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[Request] Sleeping Dogs Model Files

Post questions about game models here, or help out others!
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shakotay2
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Re: [Request] Sleeping Dogs Model Files

Post by shakotay2 »

SergeantJoe wrote:Whew, after nearly six hours of messing about I finally managed to adjust the skeleton to fit the mesh
which mesh? And why was the adjustment required?
are animations still that big of a stretch?
Don't know.
Again someone had to spend his time and nerves...
I don't want to be greedy, but
Yep, that's what you are. :D
we could just replace them with ones tailored specifically for the original skeleton.
hmm, "tailored"?
That means you'll need to edit them. That's another fun...
Plus this game has the best melee animations I've ever seen,
sounds like an advertising slogan - but maybe.
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: [Request] Sleeping Dogs Model Files

Post by SergeantJoe »

shakotay2 wrote:sounds like an advertising slogan - but maybe.
No, it's just my personal opinion. They are pretty cool though.
shakotay2 wrote:Yep, that's what you are. :D
Sigh, I suppose you're right. Heck, back in July I was still using Ninja Ripper and remaking all the UVs from scratch. And look where we are now.

But like I said, I want to get as much as possible right now, since after you're done, that's it. There is nobody else who has the experience or even the slightest interest to work on stuff from this game.


Look, I appreciate all the time and hard work you've put into this for absolutely no reward, I truly do. I understand you're probably sick of this whole thing already, but could you please do me this one last favor?
At least take a look, if it's too difficult or time consuming you can just drop the entire thing.
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shakotay2
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Re: [Request] Sleeping Dogs Model Files

Post by shakotay2 »

Again my prevoius unanswered question:
"which mesh? And why was the adjustment required?"
SergeantJoe wrote:, but could you please do me this one last favor?
The thing is that animations are not on my focus atm. This may change in 3 or 4 months.
I'm messing around with several projects and only when I'm bored with them I use my spare time to "relax" on things where my knowledge is poor as for example with "skeletons".
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: [Request] Sleeping Dogs Model Files

Post by SergeantJoe »

Well, alright.
shakotay2 wrote:"which mesh? And why was the adjustment required?"
Oh, I was referring to the models I showed you earlier. Basically what I'm doing is making these models compatible with the Source Engine so they can be used with games and programs like Garry's Mod and Source Filmmaker.

However, for the former the model needs a specific set of animations. That's what I was saying, it would be better to have the SD animations, because they're intended for SD skeletons. Valve animations are intended for Valve skeletons, and I have to significantly alter the SD skeletons to make them fit on Valve animations.
(plus, like I said, SD contains a huge amount of smooth melee animations which would be perfect for a variety of purposes)

But in any case, I have to stick with forcing Valve animations onto SD skeletons for now. The entire thing looks terrible by the time I'm done, but at least it works.



I suppose that's it then. If you decide to take this up one day that would be more than great, but it's up to you. (or if someone else comes along, but I highly doubt that)
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Re: [Request] Sleeping Dogs Model Files

Post by shakotay2 »

As I wrote, I won't dig deep into havok animation format (especially when it's compressed) but if we had a havok animation (of any game) that is playable in the Havok standalone tool I surely would have a look at it.

For example here http://forums.bethsoft.com/topic/129382 ... converter/ is described how to convert Havok animation from the Skyrim-compatible binary format to the Havok XML format.

Or you could export any animation in 3dsmax into hkx:
http://forums.elementalgame.com/398524

Hah, that's great. You load the mesh, add the skeleton and the animation (into the havok StanadaloneTool) and then it goes.
Image
I really love it when things are as easy as this.
(But coders all around the world tend to keep things fxcking complicated for a reason I never will understand.... :D )
(To be honest: I'd like to purge when seeing nif formats specification for example...I really hate it.)


edit: well, as I thought: the girl has an UncompressedAnimation while Thug.bin seems to contain a compressed one. Also the bone names are missing in here.
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: [Request] Sleeping Dogs Model Files

Post by volfin »

I'm interested in the source to this HKX to SMD converter tool. I don't see it posted in the thread. Anyone know where it's available?
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Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe »

There is no tool, he did everything by hand if I remember correctly.

Also, wow, It's been almost a year and a half already. Bless shako, if it weren't for him we wouldn't have anything to this day.
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Re: [Request] Sleeping Dogs Model Files

Post by volfin »

SergeantJoe wrote:There is no tool, he did everything by hand if I remember correctly.

Also, wow, It's been almost a year and a half already. Bless shako, if it weren't for him we wouldn't have anything to this day.
Gotcha, thanks. :)
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Re: [Request] Sleeping Dogs Model Files

Post by Tosyk »

Here's tools to split CharacterRigs.bin and PropRigs.bin into .hkx and then convert them into .smd
made by daemon today.
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Re: [Request] Sleeping Dogs Model Files

Post by artworkplay »

Tosyk wrote:Here's tools to split CharacterRigs.bin and PropRigs.bin into .hkx and then convert them into .smd
made by daemon today.
I can't help but feel so lucky to be alive in the age of daemon1 and his marvelous mind for 3D model exporter tools!
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Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe »

It's great to see someone still interested in this game even after all these years!

Tried it out, works perfectly. Thank you very much to you and daemon!
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Re: [Request] Sleeping Dogs Model Files

Post by Naroax »

Can someone re-upload Ekey's DE unpacker ? The link is old and got expired!
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Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe »

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Re: [Request] Sleeping Dogs Model Files

Post by Naroax »

SergeantJoe wrote:Right here.
Thank you so much Joe! now what do I do after extracting these archives ?
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Re: [Request] Sleeping Dogs Model Files

Post by SergeantJoe »

Well you can extract the character models and textures and use them for whatever you want, but sadly that's pretty much it. You can't modify the game at all:
SergeantJoe wrote:When you unpack a .BIG file, you'll end up with "../SleepingDogsDefinitiveEdition/*NameOfBig*/Data/". If you move the Data folder into the main game folder and remove the BIG file, the game will load the unpacked files directly.

There are some issues with this though. The unpacker doesn't assign filenames to everything, so when the games tries to load the unnamed files it crashes.
Meaning if you try to unpack and Run Characters.big, where all the important stuff is located, it won't work. Only way to get around that is to somehow convince ekey to update the unpacker, which I doubt will happen without a small donation of a million dollars.
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