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Posted

Greetings I'm looking to extract contents from  .big file it comes from the volume 6 DLC from the XBOX 360 version of the game these vehicles never came for the PC version of the game.

The DLC contains 3 files these being:

CarPack.big  i'm guessing that the assets are stored here (3D models ,textures)

Carpack.map ?????

contentdesc.xml  this contains  the info about the cars and license flags as whether they are XBOX Live exclusive or not.  And maybe some other scripts..

I haven't managed to find any tools which can extract these properly.... Only QuickBMS has a  script for .big files but when  i run the script with the files it just gives me a bunch of dat files....

Any other known tools which can open and or extract .big files?

Posted
  On 3/4/2025 at 1:50 PM, dragster666 said:

Greetings I'm looking to extract contents from  .big file it comes from the volume 6 DLC from the XBOX 360 version of the game these vehicles never came for the PC version of the game.

The DLC contains 3 files these being:

CarPack.big  i'm guessing that the assets are stored here (3D models ,textures)

Carpack.map ?????

contentdesc.xml  this contains  the info about the cars and license flags as whether they are XBOX Live exclusive or not.  And maybe some other scripts..

I haven't managed to find any tools which can extract these properly.... Only QuickBMS has a  script for .big files but when  i run the script with the files it just gives me a bunch of dat files....

Any other known tools which can open and or extract .big files?

Expand  

here is the program list 1 FinalBIG 2 Dragon UnPACKer 3 XnView

Posted

How did get these files from the DLC itself? I'm really interested, I've been wanting these cars for the PC version for a bit now. I only found one download but that's a "file" that I don't know how to unpack

Posted
  On 3/5/2025 at 4:48 PM, transam33o said:

How did get these files from the DLC itself? I'm really interested, I've been wanting these cars for the PC version for a bit now. I only found one download but that's a "file" that I don't know how to unpack

Expand  

Use these instructions to install a program that supports DLC files. For example, JDownloader, FreeRapid Downloader, or payload. 
Link the DLC files to the appropriate software. To do this, right-click on the file icon, select "Properties", go to the "General" tab, and click "Edit" in the "Open with" submenu. The system will display a list of programs that support DLC files. You need to select an application and check the box "Always use the selected application to open files of this type." 
Check the DLC file for errors. For example, if the file was only partially downloaded from the Internet, you should try downloading it again. It is also recommended to check the system for malware and viruses using antivirus software.

Posted (edited)
  On 3/5/2025 at 4:48 PM, transam33o said:

How did get these files from the DLC itself? I'm really interested, I've been wanting these cars for the PC version for a bit now. I only found one download but that's a "file" that I don't know how to unpack

Expand  

Xenia has a install DLC content function.

What it essentially does is that it unpacks the DLC  and puts it in the content folder this is where save games are stored and DLCs

the folder for TDU is called 494707D4 it unpacks the DLC in the 00000002 folder here is the unpacked DLC and it shows the files i mentioned above

CarPack.big,Carpack.map and contentdesc.xml.

My guess  is that the .big file contains the assets due to  how much bigger it is compared to the two others. 

I haven't managed to open them yet tried FinalBIG says that its a unknown format and runs out of memory when trying to open it...

Either try to extract it somehow or RIP the models directly from the Xenia Emulator however I'm not even sure if that's possible at the moment.

TDU models are in the 3DG/BNK format what i find interesting in the DAT files QuickBMS gave me in the hex i noticed that the larger files contain both 3DG and BNK names alongside the 2db texture names in the dat file so it means that the models are infact stored here..... 

image.thumb.png.5ff83bcfe66831745765dcd0875a39be.png

Edited by dragster666
Posted

Funny, stumbled across this thread randomly while doing the same thing. All the files are in the `CarPack.big` archive, just when extracted they lose their names and folder structure, linked here is my archive of everything named correctly and the folder structure restored. Sadly since the `bnk` archive format between PC and 360 is just different enough to where PC tools can't load 360 files, and copy pasting the file header wasn't the quick fix I was hoping for, so getting any of this to work may take a fair amount effort from someone with reasonable knowledge of the game and its file formats.

Posted
  On 3/7/2025 at 2:34 AM, Jco_176 said:

Funny, stumbled across this thread randomly while doing the same thing. All the files are in the `CarPack.big` archive, just when extracted they lose their names and folder structure, linked here is my archive of everything named correctly and the folder structure restored. Sadly since the `bnk` archive format between PC and 360 is just different enough to where PC tools can't load 360 files, and copy pasting the file header wasn't the quick fix I was hoping for, so getting any of this to work may take a fair amount effort from someone with reasonable knowledge of the game and its file formats.

Expand  

I tried. But when I'm open with tdumt the bnk wouldn't open at all

Posted
  On 3/10/2025 at 7:19 AM, iFabz said:

I tried. But when I'm open with tdumt the bnk wouldn't open at all

Expand  

The issue is the file endianness is flipped. The 360 uses big endian while PC uses little endian. You need to convert each file to little endian to make them compatible with PC tools. Plus, the files themselves might be different formats like they are on the PS2 port so it could be quite a big job honestly. There's some things you can take, the database is unencrypted on 360 for example and while you can't extract the bnk because of the endianness, you can open it with Notepad++ and read all the data, but yeah big effort.

