It is very similar with id tech5/6 engine structure. Here is the *.index file and filecutted sample from *.resources. https://www.sendspace.com/file/orjsnk
endian little get namelength0 long getdstring name0 namelength0 get namelength1 long getdstring name1 namelength1 get namelength2 long getdstring name2 namelength2
endian big get Null long get OFFSET long get SIZE long get ZSIZE long get Null2 long get UNK long get Null3 short
endian little get namelength0 long getdstring name0 namelength0 get namelength1 long getdstring name1 namelength1 get namelength2 long getdstring NAME namelength2
endian big get OFFSET longlong get SIZE long get ZSIZE long get Null long get UNK long get Null2 short
if SIZE == ZSIZE log NAME OFFSET SIZE 1 else math OFFSET += 2 clog NAME OFFSET ZSIZE SIZE 1 endif
*.lang and *.bimage7 are simply compressed with zlib (just compressed data, no headers/info). This is the script that works with all the provided formats: http://aluigi.org/bms/dishonored2.bms
aluigi wrote:*.lang and *.bimage7 are simply compressed with zlib (just compressed data, no headers/info). This is the script that works with all the provided formats: http://aluigi.org/bms/dishonored2.bms
michalss wrote:i have try reimport but game has not started
That doesn't work. Make repacking script or add new data at the end of *.resource and modify *.index. The game reads uncompressed data when UNK becomes to 0x20 to 0x00.
michalss wrote:i have try reimport but game has not started
That doesn't work. Make repacking script or add new data at the end of *.resource and modify *.index. The game reads uncompressed data when UNK becomes to 0x20 to 0x00.
Yeah was my second guess. What you mean by becomes to 0x20 to 0x00?
michalss wrote:No fonts are textures, no scaleform..
This is different from GFX. And there's no essential information about this. On top of that developer said to me that they discontinued it. No one can use evaluation program for this format now. The only one who are employed in company can handle it.
I just manually made a swf header but I still don't have idea on it.
that is scramble dxt5 format for sure, we have figured out index file for fonts, however as i said dds is scramble somehow and he cannot identify correct header..
michalss wrote:that is scramble dxt5 format for sure, we have figured out index file for fonts, however as i said dds is scramble somehow and he cannot identify correct header..
I don't think that the game reads bimage for font. One have to modify iggy.
Font is 100% texture as ussual, problem is that game wont read it uncompressed and aluigi compressor for zlib is not works because it has dictionary size setup for 32768, but gamefiles are ony 1024. Until alugi help us make zlib compresor where we can select compress dic size to 1024, we are back to 0..
EDIT: compression is sorted, now testing time
Last edited by michalss on Fri Nov 11, 2016 7:12 am, edited 1 time in total.