Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Posted: Tue Mar 08, 2016 8:50 am
Here it is my localization tools : viewtopic.php?f=32&t=14064
Game Research Forum
https://forum.xentax.com/
Hi! Could you tell me where is POLISH font store, please! Thanks!michalss wrote:I almost finnish localization. I will publish tools once im done completely with localization, not early then that. Please accept this..... All i can do for all of you is to extract all text and put it in here Also if game does not support your accent i cannot help, coz i dont know how to replace fonts. Fonts are in GFX format... Also have complete access to MUL files.....
This is from POLISH fonts....
I cannot it is in dmr files, wont be able to do anything with that anyway. I allready told you, i cannot replace font files...! If you want to use this font you have to use POLISH language.shadowlonely1989 wrote:Hi! Could you tell me where is POLISH font store, please! Thanks!michalss wrote:I almost finnish localization. I will publish tools once im done completely with localization, not early then that. Please accept this..... All i can do for all of you is to extract all text and put it in here Also if game does not support your accent i cannot help, coz i dont know how to replace fonts. Fonts are in GFX format... Also have complete access to MUL files.....
This is from POLISH fonts....
Oh, I understand, we can not edit drm file, right? We only can dump drm file. Thanks! Hope we can reinsert drm file in the future.michalss wrote:I cannot it is in drm files, wont be able to do anything with that anyway. I allready told you, i cannot replace font files...! If you want to use this font you have to use POLISH language.shadowlonely1989 wrote:Hi! Could you tell me where is POLISH font store, please! Thanks!michalss wrote:I almost finnish localization. I will publish tools once im done completely with localization, not early then that. Please accept this..... All i can do for all of you is to extract all text and put it in here Also if game does not support your accent i cannot help, coz i dont know how to replace fonts. Fonts are in GFX format... Also have complete access to MUL files.....
This is from POLISH fonts....
Code: Select all
FaceIndex.Min() < FaceIndex.First()
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12 A0 10 A0 0C A0 11 A0 12 A0 0C A0 89 93 13 A0
8A 93 14 A0 13 A0 89 93 14 A0 15 A0 13 A0 16 A0
Code: Select all
f 40978/40978/40978 40976/40976/40976 40972/40972/40972
f 40977/40977/40977 40978/40978/40978 40972/40972/40972
f 37769/37769/37769 40979/40979/40979 37770/37770/37770
f 40980/40980/40980 40979/40979/40979 37769/37769/37769
f 40980/40980/40980 40981/40981/40981 40979/40979/40979
Code: Select all
int index_= 0;
while ( FaceIndex.Min() < FaceIndex.First())
{ int pos = FaceIndex.IndexOf (FaceIndex.Min());
if (( pos !=FaceIndex.Count-1) && ( pos !=FaceIndex.Count))
index_ = FaceIndex.ElementAt (pos+1);
else
index_ = FaceIndex.ElementAt (pos-1);
FaceIndex [pos] = index_+1; }
FaceIndex = RemoveDoubles(FaceIndex);
Code: Select all
Offset Count Group
C0 12 06 00 00 00 00 00 7A FD 00 00 00 00 00 00
20 CC 21 00 00 00 00 00 8B 09 00 00 01 00 00 00
80 FD 22 00 00 00 00 00 91 3C 00 00 02 00 00 00
60 9D 29 00 00 00 00 00 06 00 00 00 03 00 00 00
Sorry, I don't understand your post. It's strange you're having to write such code to remove face indices from Tomb Raider: Underworld scene meshes. You shouldn't have to do this at all, I managed to pull out the scene models with no issues.Paliha wrote:@Gh0stBlade
When writing a parser of a scene from Tomb Raider - Underworld,
faced with the indices of faces which point beyond the data block.For example the binary code of the mesh for the block edges:Code: Select all
FaceIndex.Min() < FaceIndex.First()
After conversion we get:Code: Select all
12 A0 10 A0 0C A0 11 A0 12 A0 0C A0 89 93 13 A0 8A 93 14 A0 13 A0 89 93 14 A0 15 A0 13 A0 16 A0
