=====BIG File Specification===== ====Main header==== Char [4] 'BIGB' \\ Char [4] Version \\ Int [4] Bank address \\ Int [4] unknown \\ ====Bank Index==== Int [4] Number of Banks \\ Char [x] NULL terminted string \\ Int [4] Bank ID \\ ===Bank=== Int [4] Number of Entries in Bank \\ Int [4] Index Start \\ Int [4] Index Size \\ Int [4] block size \\ ==== FileIndex ==== === Header === Int [4] NumberFileTypes \\ Int [4] FileType \\ Int [4] NumberFiles \\ === Index === Int [4] Magic Number \\ Int [4] File ID \\ Int [4] File Type \\ Int [4] File Size \\ Int [4] File Start \\ --[dev info]-- \\ Int [4] File Type \\ Int [4] StringLength; \\ Int [StringLength] SymbolName \\ Int [4] File CRC \\ Int [4] Number of Source Files \\ Int [4] StringLength; \\ Int [StringLength] Source File Name \\ --[/dev info]-- \\ Int [4] SubHeaderSize \\ Int [SubHeaderSize] SubHeader \\ === Texture sub-header: === Int [2] Width; // Texture size...// \\ Int [2] Height; \\ Int [2] Depth; // ...and depth for vol. textures// \\ Int [2] FrameWidth; // Actual image size (may be smaller)// \\ Int [2] FrameHeight; \\ Int [2] FrameCount; \\ Int [2] DXT Compression; \\ Int [2] Unkown; \\ Int [1] Transparency; // Number of alpha channels// \\ Int [1] MipMaps; // Number of MipMaps// \\ Int [2] Unkown; \\ Int [4] TopMipmapSize; \\ Int [4] TopMipmapCompressedSize; \\ Int [2] Unkown; // DXT compression again?// \\ Int [4] Unkown; \\ The first mipmap of each texture is compressed using lzo1x and the rest are uncompressed. \\ === Mesh Sub-header: === Dword Physics_Mesh; \\ Float [10]; //matches first 40 bytes of bbm. possibly origin// \\ Dword Number_LOD's; \\ Dword [Number_LOD's] Size_compressed_LOD; \\ Dword padding; \\ Dword Number_Textures_Assigned; // 1 per surface within model// \\ Dword [Number_Textures_Assigned] Texture_ID; //Texture ID as used in the textures.big// \\