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

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shadowlonely1989
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by shadowlonely1989 »

michalss wrote:
shadowlonely1989 wrote:
michalss wrote:Here is unpacker, repacker, reimporter,

I never tested repacker or reimporter, just change endian. However, its working only with base files, NOT DRMs!!

THIS TOOL WONT HELP YOU WITH LOCALIZATION!!

Code: Select all

https://mega.nz/#!39wxESxb!GrqBf4sakesQrCpK9Qmpp4tVVIqYPlUt-EYGMv0VoN8
You mean, both local.bin and font file are DRMs file? :(

Fonts are in DRM, texts are ok kind of, split into 3 different archives.. It is a mess..
Thanks for your hard work!
michalss
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by michalss »

i will rls some tools in time, right now im focusing on to do localization into our language..
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/
Taner038
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by Taner038 »

michalss wrote:i will rls some tools in time, right now im focusing on to do localization into our language..
I am waiting you to write tools to localize the game.
Thank you in advance for your help
Sajjad Rahim
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by Sajjad Rahim »

michalss wrote:i will rls some tools in time, right now im focusing on to do localization into our language..
I've seen your post on tomb raider forums
I'm so excited & waiting your tools
stapheen
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by stapheen »

michalss wrote:i will rls some tools in time, right now im focusing on to do localization into our language..
We are waiting [roll] [roll] [roll]
Ekey
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by Ekey »

TIGER Unpacker v0.0.3 r5 - See below.
DRM Dumper v0.0.2 r4 - See below.

About textures format:

Code: Select all

struct PCD9Header
{
   uint32_t   dwID; // PCD9
   uint32_t   dwType; // ??? 49, 71, 72, 78, 91 and etc.
   uint32_t   dwDataSize;
   uint32_t   dwVersion; // 1
   uint16_t   sWidth;
   uint16_t   sHeight;
   uint16_t   sBPP; // Bits Per Pixel ?
   uint8_t    bUnknown1;
   uint8_t    bMipMapCount;
   uint16_t   sFlags;
   uint8_t    bUnknown2;
   uint8_t    bFilePath[256];
};
Note: It's for PC only because format different from console version.
Last edited by Ekey on Mon Feb 01, 2016 9:34 pm, edited 3 times in total.
Gh0stBlade
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by Gh0stBlade »

Thanks a bunch EKey! 8D

Any chance you can strip out the header/relocation info on mesh files? That's Everything before "Mesh" file signature like your previous X360 DRM unpacker did. Also, would be great if your DRM unpacker could extract textures with the extension ".tr2pcd" that way people don't have to rename all the textures.

Cheers!

Image

Noesis script for Rise of the Tomb Raider (PC) is now available on the first post. There might be some unsupported texture formats, I just used all the code from Lara Croft and the Temple of Osiris to speed the release up.

Edit: It won't work unless all data before "Mesh" is deleted.
Click the thanks button if I helped!
Ekey
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by Ekey »

TIGER Unpacker v0.0.3b r6 - Download
* Individual unpack folder for each archive
* Small updated base with names
DRM Dumper v0.0.2b r5 - Download
* Textures extension changed to *.tr2pcd
Gh0stBlade wrote:Thanks a bunch EKey! 8D

Any chance you can strip out the header/relocation info on mesh files?
In PC version all data files different from console version. In the console version does not have a grid - always begins with a header Mesh. Anyway you can skip it like this:

Code: Select all

Seek > 0x10 - Read 4 (dwEntryCount)
Seek > 0x18 - Read 4 (dwBlockSize)

dwMeshOffset = dwEntryCount * 4 + 0x34 + dwBlockSize;

Seek > dwMeshOffset (from beginning)
Profit (:
Gh0stBlade wrote: Also, would be great if your DRM unpacker could extract textures with the extension ".tr2pcd" that way people don't have to rename all the textures.
Implemented.
Gh0stBlade
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by Gh0stBlade »

