Unpacking the Tom Clancy Future Soldier Meshes

Doubts, help and support about QuickBMS and other game research tools
fallenreaper
Posts: 3
Joined: Thu Aug 11, 2022 6:16 pm

Unpacking the Tom Clancy Future Soldier Meshes

Post by fallenreaper »

Hey all,

I was looking into quickbms to decode the Yeti big/big1/big2/big3 files located in the Future Soldier Install. When looking at the quickbms website, I saw 2 script files which stood out at me related to *.big files. None of those seemed to work and ended up hanging. I was thinking that maybe it is using different or updated definitions of what a big file was.

I was curious if anyone has any updates on how to properly decompile the Future Soldier Files?

My Initial Attempt was: `./quickbms yeti.bms Yeti.big` on Linux. I attempted the same thing on Windows as well, but didnt work. In this sample, All 3 files are located in the same dir. It would get to the app where it would say ( for both instances ) wait until you need to press "r" for.... or whatever the phrasing is.

If anyone needs a Copy of any of the files, i can easily provide them.
fallenreaper
Posts: 3
Joined: Thu Aug 11, 2022 6:16 pm

Re: Unpacking the Tom Clancy Future Soldier Meshes

Post by fallenreaper »

I ended up following some other samples, but got stuck at the same spot as another person. Seems like it created a bunch of dat files, but since a lot of them are only 111 bytes, I dont really think they have much going on, and thing something is wrong.

I was thinking that MAYBE it is suppose to be like that, and im suppose to do something with the dat file which is 342360064 bytes instead.

I am on a mac and decompressed this with a Ubuntu container using the linux "quickbms_4gb_files" bash file to in sequence walk the Yeti files to make a "NEW_Yeti.big" which is decompressed, but something seems incorrect.