no.
But thanks for the thanks. :)

I want to bypass 80% of the thx to Mariusz Szkaradek. Without his help I wouldn't have got only one of the vehicles correctly. I really miss him on this board.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: [release] SleepingDogs mesh extractor

Post by shakotay2 »

I'm pretty sure no one will care except for one person only but anyways the 7 years old "perm.bin to obj" converter is available again here (click up arrow):
shakotay2 wrote: Sun Sep 15, 2013 6:04 pm
(Sadly the perm.bin files of the "definitive edition" have changed a bit, thus the above mentioned converter doesn't work on them.)
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?"
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Re: [release] SleepingDogs mesh extractor

Post by utopiadeferred »

shakotay2 wrote: Thu Jun 10, 2021 9:32 pm I'm pretty sure no one will care except for one person only but anyways the 7 years old "perm.bin to obj" converter is available again here (click up arrow):
shakotay2 wrote: Sun Sep 15, 2013 6:04 pm
(Sadly the perm.bin files of the "definitive edition" have changed a bit, thus the above mentioned converter doesn't work on them.)
Getting the "this seems not to be a perm.bin file" error on any perm.bin (using 2012 build of the game). Any ideas, trying it on HK.perm.bin and a few others in Zone and Section.

Only certain vehicles work to add, but 90% of the perm.bins do not. If you aren't sure, I will start going over old threads and start up some new tools on it.
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Re: [release] SleepingDogs mesh extractor

Post by shakotay2 »

utopiadeferred wrote: Fri Aug 06, 2021 9:02 amAny ideas, trying it on HK.perm.bin and a few others in Zone and Section.
That's level files, isn't it? Afair the extractor wasn't intended to be used with them.
Only certain vehicles work to add, but 90% of the perm.bins do not.
Usually it says "This doesn't seem to be a perm.bin file!" when the first byte is not 0x6F - I'd need a sample of those which don't work to tell more. But don't expect too much (after 7 years (: ).

(And, as I wrote, I wouldn't work on "definitive edition" samples.)
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?"
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Re: [release] SleepingDogs mesh extractor

Post by utopiadeferred »

shakotay2 wrote: Fri Aug 06, 2021 10:30 am
utopiadeferred wrote: Fri Aug 06, 2021 9:02 amAny ideas, trying it on HK.perm.bin and a few others in Zone and Section.
That's level files, isn't it? Afair the extractor wasn't intended to be used with them.
Only certain vehicles work to add, but 90% of the perm.bins do not.
Usually it says "This doesn't seem to be a perm.bin file!" when the first byte is not 0x6F - I'd need a sample of those which don't work to tell more. But don't expect too much (after 7 years (: ).

(And, as I wrote, I wouldn't work on "definitive edition" samples.)
Checking it out now and for a working vehicle it is obviously 0x6F and for a piece of the level, for example AB_FishMarket_02STD, it is 0x90.

Since I need to keep it under the filesize limit, here is a sample of the LOD instead, still has the same 0x90.
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Re: [release] SleepingDogs mesh extractor

Post by shakotay2 »

well, 13 vertices, that's what I get. (Iirc there was a threshold required for correct values.)
.
AB_FishMarket_02LOD-perm-bin.png
edit: gosh, this doesn't seem to be a model file - guess for a header file for the textures (in another file)
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Last edited by shakotay2 on Sat Aug 07, 2021 12:53 pm, edited 1 time in total.
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?"
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Re: [release] SleepingDogs mesh extractor

Post by utopiadeferred »

shakotay2 wrote: Fri Aug 06, 2021 7:35 pm well, 13 vertices, that's what I get. (Iirc there was a threshold required for correct values.)
.
AB_FishMarket_02LOD-perm-bin.png
Interesting, on the same file I get the error. Tried a few different builds. If I change the byte from 0x09 to 0x6F however, the tool will export a broken version of it.

Started fixing it myself using the old blender tool as a building point, got some stuff workinnn
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Re: [release] SleepingDogs mesh extractor

Post by utopiadeferred »

shakotay2 wrote: Fri Aug 06, 2021 7:35 pm well, 13 vertices, that's what I get. (Iirc there was a threshold required for correct values.)
.
AB_FishMarket_02LOD-perm-bin.png
Image

ehh? Normals were reversed but that's okay.

I am still curious about your tool, it does seem like it only will accept a 0x6F.
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Re: [release] SleepingDogs mesh extractor

Post by shakotay2 »

well, now I understand the problem - seems an earlier version of the tool extracted obj from Bisai01_ts001.perm.bin for example (starts with 0x90). (But I can't find the concerning exe file - maybe it's on my old PC, somewhere? :cry: )
shakotay2 wrote: Sat Sep 21, 2013 1:54 pm
edit: yeah, no, it was Bisai01.perm.bin, confused seven years later; Bisai01_ts001 is for texture, not a model file!

(This should be a warning to me: never, never touching projects again which were finished more or less.)
Last edited by shakotay2 on Sat Aug 07, 2021 12:49 pm, edited 3 times in total.
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?"
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Re: [release] SleepingDogs mesh extractor

Post by utopiadeferred »

shakotay2 wrote: Sat Aug 07, 2021 5:55 am well, now I understand the problem - seems an earlier version of the tool extracted obj from Bisai01_ts001.perm.bin for example (starts with 0x90). (But I can't find the concerning exe file - maybe it's on my old PC, somewhere? :cry: )
shakotay2 wrote: Sat Sep 21, 2013 1:54 pm
prayyyy, I made some solid progress, but nearly as fast as the tool would be if you have such files. Texture export is a little wonky and some verts are just missing, but they do work and do get textured. I am not sure how far off I am.
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Re: [release] SleepingDogs mesh extractor

Post by shakotay2 »

So much trouble for nothing. (:
Bisai01.perm.bin (starts with 0x6F) works with my tool. But it doesn't care for textures (and was nether intended to do so.)

The 0x90 confusion is solved - this is from Mariusz' script:
#texture 90 A0 BF CD

related files ("header" file (?) and data file):
Bisai01_ts001.perm.bin (starts with 0x90) and Bisai01_ts001.temp.bin

(There's 7 .dds files extracted by his script.)
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?"
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Re: [release] SleepingDogs mesh extractor

Post by utopiadeferred »

shakotay2 wrote: Sat Aug 07, 2021 12:41 pm So much trouble for nothing. (:
Bisai01.perm.bin (starts with 0x6F) works with my tool. But it doesn't care for textures (and was nether intended to do so.)

The 0x90 confusion is solved - this is from Mariusz' script:
#texture 90 A0 BF CD

related files ("header" file (?) and data file):
Bisai01_ts001.perm.bin (starts with 0x90) and Bisai01_ts001.temp.bin

(There's 7 .dds files extracted by his script.)
If you happen to get a new EXE out please let me know! His old script was utterly broken for me and did not work in 2.49 blender. However, here is my standalone progress. Few cargo mover obj's and some of the dock obj's.

Image
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