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Re: 360 - Dead Rising 2 .BIG file

Posted: Sun Oct 03, 2010 9:27 am
by Ryan7259
How'd you do that anyways Dean? Did you do some bms scripting?

Re: 360 - Dead Rising 2 .BIG file

Posted: Sun Oct 03, 2010 10:39 am
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

Re: 360 - Dead Rising 2 .BIG file

Posted: Sun Oct 03, 2010 5:06 pm
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.

Re: 360 - Dead Rising 2 .BIG file

Posted: Sun Oct 03, 2010 7:00 pm
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?

Re: 360 - Dead Rising 2 .BIG file

Posted: Sun Oct 03, 2010 10:21 pm
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.

Re: 360 - Dead Rising 2 .BIG file

Posted: Mon Oct 04, 2010 10:17 am
by valvoga
Oh,chroxx you're awesome

Re: 360 - Dead Rising 2 .BIG file

Posted: Mon Oct 04, 2010 11:12 am
by demolos
The contents of this post was deleted because of possible forum rules violation.

Re: 360 - Dead Rising 2 .BIG file

Posted: Mon Oct 04, 2010 11:16 pm
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.

Re: 360 - Dead Rising 2 .BIG file

Posted: Tue Oct 05, 2010 12:47 am
by Ryan7259
I looked in valuesets and saw some words. In the srv_matthew it said 'srv_matthew_mtl_pants.pdv'

Re: 360 - Dead Rising 2 .BIG file

Posted: Tue Oct 05, 2010 1:39 am
by DerMeister
Any way to unpack the .BIG files of the 360 version yet?

Re: 360 - Dead Rising 2 .BIG file

Posted: Tue Oct 05, 2010 4:44 am
by Malakesh
The means to unpack every version of the game's .big files are right here in this thread.

Re: 360 - Dead Rising 2 .BIG file

Posted: Tue Oct 05, 2010 3:34 pm
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:

Re: 360 - Dead Rising 2 .BIG file

Posted: Wed Oct 06, 2010 6:17 am
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 :(

Re: 360 - Dead Rising 2 .BIG file

Posted: Fri Oct 08, 2010 9:39 am
by Mshi
I cant read Indices correct.
Any advices?Image

Re: 360 - Dead Rising 2 .BIG file

Posted: Fri Oct 08, 2010 11:42 am
by chrrox
they are tri-stip.