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[PC] Shadow of the Tomb Raider Bigfile.000.tiger

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lionheartuk
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by lionheartuk »

Will the tool also work with Environment meshes that don't contain skeletons.

I'm guessing yes, but sometimes the skeletal mesh format is very different from the normal meshes.
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by Raban »

Is it possible to extract the voice and music files?

Back in RotTR one would get - after dumping a corresponding *.drm - a selectin of .mul files, which contained .fsb
Now when I dump for example "017_storyteller_fountain_woman.drm" (audio/dialogue.../stroy/...) I only get one .dtp file.
Then there's the folder "wwise" in the unpacked bigfile and if I dump one of the .drm found there I get a .sound file, which doesn't seem to be an ordinary wwise - at least I failed converting it (with ww2ogg024).
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by Paliha »

>> I'd say impossible to extract since there's hundreds of dtp files
laracroft.drm->id->4067A->"RenderMesh"->data:

Code: Select all

02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 1E 00 00 00 08 00 00 00 18 00 00 00 10 00 00 00 20 00 00 00 00 00 00 18 0A 00 00 14 0C 00 00 14 0E 00 00 14 10 00 00 14 12 00 00 14 14 00 00 14 16 00 00 14 18 00 00 14 1A 00 00 14 1C 00 00 14 1E 00 00 14 20 00 00 14 22 00 00 14 24 00 00 14 26 00 00 14 28 00 00 14 2A 00 00 14 2C 00 00 14 2E 00 00 14 30 00 00 14 32 00 00 14 34 00 00 14 36 00 00 14 38 00 00 14 3A 00 00 14 3C 00 00 14 3E 00 00 14 40 00 00 14 42 00 00 14 2A 06 04 00 0F D0 0F D0 EB BE EB BE EB BE EB BE EB BE EB BE EB BE EB BE 00 00 00 00 00 00 00 00 1D 00 00 00 00 00 00 00 [b]2B 06 04 00[/b] 0F D0 0F D0 2C 06 04 00 0F D0 0F D0 2D 06 04 00 0F D0 0F D0 2E 06 04 00 0F D0 0F D0 2F 06 04 00 0F D0 0F D0 30 06 04 00 0F D0 0F D0 31 06 04 00 0F D0 0F D0 32 06 04 00 0F D0 0F D0 33 06 04 00 0F D0 0F D0 34 06 04 00 0F D0 0F D0 35 06 04 00 0F D0 0F D0 36 06 04 00 0F D0 0F D0 37 06 04 00 0F D0 0F D0 38 06 04 00 0F D0 0F D0 39 06 04 00 0F D0 0F D0 F3 4A 03 00 0F D0 0F D0 3A 06 04 00 0F D0 0F D0 3B 06 04 00 0F D0 0F D0 3C 06 04 00 0F D0 0F D0 3D 06 04 00 0F D0 0F D0 3E 06 04 00 0F D0 0F D0 3F 06 04 00 0F D0 0F D0 40 06 04 00 0F D0 0F D0 41 06 04 00 0F D0 0F D0 42 06 04 00 0F D0 0F D0 43 06 04 00 0F D0 0F D0 44 06 04 00 0F D0 0F D0 45 06 04 00 0F D0 0F D0 46 06 04 00 0F D0 0F D0
this "RenderMesh"????))
ok. goto->
laracroft.drm->id->4062B->this "Material"!!!! pointers to id graphics in this container
EKey instead of the ordinal section, it is necessary to write the resource ID, a lot of files, search for content for a very long time.
in subdrm the first three bytes are the resource id, offset, id, and the ordinal of the container is still reading.))
---------
and there are files of objects Mesh in the *.tiger from one block, as a result, the block is not unpacked.
---------
Squish for graphics decompression is no longer suitable.
except Noesis, there are libraries newer???(C# or C++)???
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by Gh0stBlade »

lionheartuk wrote:Will the tool also work with Environment meshes that don't contain skeletons.

I'm guessing yes, but sometimes the skeletal mesh format is very different from the normal meshes.
No, scene mesh will require a separate importer since the format is different.
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by volfin »

lionheartuk wrote:Will the tool also work with Environment meshes that don't contain skeletons.

I'm guessing yes, but sometimes the skeletal mesh format is very different from the normal meshes.
if you mean simple props with no skeletons, then yes, it works. I've done several already. Level data is another matter.
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by lionheartuk »

volfin wrote:
lionheartuk wrote:Will the tool also work with Environment meshes that don't contain skeletons.

I'm guessing yes, but sometimes the skeletal mesh format is very different from the normal meshes.
if you mean simple props with no skeletons, then yes, it works. I've done several already. Level data is another matter.
Yup, just props and general assets.
Not the actual level data itself.
More like, X number of levels use a wall, but that wall is just a referenced static mesh, wondered if it'd open that wall, for example.
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by volfin »

lionheartuk wrote: Yup, just props and general assets.
Not the actual level data itself.
More like, X number of levels use a wall, but that wall is just a referenced static mesh, wondered if it'd open that wall, for example.

Well for instance I know it does relics from the collectible screen. They don't have a skeleton. I did a few other props too. So I assume stuff like that should work.

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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by PaulPhoenix31139 »

Hello, need help
i can't find skeleton in the DTPData folder to "paperdoll_piece_tr11_lara_child_torso.drm"
how i can find, in the folder i see .dtp (start with 0x0B000000) but their size 1kb
after rename .dtp to skeleton.skl i try open in noesis, but open model without skeleton
I see in bigfile/update1/update2.tiger and weapon skeleton too interest.
Maybe i do it wrong.
Please help me, if you have info how get this.
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by kotn3l »

Crazy31139 wrote:Hi, i extract laracroft.drm
in the DTPData folder i found - Section 5651.dtp
rename Section 5651.dtp to skeleton.skl and drop to RenderMesh folder
open in Noesis - Section 5648.tr11mesh
all bones work fine
Thanks! Any way to view animations like this? Like renaming one of them in the Animations folder then dropping it to RenderMesh folder like the skeleton? Question is, what to rename the animation files? Or is it not possible this way?
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by daemon1 »

Raban wrote:I hadn't had any luck extracting it with daemon1's tools.
i will modify my purehair tool to support it later
for now, use this "converter" that will modify this new version headers so they will be compatible with old tool
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by Raban »

daemon1 wrote: i will modify my purehair tool to support it later
for now, use this "converter" that will modify this new version headers so they will be compatible with old tool
Thank you very much!
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by YourImaginaryFriend »

I have difficulties finding skeletons for characters other than Lara. Anyone had any luck with them?
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by TheMask85 »

is there a way to have correct mesh-/texture names instead of "section #"?
eyeballing by uv sheet for applying textures works but is pretty tedious.
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by Gh0stBlade »

TheMask85 wrote:is there a way to have correct mesh-/texture names instead of "section #"?
eyeballing by uv sheet for applying textures works but is pretty tedious.
There is no such thing as correct "mesh and texture names". Each DRM section has only an ID number to identify it. All names are stripped out during the cooking process, it has been like this since Tomb Raider: Legend.
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Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger

Post by Anthony78800 »

Hello, how to get the Mesh file for the game Shadow of Tomb Raider because I extracted the files laracroft.drm I would like to get the characters
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