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Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Tue Sep 09, 2014 3:39 am
by FriskyNoodle
Sir Kane wrote:Oh wait, it's like that because the script doesn't handle the compression.
Might post something that does tomorrow.

Thanks for clarifying, would love to see something soon.

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Tue Sep 09, 2014 9:35 am
by LinkOFF
Script for MultiEx:

Code: Select all

#Dead Rising 3 BIG files
Get U1 Long 0 ;
Get HeaderSize Long 0 ;
Get ArchiveSize Long 0 ;
Get FNum Long 0 ;
Get ITableOffset Long 0 ;
Get ITableEnd Long 0 ;
For T = 1 To FNum ;
Get NameOffset Long 0;
Get U2 Long 0 ;
Get PackSize Long 0 ;
Get UnpackSize Long 0 ;
Get Offset Long 0 ;
Get PadSize Long 0 ;
Get Compressed Long 0 ;
SavePos POS 0 ;
GoTo NameOffset 0 ;
Get Name String 0 ;
Log Name Offset PackSize 0 0 ;
GoTo POS 0 ;
Next T ;
P.S. How to decrypt BCT and BCF files in archives?

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Wed Sep 17, 2014 4:55 am
by FriskyNoodle
Any progress to extract sub archives?

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Mon Oct 20, 2014 10:40 pm
by Thevoid
Is there any progress with the extractor and packer for this?

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Tue Oct 21, 2014 11:38 am
by namquang93
LinkOFF wrote:
desperado wrote:Do you know where is texts ?
There: data\ui\dr3main\dr3main_en.cvs
Anyone found font file image? Thanks!

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Wed Oct 22, 2014 2:41 pm
by filu23
font: Dead Rising 3\data\system

You extracted the file dr3main_en.cvs?

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Mon Dec 08, 2014 11:37 am
by Szkaradek123
Hi

At one time i wrote python script for importing characters from Dead Rising 3.
It is not finished, but it can to use.
It requires Blender 249 and Python 26.

Steps:
1.unpack importer
2.run Blender249.blend
3.in Blender Text Window press alt+p and select big file

It supports:
- autotexturing
- weighting
- skeleton

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Thu Dec 11, 2014 2:27 am
by TheMask85
i know the script isn't finished but is there any way to convert the normal maps proper?
unfortunately they come out checkered.
or maybe there's another way to convert the .tex files alone.
here's a sample file, if anyone's interested.
https://www.dropbox.com/s/s1lezerm2sm05 ... 02.7z?dl=0

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Thu Dec 11, 2014 8:18 pm
by merlinsvk
TheMask85: are there any DXT3 and DXT5 textures? Normal maps are saved in ATI2 (BC5) format.

Example: psy_02_head_nm
Image

So here are my QBMS scripts for texture converting.

tex to dds

Code: Select all

# Dead Rising 3
# texture to DDS converter
# by MerlinSVK    		Dec 2014
# version 1.0
# note: I hadn't enough textures so I don't know if there are any DXT3, DXT5, ... formats
# script for QuickBMS	http://aluigi.org/papers.htm#quickbms

get SIZE asize
get NAME basename
string H_NAME = NAME
string M_NAME = NAME
string H_NAME += ".head"
string NAME += ".dds"

goto 0x4
get WIDTH short
get HEIGHT short
get FORMAT byte
goto 0x10
get MIP_LIST long
goto MIP_LIST
get DATA_OFF long
xmath MIP_COUNT "(DATA_OFF - 0x1C) / 0x10"
xmath DATA_SIZE "SIZE - DATA_OFF"

