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

Posted: Thu Sep 04, 2014 3:01 pm
by Ekey

Code: Select all

# Dead Rising 3 (BIG, TEX format)
# 
# Written by Ekey (h4x0r)
# 
# script for QuickBMS http://quickbms.aluigi.org

idstring "\x06\x05\x04\x03"
get HEADER_SIZE long
get ARCHIVE_SIZE long
get FILES long
get ENTRY_OFFSET long
goto ENTRY_OFFSET

for i = 0 < FILES
    get NAME_OFFSET long
    savepos TEMP
    goto NAME_OFFSET
    get NAME string
    goto TEMP
    get HASH long
    get ZSIZE long
    get SIZE long
    get OFFSET long
    get DUMMY long # 4
    get FLAG long # 0, 1 - Compressed (Encrypted??)
	
    if SIZE == ZSIZE
      log NAME OFFSET SIZE
    else
      # Unknown Compression or Encryption
      log NAME OFFSET ZSIZE
    endif
next i
Also you can try use http://aluigi.altervista.org/papers/bms ... g2_otr.bms

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

Posted: Thu Sep 04, 2014 11:27 pm
by OrangeC
Thank you sir!!

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

Posted: Sun Sep 07, 2014 4:01 am
by lllccc
i wish one day there will be an repacker for dead rising

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

Posted: Sun Sep 07, 2014 10:32 am
by prudislav
what about cvs files with texts??

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

Posted: Sun Sep 07, 2014 10:35 am
by desperado
Thanks for bms Ekey. How about texts ? Do you know where is texts ?

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

Posted: Sun Sep 07, 2014 10:39 am
by Thevoid
How about the .bin files? maybe part of the text from the game are inside these files.

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

Posted: Sun Sep 07, 2014 11:43 am
by Ekey
desperado wrote:Thanks for bms Ekey. How about texts ? Do you know where is texts ?
I don't know.

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

Posted: Mon Sep 08, 2014 4:30 am
by LinkOFF
desperado wrote:Do you know where is texts ?
There: data\ui\dr3main\dr3main_en.cvs

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

Posted: Mon Sep 08, 2014 10:03 am
by desperado
LinkOFF wrote:
desperado wrote:Do you know where is texts ?
There: data\ui\dr3main\dr3main_en.cvs
Thanks :)

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

Posted: Mon Sep 08, 2014 6:25 pm
by FriskyNoodle
I saved your script as a .txt file. Open QuickBMs, choose script>location>save location for unapacked .big files

I tried to unpack gen_shader-ps.big and then the location those extracted to had more gen_shader-XX.big files, tried to unpack those and did the same process as listed above and it throws me an error

Screen attached:

Image

After that I replaced the "expected" with "this one" and re ran the process it did nothing at all. All it did do was show the CMD window for QuickBMS

Am I stupid and did something obviously wrong? Or is the script only working for certain .big archives?

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

Posted: Mon Sep 08, 2014 11:02 pm
by Sir Kane
Looks like the first 8 bytes of that .big file are missing.

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

Posted: Tue Sep 09, 2014 12:11 am
by FriskyNoodle
Sir Kane wrote:Looks like the first 8 bytes of that .big file are missing.
I dont see why? Would that be a problem with the script and quickbms not finding the first 8 bytes, or the games encryption method to prevent unpacking the game?

Or does no one else have this issue and I have a bad copy?

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

Posted: Tue Sep 09, 2014 1:29 am
by Sir Kane
Try opening the file in a hex editor and check if the first few bytes are 06 05 04 03.

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

Posted: Tue Sep 09, 2014 2:45 am
by FriskyNoodle
Sir Kane wrote:Try opening the file in a hex editor and check if the first few bytes are 06 05 04 03.

06 05 04 03 D3 88 07 00 04 E5 F3 0B CF 2F 00 00

Yeah it is. I know it may be something that Im doing wrong, maybe since my game is located in program files(x86) but I made sure to run the QuickBMS CMD window in Administrator (UAC is disabled). So I really dont know what the issue is.


**EDIT**

For the first archive it works, and thats what the first 8 bytes are, but I want to unpack the "sub archive" that was inside the .big file, another like 4 .big files.

So I have to open a HEX Editor, look at the first 8 bytes and change them from 06 05 04 03 to 0B F3 E5 04 in the script right? If thats the issue then I'm really stupid.

**EDIT2**

This is what happened after I tried it on the sub archives first 8 bytes I replaced in the script

Image

Even though the file I attempted to unpack is 47mb


Also how do I make it so images are so huge and annoying/off putting to everyone else?

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

Posted: Tue Sep 09, 2014 3:32 am
by Sir Kane
Oh wait, it's like that because the script doesn't handle the compression.
Might post something that does tomorrow.