Rise of the Tomb Raider - [TR2] - [PC/XENON]/b]
Requires Noesis version >= 4.177
fmt_TR2_mesh_1_5.py - Version 1.5 - 07/02/15
Works with EKey's Bigfile/Drm Dumper.
Xbox 360 DRM/Bigfile Tool:
EKey - RTBTIGGERUnpacker_0.0.2b_r4.rar
EKey - RTBDRMDumper_0.0.1_r1.rar
PC DRM/Bigfile Tool:
EKey - ROTTR_TIGGERUnpacker_0.0.3c_r7.rar
Ekey - ROTTR_DRMDumper_0.0.3a_r7.rar
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
[PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
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[PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Last edited by Gh0stBlade on Sun Feb 07, 2016 9:55 pm, edited 16 times in total.
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Re: Rise of the Tomb Raider Bigfile.000.tiger
Dev's did some changes in archives. Anyway here my unpacker. As a previous games unpacker save only CDRM index files.
Download: See below.
Download: See below.
Last edited by Ekey on Sat Nov 07, 2015 1:22 pm, edited 1 time in total.
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Re: Rise of the Tomb Raider Bigfile.000.tiger
Ekey wrote:Dev's did some changes in archives. Anyway here my unpacker. As a previous games unpacker save only CDRM index files.
Nice,
Can you please post struct of the archive ?
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
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Re: Rise of the Tomb Raider Bigfile.000.tiger
Code: Select all
struct iHeader
{
uint32_t dwID; //TAFS
uint32_t dwVersion; // Previous is 3 , Current is 4
uint32_t dwUnknown1;
uint32_t dwTotalFiles;
uint32_t dwUnknown2;
uint8_t iPlatform[32]; //Platform (xenon-w) or (ps3-w) or (pc-w)
};
//Entry stucture for version 3
struct iEntryV3
{
uint32_t dwHash; //Hash of filename
uint32_t dwLanguage;
uint32_t dwSize;
uint32_t dwZSize; //Posible
uint32_t dwFlags; //or two uint16_t
uint32_t dwOffset;
};
//Entry stucture for version 4
struct iEntryV4
{
uint32_t dwHash; //Hash of filename
uint32_t dwLanguage;
uint32_t dwSize;
uint32_t dwZSize; //Posible
uint32_t dwOffset;
uint32_t dwFlags; //or two uint16_t
};
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Re: Rise of the Tomb Raider Bigfile.000.tiger
thank you , but files are compressed zlibbed. When i used yr tool, getting extracted correct zlib files. But on start of each files is something strange it does not start with zlib header actually but this:
WTF is that pls ?
WTF is that pls ?
Quick BMS Editor GUI - simple easy to use
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Re: Rise of the Tomb Raider Bigfile.000.tiger
MUL files not compressed, only chunks data provided by DRM index
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Re: Rise of the Tomb Raider Bigfile.000.tiger
Ekey,Ekey wrote:.drm index files not compressed, only chunks data provided by DRM index
I'm looking for all the resource names and ids, like Cloth, Herbs...etc, and I'm not sure if they are in these tiger files.
I understand the file names are all saved as hashes in the entry table, but is there a way to decode them?
For example, in the gamesave Cloth's hash is 0x4D826A39, but I'm looking for all the others.
I'm not sure if they are hashes for the resource name, or just a unique id they were assigned.
I have coded up a little program to read the tiger file for the xbox 360.
I just don't know what to do with the DRM files after unpacking them.
Any help would be appreciated, thanks!
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Re: Rise of the Tomb Raider Bigfile.000.tiger
GRINSPANKER13 wrote:Ekey,Ekey wrote:.drm index files not compressed, only chunks data provided by DRM index
I'm looking for all the resource names and ids, like Cloth, Herbs...etc, and I'm not sure if they are in these tiger files.
I understand the file names are all saved as hashes in the entry table, but is there a way to decode them?
For example, in the gamesave Cloth's hash is 0x4D826A39, but I'm looking for all the others.
I'm not sure if they are hashes for the resource name, or just a unique id they were assigned.
I have coded up a little program to read the tiger file for the xbox 360.
I just don't know what to do with the DRM files after unpacking them.
Any help would be appreciated, thanks!
Thanks for the unpacker EKey!
Everything apart from in-game voice overs are stored in Bigfile.000.tiger, Bigfile.001.tiger. You can't exactly decode the hash, the only way to obtain the filenames is to create a dumper that dumps filenames before the hash is generated within the engine. This is much easier to do on PC. Once the filenames are known it's a case of generating the hash then comparing it.