Ekey wrote:TIGER Unpacker v0.0.3b r6 - Download
* Individual unpack folder for each archive
* Small updated base with names
DRM Dumper v0.0.2b r5 - Download
* Textures extension changed to *.tr2pcd
Gh0stBlade wrote:Thanks a bunch EKey! 8D

Any chance you can strip out the header/relocation info on mesh files?
In PC version all data files different from console version. In the console version does not have a grid - always begins with a header Mesh. Anyway you can skip it like this:

Code: Select all

Seek > 0x10 - Read 4 (dwEntryCount)
Seek > 0x18 - Read 4 (dwBlockSize)

dwMeshOffset = dwEntryCount * 4 + 0x34 + dwBlockSize;

Seek > dwMeshOffset (from beginning)
Profit (:
Gh0stBlade wrote: Also, would be great if your DRM unpacker could extract textures with the extension ".tr2pcd" that way people don't have to rename all the textures.
Implemented.
Thanks a bunch!

Script updated, should work fine with the latest unpacker :D
Click the thanks button if I helped!
TheMask85
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by TheMask85 »

i would like to know if there's a way to load models up along with their bones/original riggin in noesis.
for me it'll only load up the mesh itself without any rigging. or isn't this supported anyways?

edit:
also the vertex normals are coming out twisted. for every model. at least for me.

Image
Gh0stBlade
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by Gh0stBlade »

TheMask85 wrote:i would like to know if there's a way to load models up along with their bones/original riggin in noesis.
for me it'll only load up the mesh itself without any rigging. or isn't this supported anyways?

edit:
also the vertex normals are coming out twisted. for every model. at least for me.

Image
The engine changed since Lara Croft and the Temple of Osiris. The Skeleton has since been moved completely out of the mesh file and it's location is unknown. So that's not supported.

For the normals, I'll check this later, thanks for reporting it!
Click the thanks button if I helped!
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by Paliha »

прикольно... bigfile.096.tiger
//fedia? fedia- gde ti? gde ti?
ssringo
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by ssringo »

Gh0stBlade wrote: The engine changed since Lara Croft and the Temple of Osiris. The Skeleton has since been moved completely out of the mesh file and it's location is unknown. So that's not supported.
Supported...yet? Assuming the skeletons can be found, support for those can be added I hope.
Ekey
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by Ekey »

Gh0stBlade wrote:The engine changed since Lara Croft and the Temple of Osiris. The Skeleton has since been moved completely out of the mesh file and it's location is unknown. So that's not supported.

For the normals, I'll check this later, thanks for reporting it!
Maybe in animation files? btw you have simple block with skeleton from older version?
Paliha wrote:прикольно... bigfile.096.tiger
//fedia? fedia- gde ti? gde ti?
What? More details.
Gh0stBlade
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

Post by Gh0stBlade »

Ekey wrote: Maybe in animation files? btw you have simple block with skeleton from older version?
Here is Lara's model from Tomb Raider: Underworld. Download

Bones start at 0x19EFC0 Each bone sized 0x40 till the end of the file.

I originally thought the same about the Skeleton being stored in animation files. Recent findings make me suspect otherwise. I extracted Lara's hair (xenon-hair.drm) From Rise of the Tomb Raider (PC). The model should have a skeleton yet there are no animation files. I have seen some data ressembling a skeleton in DTP files but loading them results in nothing usable. I'll take another look at that.

Edit:

Breaking news:

Bones have been located!

Image

Now we just need a way of identifying them since they are stored in DTP files. @EKey see "Section 16.dtp" Perhaps first uint "0x6" is a type meaning skeleton. If there is a hash name referencing the skeleton in the mesh file that would be useful. I can't check unless original hash names for sections are known.

Edit:

Confirming that DTP files with the first integer as "0x6" are skeleton files.

Image

@Ekey could you have your unpacker rename those file's extension to ".skl" it would make it easier to identify them. Cheers!
Click the thanks button if I helped!
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