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360 - Dead Rising 2 .BIG file

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Ryan7259
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Re: 360 - Dead Rising 2 .BIG file

Post by Ryan7259 »

How'd you do that anyways Dean? Did you do some bms scripting?
prefim
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Re: 360 - Dead Rising 2 .BIG file

Post by prefim »

Hi Chrrox,

Excellent script for quickBMS. Worked like a charm including the tex to dds. I'm asking the same question as someone else though. how did you get the model into max (or any other program for that matter). I looked inside the combined vertices 56 file but couldnt see a pattern to any regular file formats i knew.

I'm continuing to investigate but it would save heaps of time if you can shed any light on your workflow.

Cheers,

Mat
Dean
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Re: 360 - Dead Rising 2 .BIG file

Post by Dean »

Ryan7259 wrote:How'd you do that anyways Dean? Did you do some bms scripting?
No, just keep extracting the .big files it churns out. I did that 2 or 3 more times and got what looks like bone file names, and the combined vertices files. Don't know what format they're in, though.
Ryan7259
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Re: 360 - Dead Rising 2 .BIG file

Post by Ryan7259 »

No, I meant on FP, you had stars uniform texture for the swat gear. Did you somehow open the tex and converted it back?
Dean
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Re: 360 - Dead Rising 2 .BIG file

Post by Dean »

That was with Texmod, nothing of the sort. http://filesmelt.com/dl/texmod.zip Launch deadrising2.exe with logging mode, use numpad + and - to sort through textures, rip the ones you want, exit the game and edit what you want, then create a package of the .log file it creates and re-launch the game with package mode or whatever it's called.
valvoga
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Re: 360 - Dead Rising 2 .BIG file

Post by valvoga »

Oh,chroxx you're awesome
demolos
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Re: 360 - Dead Rising 2 .BIG file

Post by demolos »

The contents of this post was deleted because of possible forum rules violation.
Dean
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Re: 360 - Dead Rising 2 .BIG file

Post by Dean »

Thanks. Much easier to extract .big files, but it still doesn't help me with what format the model files are supposed to be in.
Ryan7259
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Re: 360 - Dead Rising 2 .BIG file

Post by Ryan7259 »

I looked in valuesets and saw some words. In the srv_matthew it said 'srv_matthew_mtl_pants.pdv'
DerMeister
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Re: 360 - Dead Rising 2 .BIG file

Post by DerMeister »

Any way to unpack the .BIG files of the 360 version yet?
Malakesh
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Re: 360 - Dead Rising 2 .BIG file

Post by Malakesh »

The means to unpack every version of the game's .big files are right here in this thread.
demolos
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Re: 360 - Dead Rising 2 .BIG file

Post by demolos »

Dean wrote:Thanks. Much easier to extract .big files, but it still doesn't help me with what format the model files are supposed to be in.
Im not a programmer but the vertex/uvmap was stored inside:
geo_torsoShape Vertices 0

Im converted the file into float from srv_lulu:
You do not have the required permissions to view the files attached to this post.
DerMeister
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Re: 360 - Dead Rising 2 .BIG file

Post by DerMeister »

Malakesh wrote:The means to unpack every version of the game's .big files are right here in this thread.
I've tried both the BMS script and Gibbed's tools and it doesn't work for me :(
Mshi
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Re: 360 - Dead Rising 2 .BIG file

Post by Mshi »

I cant read Indices correct.
Any advices?Image
chrrox
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Re: 360 - Dead Rising 2 .BIG file

Post by chrrox »

they are tri-stip.
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