The target was to unpack archives. What people do with those archives is their own call whether xnalara or games that are modding friendly/possible.Darko wrote:Lol The target of all of this is the xna lara/xps community??Ekey wrote:I do not think that will be more tools. Main objective is complete. Archives unpacked (models, textures, text ect)
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Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Yeah, I really needed a TR8 repacker because I wanted to attempt to port the Xbox 360 exclusive maps to see how it'd run but there are no such tools. I guess you are right, not much can be modded i this game but i wouldn't mind importing different music, playing with triggers, adding enemies etc.Sammie wrote:The question is, what do you want to modify in such a game? Model & Texture-replacement is useless. I dont want a redhair-Lara or a big-boobs-Lara. The only interesting thing would be a leveleditor to create own worlds (DLCs) and share this stuff with other users. But we are not able to do this without knowning everything about all the other data, especially scripts (KI, Triggers, Events) and all kind of de/encryption. Surely, its not impossible to figure this out, but it would be time wasting. And Crystal Dynamics wouldn't support that. ^^C00L12345 wrote:The modding scene is incredibly small I mean that would die out very fast. As for the older games Tomb Raider IV had official tool sets released and the formats were pretty simple anyway but those are old.
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
BIGFileTool can pack for TRUC00L12345 wrote:Yeah, I really needed a TR8 repacker because I wanted to attempt to port the Xbox 360 exclusive maps to see how it'd run but there are no such tools. I guess you are right, not much can be modded i this game but i wouldn't mind importing different music, playing with triggers, adding enemies etc.Sammie wrote:The question is, what do you want to modify in such a game? Model & Texture-replacement is useless. I dont want a redhair-Lara or a big-boobs-Lara. The only interesting thing would be a leveleditor to create own worlds (DLCs) and share this stuff with other users. But we are not able to do this without knowning everything about all the other data, especially scripts (KI, Triggers, Events) and all kind of de/encryption. Surely, its not impossible to figure this out, but it would be time wasting. And Crystal Dynamics wouldn't support that. ^^C00L12345 wrote:The modding scene is incredibly small I mean that would die out very fast. As for the older games Tomb Raider IV had official tool sets released and the formats were pretty simple anyway but those are old.
My Github repo
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Never heard of such tools, can you point me to them?
Thanks.
Thanks.
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
I want to localize this game, is there any packer ?
I found this link : http://www.tombraiderforums.com/showthr ... 335&page=4
But download link is not avaible. Can anybody send a new link ?
Is this tool can pack ?
I found this link : http://www.tombraiderforums.com/showthr ... 335&page=4
But download link is not avaible. Can anybody send a new link ?
Is this tool can pack ?
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
I agree you. We are translation group from Turkey and we want to translate this game too. We need a packerrrrrrrrr !michalss wrote:localization is good example why repack is needed. I mean repack of archive not models or other useless things.... Think about it models gonna use only a few people but make it possible for localization it will use millions of people, so for me main task it always to get localization possible and rest thing later on, i guess this is should me main task for every game... Coz with that you gonna help millions of people around the worlds where they can translate the game to their own language.. This is my opinion and trust me there will me lots of ppl feel it same way
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
[modders_only]
in theory, with a packer, it could be even possible to modify meshes, to an extent, even without fully know the DRM format.
we can't freely edit a mesh, because we can't pack it back in its original format, but we might be able to change only the chunks of data we know (i.e. vertex, faces), while ensuring that the size and the relative position of every chunk remains the same of the original DRM mesh.
This way we might just leave the unknown chunks as they are and change the ones we know.
Which kind of changes can be done?
- moving a vertex; a vertex will occupy the same space in terms of bytes if moved, while it wouldn't if deleted
- "removing" a vertex, making the triangles that points to it in the face index point somewhere else
- "removing" a face/triangle, by making all its vertices point to the same vertex
- similar approaches would apply for changing uv mapping
an "average" artist would consider these options enough for modding, considering also that the textures are much freely modifiable.
the edited meshes might either replace the original mesh in the bigfile, or might just be added at end of the last bigfile (changing the pointer to the mesh in the bigfile FAT).