To clarify, the save-game hashes for weapons/collectibles etc have nothing to do with bigfile entry hashes, they're two completely different things.
Bigfile (Contains .MUL files, DRM Section info)
.MUL -> Audio files (in-game music)
.DRM->(Contains pointers to various files within the Bigfile a specific DRM uses. This could be textures, models, sound effects, scripts etc..)
So you have to read the DRM section table and decompress anything that's compressed (It will be ZLIB compressed for some sections).
We just need a tool that dumps the DRM sections.
I'm working on the model importer, I just need Lara's model correctly extracted since there are some problems at the moment, it would help me confirm a few things.
Regards.
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Re: Rise of the Tomb Raider Bigfile.000.tiger
Thanks Gh0stBlade. I know they have nothing to do with one another.
I was hoping that one of the files in the tiger archive had the strings that the games uses to generate the hash for the weapons and resources.
I'm just playing the game collecting them all but that takes time to do.
Maybe they are just ids assigned and not even hashes.
I was hoping that one of the files in the tiger archive had the strings that the games uses to generate the hash for the weapons and resources.
I'm just playing the game collecting them all but that takes time to do.
Maybe they are just ids assigned and not even hashes.
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Re: Rise of the Tomb Raider Bigfile.000.tiger
OK, but every file starts with that. Is there a way how to identify the DRM index files ? My achievement will be repack the archive, but for that i need to understand this DRM files..Ekey wrote:MUL files not compressed, only chunks data provided by DRM index
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
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Re: Rise of the Tomb Raider Bigfile.000.tiger
If you swap it you can see value like > 44100. What this could be for music files?michalss wrote:OK, but every file starts with that. Is there a way how to identify the DRM index files ?
Packer will not be possible until the DRM stuff is understood. (c) Rickmichalss wrote:My achievement will be repack the archive
Seems from Lara Croft and the Temple of Osiris DRM files little bit changed.michalss wrote:but for that i need to understand this DRM files..
1) Duplicated id's for sections.
2) Two unknown types with id 1031 and 1034.
3) Some CDRM's not compressed.
4) Strange texture data. Header is X360 and seems compressed by XMem.
I will share all extracted types of files for confirmation.
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Re: Rise of the Tomb Raider Bigfile.000.tiger
Just to make this easier for you, the game does not use strings to compute a hash that is used for weapons etc in the save file. It's already pre-defined as a hash in the DRM fileGRINSPANKER13 wrote:Thanks Gh0stBlade. I know they have nothing to do with one another.
I was hoping that one of the files in the tiger archive had the strings that the games uses to generate the hash for the weapons and resources.
I'm just playing the game collecting them all but that takes time to do.
Maybe they are just ids assigned and not even hashes.
I think the best thing to do is, undo what Crystal Dynamics did. For example, in TR8 all the DRM files included the section info PLUS the file data at the end. The way I'd do this is, extract each DRM header file, locate the section info and write it at the end of the file updating the offsets in the DRM header file. That would make sure all DRM files include all the data they need, some sections are referenced in multiple DRM files (point to the same file, like sharing). Then someone could make any alterations to that, then it's repacked where only the DRM header file is pointed at by the Bigfile file table with the file data stored else where plus the DRM section info re-updated to point to the new file offsets within the bigfile (it MUST be aligned) and the hashes MUST be indexed (lowest to highest if i remember correctly) or it will not work. I wrote a test repacker for MUL files (TR 2013) Didn't take it as far as that unfortunately.michalss wrote:OK, but every file starts with that. Is there a way how to identify the DRM index files ? My achievement will be repack the archive, but for that i need to understand this DRM files..Ekey wrote:MUL files not compressed, only chunks data provided by DRM index
Regards.
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Re: Rise of the Tomb Raider Bigfile.000.tiger
Small update.
Download: See next page.
Code: Select all
* Fixed bug while unpacking audio files from bigfile_ENGLISH, bigfile_FRENCH and etc.
* Base with names updated (added ~2k).
Last edited by Ekey on Sun Nov 08, 2015 12:01 pm, edited 1 time in total.
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Re: Rise of the Tomb Raider Bigfile.000.tiger
Base updated (added ~10k)
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Re: Rise of the Tomb Raider Bigfile.000.tiger
Ekey wrote:Base updated (added ~10k)
Thx. How do you compare what filename belongs to what file pls ? I can see you have only filenames, but not hash asign to it each filename. Also i can see there is so many audiofiles but not any DRM ? Can you also pls update your struct once you digg more information please?
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/