The first decision was removal, but in some cases the number of such indexes are not always a multiple of three. So I had to delete the duplicates:Code: Select all
f 40978/40978/40978 40976/40976/40976 40972/40972/40972 f 40977/40977/40977 40978/40978/40978 40972/40972/40972 f 37769/37769/37769 40979/40979/40979 37770/37770/37770 f 40980/40980/40980 40979/40979/40979 37769/37769/37769 f 40980/40980/40980 40981/40981/40981 40979/40979/40979
There is a solution to recalculate the indices of the faces?Code: Select all
int index_= 0; while ( FaceIndex.Min() < FaceIndex.First()) { int pos = FaceIndex.IndexOf (FaceIndex.Min()); if (( pos !=FaceIndex.Count-1) && ( pos !=FaceIndex.Count)) index_ = FaceIndex.ElementAt (pos+1); else index_ = FaceIndex.ElementAt (pos-1); FaceIndex [pos] = index_+1; } FaceIndex = RemoveDoubles(FaceIndex);
=============
ADD:
The problem is solved. There is no problem of indexes. Remove duplicate bad decision. It is necessary to collect the indices of the faces, respectively with the blocks of vertices.Code: Select all
Offset Count Group C0 12 06 00 00 00 00 00 7A FD 00 00 00 00 00 00 20 CC 21 00 00 00 00 00 8B 09 00 00 01 00 00 00 80 FD 22 00 00 00 00 00 91 3C 00 00 02 00 00 00 60 9D 29 00 00 00 00 00 06 00 00 00 03 00 00 00
With you it is very difficult to consultGh0stBlade wrote:Sorry, I don't understand your post. It's strange you're having to write such code to remove face indices from Tomb Raider: Underworld scene meshes. You shouldn't have to do this at all, I managed to pull out the scene models with no issues.Paliha wrote:@Gh0stBlade
=============
ADD:
The problem is solved. There is no problem of indexes. Remove duplicate bad decision. It is necessary to collect the indices of the faces, respectively with the blocks of vertices.Code: Select all
Offset Count Group C0 12 06 00 00 00 00 00 7A FD 00 00 00 00 00 00 20 CC 21 00 00 00 00 00 8B 09 00 00 01 00 00 00 80 FD 22 00 00 00 00 00 91 3C 00 00 02 00 00 00 60 9D 29 00 00 00 00 00 06 00 00 00 03 00 00 00
Also, please use this thread only for Rise of the Tomb Raider related discussions.
Cheers.
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for ( int k = 0; k < FaceIndexData.Count(); k++)
{ int count = FaceIndexData[k].Count();
{ for ( int h = 0; h < count; h++)
{ TempIndex.Add(string.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}",
(FaceIndexData[k][h].IndexX) + CurrentСountVertex + 1 ,
(FaceIndexData[k][h].IndexY) + CurrentСountVertex + 1 ,
(FaceIndexData[k][h].IndexZ) + CurrentСountVertex + 1 ));
Сounter++;
if ( Сounter == MaterialData[k][md].FaceCount/3)
{ FaceGroup.Add(string.Format ("usemtl Texture{0}", MaterialData[k][md].FaceGroupNum + 1));
FaceGroup.AddRange(TempIndex);
TempIndex.Clear();
Сounter = 0;
md++; } } }
md = 0;
CurrentСountVertex += Point3DData[k].Count();}<<<<<<<<<<<<<<<!!!!!!!!!!!!!!!!!!
That's the hair file used when TressFX is disabled. The actual TressFX mesh uses a different format so it's not possible to extract that.meganmi wrote:Is xenon_hair.drm the only file for Lara's hair?
I see, that's why it's so stiff when I move the bones around (barely anything moves anyway.)Gh0stBlade wrote:That's the hair file used when TressFX is disabled. The actual TressFX mesh uses a different format so it's not possible to extract that.meganmi wrote:Is xenon_hair.drm the only file for Lara's hair?
Ekey, is there any chance you can do a final update for the Cold Darkness Awakened DLC? It would be much appreciated!
Whats wrong? DRM Dumper supported this DLC.relight wrote:Ekey, is there any chance you can do a final update for the Cold Darkness Awakened DLC? It would be much appreciated!
For one example, looking for Cold Darkness map.Ekey wrote:Whats wrong? DRM Dumper supported this DLC.relight wrote:Ekey, is there any chance you can do a final update for the Cold Darkness Awakened DLC? It would be much appreciated!