Posted (edited)
  On 3/10/2025 at 6:36 PM, Jco_176 said:

The issue is the file endianness is flipped. The 360 uses big endian while PC uses little endian. You need to convert each file to little endian to make them compatible with PC tools. Plus, the files themselves might be different formats like they are on the PS2 port so it could be quite a big job honestly. There's some things you can take, the database is unencrypted on 360 for example and while you can't extract the bnk because of the endianness, you can open it with Notepad++ and read all the data, but yeah big effort.

Expand  

At this point it would be easier to attempt to rip the 3D models in Xenia... Ninja Ripper 2 can rip from Xenia although it requires a newer version of Ninja Ripper 2 which requires a paid key to use.

A free and much more safer way to rip is with Intel GPA however I'm not sure if it can rip from xenia as i tested it and  from what it seems it only works on DirectX11 games and earlier (xenia builds use Vulkan?) once it rips them the meshes are all separate  and need to be reattached and resized correctly and textures can be exported however it doesn't export UV data from the meshes.... A custom CMD script is required to extract the UV data from the meshes that is on GITHUB...

Renderdoc can also apparently  rip meshes but i haven't tried it yet but some people say that can rip meshes too...

However it seems that Intel GPA doesn't set antivirus alarms off like Ninja Ripper and Renderdoc....

The problem here is that Xenia uses Vulkan  and only some rippers support it  for intel GPA to work correctly it would need a DX11 build of Xenia to work properly... Might attempt to rip with Intel GPA but at most it could rip is the textures and meshes if I'm lucky.

Here's an example as to how Intel GPA rips....

image.thumb.png.a20e2fe31c235797365239c32b856099.png

Textures are stored in Drawindexed and can be exported....image.thumb.png.41c319b0d91655761259d4908c922ad7.png

350Z Roadster and Dino 246 GTS should be the easiest to export and port over as you just need the convertible parts and use the normal non convertible variants as a base.

Solstice could use the Saturn Sky as a base as the cars share platforms..

Diablo GT maybe could use the Countach as a base 

A4 Touring car,Truimph Daytona 955i and Cadillac Sixteen don't have anything similar so you'd be on your own....

Edited by dragster666
Posted (edited)

And yup as expected it didn't manage to  extract the meshes it always says '''index buffer out of range''' however the textures can be ripped....

Here are some ripped textures from the Cadillac Sixteen now if we could get the meshes somehow....

 

rims :image.png.03173b0183e3cfd01edfd022c0277f2b.png

logos:image.png.7d8997484e80e4bad719c44e3c771c5f.png

interior and ambient occlusion:image.thumb.png.5949771f7266ad05c42ffb5a6195bd33.png

Tail lights:image.png.c846f50bcd58397168ab65f627004d29.png

Gauges:image.png.f67f817bc3c820c33e8e3def77cac1e9.png

Normal maps are also included but i don't want to bloat this post.

Edited by dragster666
Posted (edited)

Not giving up yet attempted ripping with renderdoc now and i managed to capture a garage.

image.thumb.png.a3d5cbe3f9d8edb4eef33a1fa9aa85cc.png

Renderdoc has a mesh viewer function where the meshes can be seen and well well well what do we have here?

image.thumb.png.e6eff016dd64dc4a84d4c639e449905b.png

Audi A4 Touring Car.... 

the grey wireframe on the right from it looks like the Dino 246 GTS maybe..... 

These 3D Models/meshes can be exported into the CSV format and then imported into blender with a plugin...

https://github.com/sbobovyc/GameTools/tree/master/Blender

The problem here is that the meshes look a bit squished and might need adjusting also from what it seems there are around like 4000 meshes in renderdoc which can be viewed exporting all of these 4000 meshes would be a pain in the ... for me  i am not sure if an entire scene can be exported as a singular file....

Edited by dragster666
Posted
  On 3/16/2025 at 1:12 AM, dragster666 said:

Not giving up yet attempted ripping with renderdoc now and i managed to capture a garage.

image.thumb.png.a3d5cbe3f9d8edb4eef33a1fa9aa85cc.png

Renderdoc has a mesh viewer function where the meshes can be seen and well well well what do we have here?

image.thumb.png.e6eff016dd64dc4a84d4c639e449905b.png

Audi A4 Touring Car.... 

the grey wireframe on the right from it looks like the Dino 246 GTS maybe..... 

These 3D Models/meshes can be exported into the CSV format and then imported into blender with a plugin...

https://github.com/sbobovyc/GameTools/tree/master/Blender

The problem here is that the meshes look a bit squished and might need adjusting also from what it seems there are around like 4000 meshes in renderdoc which can be viewed exporting all of these 4000 meshes would be a pain in the ... for me  i am not sure if an entire scene can be exported as a singular file....

Expand  

That's a great discoveries, damn....(i feel we closer to get and witness the Vol 6 DLC rides in TDU-PC platform)

Posted
  On 3/23/2025 at 5:27 PM, iFabz said:

That's a great discoveries, damn....(i feel we closer to get and witness the Vol 6 DLC rides in TDU-PC platform)

Expand  

Closer but not quite yet there... Blender straight up fails to load the CSV file Renderdoc exported... Textures can be exported though... Gonna dig around and see if there are any other programs which can open Renderdoc CSV files i think i have seen a CSV plugin for Noesis might try that... 

Posted

hi all, not sure if this helps. Ive been messing around using TDU F and found that some textures especially the wheels are working fine, as OAM to other cars.

For example ive added the cadillac sixteen wheels as options for the cien and they work fine

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