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Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

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quattro65
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Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Post by quattro65 »

Hello
I have a problem opening the file w Kingdoms of Amalur

http://www.speedyshare.com/ceXJs/loot-a ... tion-table
There are varieties of German equipment

I'll be grateful
quattro65
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Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Post by quattro65 »

quattro65 wrote:Hello
I have a problem opening the file w Kingdoms of Amalur

http://www.speedyshare.com/ceXJs/loot-a ... tion-table
There are varieties of German equipment

I'll be grateful
Nobody is able to help me? :lol:
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shakotay2
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Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Post by shakotay2 »

quattro65 wrote:Hello
I have a problem opening the file w Kingdoms of Amalur
And what is your problem with?
Have a look using a hexeditor - it's very simple.

Starting from file offset 0x001A you'll find this format:

DWORD counter
DWORD strlen
char str[strlen]
BYTE id

Code: Select all

Offset   0  1  2  3  4  5  6  7   8  9  A  B  C  D  E  F

00010                                  06 00 00 00 0A 00             ......
00020   00 00 42 69 72 6B 65 6E  68 6F 6C 7A 11 0A 00 00   ..Birkenholz....
00030   00 42 69 72 6B 65 6E 68  6F 6C 7A 12               .Birkenholz.
So there's 6 times "Birkenholz" each with a string length of 10.
The id is 0x11, 0x12, 0x14, 0x21 I don't know what it is good for.

All strings are in german. That's all to tell about this "localization" table imho.

Did I miss something? Maybe the DWORD at offset 0x0004= 0x212 (530 dec.) is the counter for the (different) items? Didn't check that.
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?"
quattro65
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Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Post by quattro65 »

Thank you for the information :up:

I have issues with the Hex Editor

Could I have a decrypted file in xml ?
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shakotay2
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Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Post by shakotay2 »

quattro65 wrote:Could I have a decrypted file in xml ?
There's nothing to "decrypt".
What you mean is a converted file I think.

This is a text file: loottable.zip
Any excel related app should be able to import it into a table.

xml? Well, there are different possibilities to create some xml structure.
For example each string surrounded by
<Component name="Idon'tknow" >
Birkenholz
</Component>

But I'm not in the mood to think about this, sry.
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?"
neff10
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Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Post by neff10 »

great men! works!! :wink: :bye:
Phnx
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Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Post by Phnx »

Hey I recently got back to playing KoAR. I'd like to do a little modding. I know how to hex-edit dds file to be able to edit them. Just correct the header, edit, paste the edited code back into backup of original file. Does anyone know how to edit "bin" and "bxml" files? Thx! :)

So, "bxml" could be this

http://en.wikipedia.org/wiki/Binary_XML

and "bin" one of these (or anything)?

http://bin.fileextensionguide.com
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Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

Post by stefan7202 »

why me out of characters? only changed the text to see if it goes to Bulgarian. Text edited with notepad program ++ :eek:
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