[release] SleepingDogs mesh extractor
Posted: Sun Sep 15, 2013 6:04 pm
For discussion I kindly beg to use this thread: http://forum.xentax.com/viewtopic.php?f ... 160#p88160
and leave this release thread for updates and format contributions.
This is a mesh extractor for SleepingDogs' *.perm.bin files.
### 7 years later, start, [www uploadmb com has ceased working] so I had to collect the 5 exes I had backupped.
########################################
SleepDogs_old.exe is for characters ONLY and the only version using thresholds (notcut/cut button).
########################################
. Having a look into the *_log.txt file finding # threshold correction: off
means that the concerning exe doesn't use those values.
For sampan01 (fender, steering wheel), vertex type 12 I may have optimized too much 7 years ago, dunno.
(At least button t12 is missing in the newer exe files.)
### / 7 years later, end
Character meshes (Jackie, winston) are o.k.
Jackie's UVs need some reducing (faces range = 0.75).
Motorcycle 270DX01 mesh & UVs seem to be o.k. (wheels missing)
shak-otay, September 2013


format (taken from Jackie.perm.bin):
faces (indexbuffer) f1,f2,f3 as 3 uint16
vertices in a 16 bytes vertexblock:
x,y,z as 3 uint16 - (divided them by 1024 to get floating point values)
10 bytes to skip (00 00 D0 31 BB FF E0 CC 61 FF for example)
texture coords x,y as 2 uint16 (half floats)
edit: u can use Texturefinder on Winston_TS00.temp.bin for example to get the textures:

(Params for Winston in old MeshExtractor: x= 0.5 and faces range: 0.75)
(Better use new version v2.1 of TextureFinder.)
I don't think this would have been possible without the help of Mariusz Szkaradek.
So a big Thx and the credits go to him!

(Don't ask me why the window-panes do have an offset.)
The cabin seems to have an outer and an inner mesh in LOD0.
and leave this release thread for updates and format contributions.
This is a mesh extractor for SleepingDogs' *.perm.bin files.
### 7 years later, start, [www uploadmb com has ceased working] so I had to collect the 5 exes I had backupped.
########################################
SleepDogs_old.exe is for characters ONLY and the only version using thresholds (notcut/cut button).
########################################
. Having a look into the *_log.txt file finding # threshold correction: off
means that the concerning exe doesn't use those values.
For sampan01 (fender, steering wheel), vertex type 12 I may have optimized too much 7 years ago, dunno.
(At least button t12 is missing in the newer exe files.)
### / 7 years later, end
Character meshes (Jackie, winston) are o.k.
Jackie's UVs need some reducing (faces range = 0.75).
Motorcycle 270DX01 mesh & UVs seem to be o.k. (wheels missing)
shak-otay, September 2013
format (taken from Jackie.perm.bin):
faces (indexbuffer) f1,f2,f3 as 3 uint16
vertices in a 16 bytes vertexblock:
x,y,z as 3 uint16 - (divided them by 1024 to get floating point values)
10 bytes to skip (00 00 D0 31 BB FF E0 CC 61 FF for example)
texture coords x,y as 2 uint16 (half floats)
edit: u can use Texturefinder on Winston_TS00.temp.bin for example to get the textures:
(Params for Winston in old MeshExtractor: x= 0.5 and faces range: 0.75)
(Better use new version v2.1 of TextureFinder.)
I don't think this would have been possible without the help of Mariusz Szkaradek.
So a big Thx and the credits go to him!
