Hey,
I'm actually looking for a .BIN extractor for burnout paradise files.
All gamefiles are .Bin and I can't seem to open them and I couldn't find anything wit google.
I hope someone here can help me.
Here are 2 bin files;
http://ifile.it/ud79pw5
http://ifile.it/64krsex
BTW: This is my first post here on the forums
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Burnout Paradise .BIN files. help!
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Re: Burnout Paradise .BIN files. help!
they are just zlib files I suggest using offzip
I don't see names anywhere
the extracted files are defiantly proprietary.
I don't see names anywhere
the extracted files are defiantly proprietary.
Re: Burnout Paradise .BIN files. help!
thanks for you response.
I've got the program but how do I use it?
Sorry I'm a total n00b to this stuff.
thanks.
I've got the program but how do I use it?
Sorry I'm a total n00b to this stuff.
thanks.
Re: Burnout Paradise .BIN files. help!
Here are a extra file..
http://ifile.it/ag209vd
But when you extract them.. it just does some codes and it closes down.
And I don't see anything changed..
sorry for the double post
http://ifile.it/ag209vd
But when you extract them.. it just does some codes and it closes down.
And I don't see anything changed..
sorry for the double post
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Re: Burnout Paradise .BIN files. help!
You can use this MultiEx Commander script to extract the compressed chunks or files that are mentiones in a table at the beginning of the bin files. However, sometimes a larger file is separated into multiple chunks of originally 65536 in size. I have not bothered yet to see if this is id-able somewhere.
Anyway, the tex_vehicle.bin file you posted is also different, it is a collection of dds file data , without headers and compressed using zlib. Yet, the table only references small chunks that contain image information of the original dds file, such as height and width and which DDS type, but the image data is not referenced in a table, the compressed files are simply saved after everything else in sequence.
Here's an example of a reconstructed first texture in there: Here's the mexscript:
And the bin.bms file to use in MultiEx Commander.
Anyway, the tex_vehicle.bin file you posted is also different, it is a collection of dds file data , without headers and compressed using zlib. Yet, the table only references small chunks that contain image information of the original dds file, such as height and width and which DDS type, but the image data is not referenced in a table, the compressed files are simply saved after everything else in sequence.
Here's an example of a reconstructed first texture in there: Here's the mexscript:
Code: Select all
IDString 0 bnd2 ;
ComType ZLib1 ;
Get U1 Long 0 ;
Get U2 Long 0 ;
Get TableOffset Long 0 ;
Get Chunks Long 0 ;
Get TableOffset2 Long 0 ;
Get FileOffset Long 0 ;
Get ArchiveSize Long 0 ;
Get ArchiveSize2 Long 0 ;
Set FN String "uncompressed_chunk_";
Set EXT String ".zlb" ;
Set USize Long 65536 ;
For T = 1 To Chunks ;
GoTo TableOffset 0 ;
Get U3 Long 0 ;
Math TableOffset += 28 ;
GoTo TableOffset 0 ;
SavePos FSO 0 ;
Get FS Long 0 ;
Math TableOffset += 12 ;
GoTo TableOffset 0 ;
SavePos FOO 0 ;
Get FO Long 0 ;
Math FO += FileOffset ;
Set Name String FN ;
String Name += T ;
String Name += EXT ;
CLog Name FO FS FOO FSO USize 0 ;
Math TableOffset += 24 ;
Next T ;
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Re: Burnout Paradise .BIN files. help!
Wow mr Mouse thanks a lot!
thanks thanks, I've searched ages on how to do this you're my game modding hero!
I'm a total n00b to this stuff,
could you please PM me a step by step guide on how to do it.?
thanks a lot!,
sorry for my english I'm 14 and from the Netherlands..
thanks thanks, I've searched ages on how to do this you're my game modding hero!
I'm a total n00b to this stuff,
could you please PM me a step by step guide on how to do it.?
thanks a lot!,
sorry for my english I'm 14 and from the Netherlands..
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Re: Burnout Paradise .BIN files. help!
That depends, what is it that you wish to do? Create the DDS files? Use the script ? Something else?
Re: Burnout Paradise .BIN files. help!
well I wanted to get textures out of the bin files.
So create the .DDS files
Or how did you get that texture out of it?
I'm sorry of my n00biness
So create the .DDS files
Or how did you get that texture out of it?
I'm sorry of my n00biness
Re: Burnout Paradise .BIN files. help!
Well I made it to view the uncompressed chunks in the vichicletex.bin.
this is what I did;
So, I've got a uncompressed junk file wich is in Zlb, that's a zlib format (right? )
But how can a compress the zlb file?
and get the .DDS files out of it?
thanks.
this is what I did;
So, I've got a uncompressed junk file wich is in Zlb, that's a zlib format (right? )
But how can a compress the zlb file?
and get the .DDS files out of it?
thanks.
Last edited by Steefjan on Mon Jul 27, 2009 9:26 am, edited 1 time in total.
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Re: Burnout Paradise .BIN files. help!
Just add a simple question - how to determine file header offsets and data offsets to CutOut file from the archive by hands with HEX editor...
My great respect and appreciation for them, who research game files! Special thanks to: aluigi, bacter, DerPlaya, Rick, Turfster, twig, Zench. Sorry if someone is missing in my list, I'll update when I'll notice it again
Re: Burnout Paradise .BIN files. help!
thanks for the quick response.
so if I'm right I need to search for the .DDS file info with a HEXeditor
this is all I can see when I open a uncompressed junk using a hex editor.
so if I'm right I need to search for the .DDS file info with a HEXeditor
this is all I can see when I open a uncompressed junk using a hex editor.
Re: Burnout Paradise .BIN files. help!
still can't find out how to use zlib...
I've tried everything! ..pff I've got hiliday but this just swallows my whole day up..
getting confused please can someone help me getting those DDS files out of the vehichletex.Bin..
I've tried everything! ..pff I've got hiliday but this just swallows my whole day up..
getting confused please can someone help me getting those DDS files out of the vehichletex.Bin..