if FORMAT == "0x00"			# RGBA8
	set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x0F\x10\x00\x00\x41\x41\x41\x41\x42\x42\x42\x42\x43\x43\x43\x43\x43\x00\x00\x00\x01\x00\x00\x00\x4D\x45\x52\x4C\x49\x4E\x3A\x29\x01\x00\x03\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x41\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x00\x00\xFF\x00\x00\xFF\x00\x00\xFF\x00\x00\x00\x00\x00\x00\xFF\x00\x10\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
elif FORMAT == "0x08"		# DXT1
	set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x08\x00\xAA\xAA\xAA\xAA\xBB\xBB\xBB\xBB\xCC\xCC\xCC\xCC\x00\x00\x00\x00\x01\x00\x00\x00\x4D\x45\x52\x4C\x49\x4E\x3A\x29\x01\x00\x03\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x04\x00\x00\x00\x44\x58\x54\x31\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x10\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
elif FORMAT = "0x26"		# ATI2 - normal map
	set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x0A\x00\xAA\xAA\xAA\xAA\xBB\xBB\xBB\xBB\xCC\xCC\xCC\xCC\x00\x00\x00\x00\xDD\xDD\xDD\xDD\x4D\x45\x52\x4C\x49\x4E\x3A\x29\x01\x00\x03\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x04\x00\x00\x00\x41\x54\x49\x32\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x08\x10\x40\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
endif

	putVarChr MEMORY_FILE 0XC HEIGHT long
	putVarChr MEMORY_FILE 0x10 WIDTH long
	putVarChr MEMORY_FILE 0x14 DATA_SIZE long
	putVarChr MEMORY_FILE 0X1C MIP_COUNT long

append
log MEMORY_FILE DATA_OFF DATA_SIZE
append

get DDS_SIZE asize MEMORY_FILE
log H_NAME 0 DATA_OFF			# save header
log NAME 0 DDS_SIZE MEMORY_FILE	# save DDS texture

dds to tex

Code: Select all

# Dead Rising 3
# DDS to texture converter
# by MerlinSVK    		Dec 2014
# version 1.0
# note: If you edit a texture, save it with the exact number of mipmaps as original texture has.
#       This script will not recalculate the mipmap offsets in header section. KTHXBYE
# script for QuickBMS	http://aluigi.org/papers.htm#quickbms

open FDDE dds 0
open FDDE head 1

get NAME basename
string NAME += ".new"

get D_SIZE asize 0
get H_SIZE asize 1

math D_SIZE -= 0x80				# subtract the DDS header
log MEMORY_FILE 0 H_SIZE 1		# copy header file into memory_file

append
log MEMORY_FILE 0x80 D_SIZE 0	# append whole texture data
append

get TEX_SIZE asize MEMORY_FILE
log NAME 0 TEX_SIZE MEMORY_FILE

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Mon Dec 15, 2014 9:06 pm
by raykingnihong
Szkaradek123 wrote:Hi

At one time i wrote python script for importing characters from Dead Rising 3.
It is not finished, but it can to use.
It requires Blender 249 and Python 26.

Steps:
1.unpack importer
2.run Blender249.blend
3.in Blender Text Window press alt+p and select big file

It supports:
- autotexturing
- weighting
- skeleton
Hi Szkaradek123, thank you for your great work, this script run the NPC character format is perfect, we very much look forward to the script will continue to support the vehicle model and the model of zombies

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Wed Apr 15, 2015 6:25 am
by dragbody
Sorry if this is a noobie question, but how are people handling the normal maps? Still can't get them to work.

EDIT - Yes, noobish question. Once running the tex to dds BMS script, I just needed to open the file in Noesis instead of my image editor

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Sat Apr 25, 2015 7:05 am
by artworkplay
*SNIP* Got some good advise and now understand the process. Awesome scripts and tools guys.

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Sat Nov 28, 2015 4:42 am
by artworkplay
Szkaradek123 wrote:Hi

At one time i wrote python script for importing characters from Dead Rising 3.
It is not finished, but it can to use.
It requires Blender 249 and Python 26.

Steps:
1.unpack importer
2.run Blender249.blend
3.in Blender Text Window press alt+p and select big file

It supports:
- autotexturing
- weighting
- skeleton
Just curios if anyone found y way to extract the main character models in the "clothing" directory correctly...

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Mon Mar 13, 2023 1:59 pm
by jupiter
how extracted the file dr3main_en.cvs?

Re: Dead Rising 3 (*.BIG, *.TEX)

Posted: Mon Jun 19, 2023 8:18 pm
by wolf84
jupiter wrote: Mon Mar 13, 2023 1:59 pm how extracted the file dr3main_en.cvs?
Hi, you don't just have to unpack it, you also have to repack it... ;) https://www.youtube.com/watch?v=5HI4HDyvGqM