Thanks for your hard work!michalss wrote:shadowlonely1989 wrote:You mean, both local.bin and font file are DRMs file?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
Fonts are in DRM, texts are ok kind of, split into 3 different archives.. It is a mess..
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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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
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/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
I am waiting you to write tools to localize the game.michalss wrote:i will rls some tools in time, right now im focusing on to do localization into our language..
Thank you in advance for your help
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
I've seen your post on tomb raider forumsmichalss wrote:i will rls some tools in time, right now im focusing on to do localization into our language..
I'm so excited & waiting your tools
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
TIGER Unpacker v0.0.3 r5 - See below.
DRM Dumper v0.0.2 r4 - See below.
About textures format:
Note: It's for PC only because format different from console version.
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];
};
Last edited by Ekey on Mon Feb 01, 2016 9:34 pm, edited 3 times in total.
My Github repo
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Thanks a bunch EKey!
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!
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.
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!
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!
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
TIGER Unpacker v0.0.3b r6 - Download
Profit
DRM Dumper v0.0.2b r5 - Download* Individual unpack folder for each archive
* Small updated base with names
* Textures extension changed to *.tr2pcd
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:Gh0stBlade wrote:Thanks a bunch EKey!
Any chance you can strip out the header/relocation info on mesh files?
Code: Select all
Seek > 0x10 - Read 4 (dwEntryCount)
Seek > 0x18 - Read 4 (dwBlockSize)
dwMeshOffset = dwEntryCount * 4 + 0x34 + dwBlockSize;
Seek > dwMeshOffset (from beginning)
Implemented.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.
My Github repo
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Thanks a bunch!Ekey wrote:TIGER Unpacker v0.0.3b r6 - DownloadDRM Dumper v0.0.2b r5 - Download* Individual unpack folder for each archive
* Small updated base with names* Textures extension changed to *.tr2pcdIn 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:Gh0stBlade wrote:Thanks a bunch EKey!
Any chance you can strip out the header/relocation info on mesh files?
ProfitCode: Select all
Seek > 0x10 - Read 4 (dwEntryCount) Seek > 0x18 - Read 4 (dwBlockSize) dwMeshOffset = dwEntryCount * 4 + 0x34 + dwBlockSize; Seek > dwMeshOffset (from beginning)
Implemented.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.
Script updated, should work fine with the latest unpacker
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
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.
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.
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
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.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.
For the normals, I'll check this later, thanks for reporting it!
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Supported...yet? Assuming the skeletons can be found, support for those can be added I hope.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.
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Maybe in animation files? btw you have simple block with skeleton from older version?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!
What? More details.Paliha wrote:прикольно... bigfile.096.tiger
//fedia? fedia- gde ti? gde ti?
My Github repo
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Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Here is Lara's model from Tomb Raider: Underworld. DownloadEkey wrote: Maybe in animation files? btw you have simple block with skeleton from older version?
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!
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.
@Ekey could you have your unpacker rename those file's extension to ".skl" it would make it easier to identify them. Cheers!
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