[/modders_only]
in theory, with a packer, it could be even possible to modify meshes, to an extent, even without fully know the DRM format.
we can't freely edit a mesh, because we can't pack it back in its original format, but we might be able to change only the chunks of data we know (i.e. vertex, faces), while ensuring that the size and the relative position of every chunk remains the same of the original DRM mesh.
This way we might just leave the unknown chunks as they are and change the ones we know.
Which kind of changes can be done?
- moving a vertex; a vertex will occupy the same space in terms of bytes if moved, while it wouldn't if deleted
- "removing" a vertex, making the triangles that points to it in the face index point somewhere else
- "removing" a face/triangle, by making all its vertices point to the same vertex
- similar approaches would apply for changing uv mapping
an "average" artist would consider these options enough for modding, considering also that the textures are much freely modifiable.
the edited meshes might either replace the original mesh in the bigfile, or might just be added at end of the last bigfile (changing the pointer to the mesh in the bigfile FAT).
[/modders_only]
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Does somebody know why the .mul-Files in bigfile_ENGLISH have so many different Locals (FFFFFFF7,FFFFDD41,FFFFDD51,FFFFDD61,FFFFDD63,FFFFDDF,FFFDDC1,FFFFDDCF,FFFFDDDF,FFFFDDE7,FFFFDDFF and many more) while other languages have only one Locale for all .mul-Files?
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
It's bitflags for supported locale.Sammie wrote:Does somebody know why the .mul-Files in bigfile_ENGLISH have so many different Locals (FFFFFFF7,FFFFDD41,FFFFDD51,FFFFDD61,FFFFDD63,FFFFDDF,FFFDDC1,FFFFDDCF,FFFFDDDF,FFFFDDE7,FFFFDDFF and many more) while other languages have only one Locale for all .mul-Files?
https://blog.gib.me/
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Ekey wrote:Filelist updated. Added ~1000 - 21692/22828 (95%)
Really appreciate the work everyone has done on this game... many thanksEkey wrote:I do not think that will be more tools. Main objective is complete. Archives unpacked (models, textures, text ect)
Hope that you'll consider updating filelists when patches are updated (latest patch is 268,727,080 bytes) and that you'll also consider updating when new DLC packs are released... pretty please with cherries on top
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Nothing special updated for 730 patch ~30 names.
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My Github repo
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Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Okay, let me rephrase my question...Rick wrote:It's bitflags for supported locale.Sammie wrote:Does somebody know why the .mul-Files in bigfile_ENGLISH have so many different Locals (FFFFFFF7,FFFFDD41,FFFFDD51,FFFFDD61,FFFFDD63,FFFFDDF,FFFDDC1,FFFFDDCF,FFFFDDDF,FFFFDDE7,FFFFDDFF and many more) while other languages have only one Locale for all .mul-Files?
I have downloaded some language-files
all .mul files in title_FRENCH have FFFF0002 and all .mul files in bigfile_FRENCH have FFFF1102
all .mul files in title_GERMAN have FFFF0004 and all .mul files in bigfile_GERMAN have FFFF1104
all .mul files in title_ITALIAN have FFFF0008 and all .mul files in bigfile_ITALIAN have FFFF1108
...
2,4,8 bitflags.. okay
But all .mul files in title_ENGLISH have FFFFDD41. Why not FF0001?
And all .mul files in bigfile_ENGLISH have many different locals (FFFFFFF7,FFFFDD51,FFFFDD61,FFFFDD63,FFFFDDF,FFFDDC1,FFFFDDCF,FFFFDDDF,FFFFDDE7,FFFFDDFF)
Of course I see, all have 0x1 bitmask, but why are there so many different locals in the english file and only one locale in the other language-files? What's the rest of this locale-stuff in the english files? Any idea?