Fable: The Lost Chapters Mod Scene
Fast Uncompromising Discussions. FUDforum will get your users talking.

Home » Fable TLC » Development » Advanced Modding » BigTools
Re: .big header [message #66164 is a reply to message #66032] Tue, 20 March 2012 21:48 Go to previous messageGo to previous message
xenn is currently offline  xenn
Messages: 17
Registered: February 2012
Location: Canada
morerunes wrote on Fri, 09 March 2012 17:19

Where are there so many nulls at the top of textures.big? There's just tons of them. The wiki says there should be 16 bytes before the number of banks, and that number is among a gigantic blob of nulls, so I don't know what I'm supposed to be looking for.


This hardly belongs under "Advanced Modding".
Try asking within the "Discussion Area" forum next time, please.


To address your confusion, there aren't 16 bytes before the number of banks.
There are 16 bytes that make up the main header from the beginning of the .BIG file.
Most (if not all) .BIG files have zero-data after the header to 800h, where the payload begins.

The 'number of banks' value for each .BIG file is located at the first dword (4-byte integer) pointed to by "Bank address" value (the third dword value in the header).
That is, the bank address specifies the offset of the beginning of the bank index, relative to the beginning of the file.

Perhaps someone can correct me if I'm mistaken.
 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: New lev Crap
Next Topic: Executable Functions
Goto Forum:
  


Current Time: Tue Jan 19 22:18:37 PST 2021

Total time taken to generate the page: 0.00999 seconds