Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Tue Sep 04, 2007 8:18 am Post subject:
Decompiling the C&C3 .big files
There's a way to decompile the .big files from C&C3, obtaining the music tracks and the original .xml files (expecially about the single player maps?) QUICK_EDIT
Depends what you mean by "units".
The .xml code is already included with the SDK.
We can get textures with jonwil's tool.
There are some of the models available in the sample art download and I believe jonwil is also working on a .w3x extractor.
I presume he could also do a sound one in a similar manner.
But the .big files aren't just archives like the .mix were, they've got other files going on in there (vague but I can't remember the filetype ). _________________ QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Tue Sep 04, 2007 5:34 pm Post subject:
Damnit. I want the Mammoth Mark 2, Juggernaut, and Titan Mark 2 for Scorched 3d. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Thu Sep 06, 2007 5:20 pm Post subject:
Maybe they have locked up the files in order to stop ripping. By the way this would stop any modification over modification (es. for TC Mods).
Hoping that someone will build up a site like C&C Argentina, with a lot of units and ideas for modders... QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Sep 07, 2007 5:00 am Post subject:
The .big files were cracked few days after the demo was released. But the music is in the bin/manifest/relo/imp files which were somewhat cracked, but the data inside them are customized or compressed in a way that people doesn't know how it works... QUICK_EDIT
Hmm, actually, i remember talking to someone, cant remember hes name, but i know hes from DS. He said the Bin files can be opened using some tool found on the internet, something like a Binary Viewer or something. QUICK_EDIT
Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Fri Sep 07, 2007 12:19 pm Post subject:
I was asking if there was a way to reconstruct the original .xml and .w3d files from bin/manifest/imp/relo. Why this? Simply because some people learn the presence of some particular parameters or modding logic, only watching at the source (for example, I came aware of nuke bunker and tomahawk launcher, on C&C Gen ZH, only watching the source of a mod that Implemented that). I know that the "XML compiled shelter" is good against ripping, even if this practice is the result of the natural implementing the XML rules file logic in C&C 3, but this would cause a reduction of modding ideas, due to the fact that, for example, a problem is not discovered and fixed for public, but keep it secretly, and every modder should discover it by his/her own. QUICK_EDIT
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