# script for QuickBMS http://aluigi.altervista.org/quickbms.htm
idstring "\x06\x05\x04\x03" get TEX_INFO_SZ long get TEX_SZ long get FILES long get TEX_HEADER_SZ long get STRING_TABLE_OFF long for i = 0 < FILES get NAME_OFF long get HASH long get ZSIZE long get SIZE long get OFFSET long get PADDING_SZ long get COMP_FLAG long savepos TMP goto NAME_OFF get NAME string set NAME basename NAME string NAME + .bct if COMP_FLAG == 0 log NAME OFFSET SIZE else math OFFSET + 4 math ZSIZE - 4 comtype zlib clog NAME OFFSET ZSIZE SIZE endif goto TMP next i
i have not looked at the formats of the extracted *.bct yet, just wanted to at least get this posted for now.
okay here is Noesis python script to open the bct textures.
tex_DeadRising2_bct.zip
supports dxt1, dxt5 and rgba32
some tex files stored 169 file names without the bct extension so i modified the bms script to fix this while extracting. i don't know if it is just the art style of this game or what but half the textures appear grainy around the edges.