Hello everyone, I hope I'm posting this in the correct sub-forum. Given the other content in this forum I thought that it was more fitting here than the Mass Effect one, but you can move it if necessary.
I'm one of the developers on the
ME3Explorer project, and we've recently started branching out to the other games in the series. If you're not aware of what we do, then basically we create modding toolsets for the games. For ME1 & ME2 it's primarily just texture modding but ME3 has a lot more options.
We have a *.pcc reader for ME2 and it's working fine. Files can be decompressed, read in, modified, saved and correctly read in-game but the ME2 DLC files are proving to be more challenging. Given that those files appear to have the same structure as the stock game files it's somewhat frustrating to be unable to read them. Given that your tools (both the decompressor and the UE Viewer) Gildor, can correctly open them I was hoping that perhaps you or someone else on the forums might be able to help me out.
At the moment I'm using the same functions that work with the stock game files, and it's only able to read about 10% of the DLC files. Specifically the files with only 1 chunk of compressed data. The compression type flag in the DLC is the same as that with the stock game (LZO compression) so I should be able to use the same decompressor and it's definitely reading the correct offsets and sizes from the file. The error occurs in the decompressor method, but as it works perfectly for all the stock game files I find it hard to believe there's something drastically wrong in there. The program is written in C# and we're using the MiniLZO port by "Astaelan" from here:
http://www.codeproject.com/Articles/16239/Pure-C-MiniLZO-portI've also tried other implementations with no success.
Any help/ insight you could provide would be very helpful.
Here's an example DLC file that doesn't work with our reader if that helps.