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[PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

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Ekey
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Ekey »

michalss wrote: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?
Base loaded in memory (StringList) and parallel creating second StringList with generated hashes from base. Read entry from archive to get hash. Search him in second StringList. If found - remember index position. And finally this position used for get real name (from base) by this index. If hash not found otherwise it just return formated name like __Unknown\0A0C30A1. Easy. If you want - look source's from Rick (C#).
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by michalss »

Ekey wrote:
michalss wrote: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?
Base loaded in memory (StringList) and parallel creating second StringList with generated hashes from base. Read entry from archive to get hash. Search him in second StringList. If found - remember index position. And finally this position used for get real name (from base) by this index. If hash not found otherwise it just return formated name like __Unknown\0A0C30A1. Easy. If you want - look source's from Rick (C#).

Hmm interesting method, what exactly is mean by base ? Also can you please post Rick source ?
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

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Ekey
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Ekey »

michalss wrote:Hmm interesting method
Anyway it works fast :)
michalss wrote:what exactly is mean by base ?
I mean base with file names -> FileNames.list
michalss wrote:Also can you please post Rick source ?
http://svn.gib.me/public/crystaldynamics/trunk/
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by michalss »

thx Ekey, it is very simple :) Now just need to understand this DRM files. To be hones im looking for fonts and texts/subs only..
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/
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Ekey »

michalss wrote:im looking for fonts

Code: Select all

xenon-w\fontarabic.drm
xenon-w\fontchinese.drm
xenon-w\fontjapanese.drm
xenon-w\fontkorean.drm
xenon-w\fontrussian.drm
xenon-w\fontsimplechinese.drm
xenon-w\fontuniversal.drm
michalss wrote:texts

Code: Select all

xenon-w\local\locals.bin
michalss wrote:subs only..
Subs in MUL files
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by michalss »

Ekey wrote:
michalss wrote:im looking for fonts

Code: Select all

xenon-w\fontarabic.drm
xenon-w\fontchinese.drm
xenon-w\fontjapanese.drm
xenon-w\fontkorean.drm
xenon-w\fontrussian.drm
xenon-w\fontsimplechinese.drm
xenon-w\fontuniversal.drm
michalss wrote:texts

Code: Select all

xenon-w\local\locals.bin
michalss wrote:subs only..
Subs in MUL files
Yeah thx, i know this, but to make full support of my lang, still need to understand DRM and MUL.. :( Also if you look at this font files, they are only 164 bytes of size.. strange
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/
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Ekey »

Because all DRM's
Gh0stBlade wrote:Contains pointers to various data blocks within the Bigfile a specific DRM uses. This could be textures, models, sound effects, scripts etc.
here unpacked some sections from jonah_cine.drm for research (included Texture, Material, Mesh, Shader, Sound and two unknown types).
1034 - seems also Material.
1031 - no idea.
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by GRINSPANKER13 »

Gh0stBlade wrote: 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 file :)
I think I understand. I would need to find the DRM files for each weapon / resource to find the hashes?
How would one know what DRM file is for what weapon / resource?
Let me know if I'm not following correctly, thanks.
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Gh0stBlade »

Ekey wrote:Because all DRM's
Gh0stBlade wrote:Contains pointers to various data blocks within the Bigfile a specific DRM uses. This could be textures, models, sound effects, scripts etc.
here unpacked some sections from jonah_cine.drm for research (included Texture, Material, Mesh, Shader, Sound and two unknown types).
1034 - seems also Material.
1031 - no idea.
Thanks for the file! Just tried to load Jonah using my current mesh importer. It does not work, it looks like the file is incorrectly extracted or corrupted?

I suggest this because, one of the pointers in the file to specific data is larger than the filesize so we get an error reading beyond the file. If you check the mesh file, the unsigned integer at 0x8 is always equal to the whole mesh file size, it seems the extracted file is smaller than that.
GRINSPANKER13 wrote:
Gh0stBlade wrote: 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 file :)
Why exactly do you need the hashes?, can't you just obtain them through trial and error/changing weapons then saving, checking the new hash?

Cheers.
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by GRINSPANKER13 »

Gh0stBlade wrote: Why exactly do you need the hashes?, can't you just obtain them through trial and error/changing weapons then saving, checking the new hash?
In the gamesave, there are weapons and ammo that you have to collect or craft.
Once you collect them they are added to an inventory block with uint32 hash/id, uint16 value, uint16 null.
I'm making a editor for the game, and I'm looking for all of the hashs/ids for that.
I have all but 3 of the resources, but barley any of the weapons and ammo.
Sure I can keep playing until I acquire everything, but that takes time.
I was hoping the tiger files would be a faster way to get them all.

Bear Hide = 0x104D7CDF
Compound Bow = 0xD37B01CC

There are many more though.
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by howfie »

material files also reference textures by hashes. could do some texture modding... thus you need hashes for auto texture.

goooooo ekey! i still don't understand why you don't come to the US to work here rather than waste your life mapping strings to 22,000+ different hash IDs :P .
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Ekey »

Gh0stBlade wrote: Thanks for the file! Just tried to load Jonah using my current mesh importer. It does not work, it looks like the file is incorrectly extracted or corrupted?
Ops. One block missed. here correct one.
howfie wrote:i still don't understand why you don't come to the US to work here rather than waste your life mapping strings to 22,000+ different hash IDs :P .
WTF? :D
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Ekey »

Small update with small fixes :P

P.S: Can't attach it lol. -> here
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Gh0stBlade »

Thanks EKey :D

Works perfectly, just got to sort out the rest of the vertex components and we're good to go I think.

Image
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Re: Rise of the Tomb Raider Bigfile.000.tiger

Post by Ekey »

Good job. I will share DRM dumper later after some tests ;)
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