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PostPosted: Thu Jun 13, 2019 5:01 pm 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 51
I edited source code and added ”Extract all” and ”Rebuild” -functions for Big File Extractor tool by Experiment5X (https://github.com/Experiment5X/BIG-File-Extractor). This program open and display contents of .big archives with "EB" identifier made by EA. This tool is not compatible with BIG4/BIGF files.

How it works.
Extract single file:
Select single file and right click to extract. It decompress chunklzx/chunkzip files.

Extract All (You need to do this first if you want to rebuild big-file)

Select folder to extract all files. It extract full path to selected folder for example gamedata/anim/anim.cba
It doest’t decompress files because you need compressed files for rebuilding. You can decompress files extracting single file or using quickbms and fightnight.bms to extract and decompress whole archive.

Rebuilding BIG
Select same folder where you extracted all files.
You can’t add new files only replace file with same name. You can compress single file to chunklzx format with quickbms and chunkpack.bms script.

Example: I opened nocacherender.big from NHL Legacy and I want to mod powerring_0_0.rx2 texture file which is compressed to chunklzx format.

1. Open nocacherender.big
2. Extract All (It will create directory including compressed files from nocacherender.big
3. Right click to extract powerring_0_0.rx2 (It will decompress file and I can mod it with custom texture)
4. Compress modded powerring_0_0.rx2 to chunklzx with quickbms and chunkpack.bms and drag it to right folder in extracted directory created in section 2.
5. Press Rebuild big-file and select same folder that you selected in section 2.
6. Select location to new nocacherender.big

I try to add replace function for single file, but it’s complex if new file is bigger than original then it can’t be added in the middle of archive with c++. It’s easy to do for smaller or equal files. So the easiest way is rebuild whole archive.

This is my first programming project ever and I couldn’t have done that if I wouldn’t have found this tool from github. Thanks Adam for source code.

BIG File Extractor:
https://app.box.com/s/6g2lpct0trk1ylg11j4udcjso4bg4q9h


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PostPosted: Thu Jun 13, 2019 8:02 pm 
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Joined: Fri Mar 30, 2018 2:48 am
Posts: 262
I will try this for Skate 3 later :]

Edit: If you have the source for the current build and want to share it, I could add a check for refpack compression to it so I know easier what file I need to compress in Skate 3 :)

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PostPosted: Thu Jun 13, 2019 8:27 pm 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 51
Here is current source. Part added by me might be ugly code, but you may understand it I hope so.


Attachments:
BIG-File-Extractor-Source.zip [130.46 KiB]
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PostPosted: Thu Jun 13, 2019 9:06 pm 
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Joined: Fri Mar 30, 2018 2:48 am
Posts: 262
beedy wrote:
Here is current source. Part added by me might be ugly code, but you may understand it I hope so.


What version of QT Creator do you have?
I have the latest version and it won't open this project correctly.

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PostPosted: Fri Jun 14, 2019 4:28 am 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 51
Original is qt4 project so I installed qt 4.8 in my old 32 bit win7 laptop. Qt creator is 3.0.0.


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PostPosted: Wed Jun 26, 2019 1:23 pm 
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Joined: Fri Mar 30, 2018 2:48 am
Posts: 262
beedy wrote:
Original is qt4 project so I installed qt 4.8 in my old 32 bit win7 laptop. Qt creator is 3.0.0.


Okay, good to know.
Will see if I can do something with that in the future.
What I have played around with lately, is a .OBJ to .RX2 3D model converter and I have made a tool for resizing models so far.
Next think I will do is make it so I can take existing models and change them with blender and export as OBJ and then convert that to the same rx2 format as the model you want to mod.
I should be done with that pretty soon.
I have been doing that manually with some scripts lately and it works fine :) So I can use the existing vertices and faces and just re-shape them.

Next step after that would be to find all the values in the rx2 file for how many vertices, faces and UVs there is in each mesh and the offsets, so I can change those if I want to add more verts, faces and UVs to the file. :)

Man this is so exciting. I can't believe I can mod these damn meshes now.

_________________
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If you appreciate my work and want to donate:
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